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Firestrike is an operational level re-creation of modern warfare
in miniature. Players have the option to stage modern conflicts populated by
enemy tanks, smart munitions, airpower and man-portable hunter-killer teams, or
more basic combats pitting infantry and a few heavy weapons against each other.
In either situation the winner will have to be both agile and lucky. And while
tanks may no longer be the sole kings of the battlefield, the fact remains that
survival in a hostile environment continues to require a rather thick skin!
« 1.1 Preparation The ground scale:
150mm equals one kilometer (1cm equals 67 meters). Each vehicle base represents
three pieces of equipment. Each infantry base represents roughly 25 men or
three pieces of infantry type equipment (ATGM launchers, etc.) The Bases
section below shows the various mounting options for micro-armor figures which
are used to play Firestrike.
| Game Markers |
| Area Weapon |
|
Base Status |
| Weapon Type |
Tag Diameter |
Marking |
|
Status |
Marking |
| 12cm gun |
25mm |
"120" |
|
No infantry |
"Ni" |
| 15cm gun |
25mm |
"150" |
|
Contaminated |
"C" |
| 20cm gun |
4cm |
"200" |
|
- |
- |
| 12cm rocket |
6cm |
"120 rocket" |
|
- |
- |
| 20cm rocket |
10cm |
"200 rocket" |
|
- |
- |
Equipment and Markers - Markers used to aid game play
fall into two categories; base status and area weapons. For base
status, use small, round Avery-type labels. For area weapons, use round,
metal-edged marker tags sold in most stationary stores. Lacking these, markers
may be made of any cardboard or plastic stock cut to the correct size. The "No
infantry" base status marker is used to mark APC's and MICV's whose infantry
have been killed. The Contaminated marker is used to mark every unit which has
survived a chemical attack. All game play is conducted using 12 sided
dice (1D12) and all measurement is conducted using the metric standard.
« 1.2 Unit Types There are three types of combat troops and
equipment available for game play: vehicles, infantry and aircraft. The
distinctions are important and should be remembered.
- Vehicles
- Tanks - Tracked armored fighting vehicles with a large
main weapon mounted in revolving turrets. Their primary role is as a mobile
striking force with enough survivability to ensure the (hopeful) completion of
mission goals.
IFV - Infantry Fighting Vehicle: built to allow
modern infantry to remain mobile and survive as long as possible in a hostile
environment. The newest versions include integral auto-cannons, NBC protection
and amphibious capabilities. Self-propelled artillery - Heavy
artillery pieces mounted in large, tracked chassis or, more rarely, on large
trucks. Includes conventional cannon and multiple launch rocket systems (MLRS).
Armored cars - Fast, lightly protected and armed, these wheeled
vehicles are used mostly for reconnaissance. Half-tracks - These
antique tracked "battle taxis" are still used to carry infantry and their
support weapons into combat areas while giving them the slight protection
against shrapnel and shockwaves. Transports - Lightly built vehicles
such as trucks and jeeps they are used for moving infantry and heavy weapons.
They have little or no protection and are not voluntarily exposed to heavy
enemy fire.
- Infantry
- Infantry - The bulk of any army is the infantry.
Assault rifle armed troops directly supported by light machine guns, mortars
and light anti-tank weapons.
Heavy weapons - These extra units give
infantry commanders a little extra firepower. They are however, usually just as
ground-bound as their fellow infantry, and are hence vulnerable to sudden air
and artillery concentrations. Composed mostly of towed artillery, including
heavy mortars, anti-aircraft and anti-tank. Emplacements -
Pillboxes, bunkers and berms are heavy structures used to protect infantry and
heavy weapons. They are usually made of concrete covered by earth or sand.
- Aircraft
- Jets - Jet aircraft which come into play during
Firestrike are usually heavy greound attack jets; heavily armed and equipped
with lethal guided and area weapons, these terrors of the sky have probably
already dropped their payload by the time you hear them!
Helicopters
- The aerial opposites of jets, helicopters loiter around battlefields at low
levels seeking lucrative targets. They are far slower than jets, but infinitely
more mobile than ground based units. Helicopters can skim over a ridgeline,
fire their missles and be gone before their payload strikes home.
Hybrid - A new breed of aircraft has come into existence in the last
several decades. Their developement has been slow, but their affects of future
battlefields may be profound. Most of these hybrid designs involve VTOL designs
(Vertical Take Off and Landing) such as the Harrier "jump jet" and the
Osprey.
The margin by which a player wins the air supremacy die roll
conducted during setup will help to dictate both player's air presence over the
battlefield. This directly affects the number of air attacks available for
close ground support and the amount of tactical usage which can be made of
available battlefield AA assets.
« 1.3 Bases All combat is conducted by
bases, not figures, which allows players to mount their figures in any quantity
they prefer. At left is a chart showing recommended base sizes and numbers of
figures per base.
| Type |
Micro-Armor Mounting |
|
Size (inches) |
Size (mm) |
Figures per base (recommended) |
| Infantry |
¾" x ½" |
20 x 12 |
Any |
| Heavy weapons |
½" x ½" |
12 x 12 |
|
| APCs, MICVs, HQ |
¾" x
11/8" |
20 x 30 |
1 |
| Tanks |
¾" x 1½" |
20 x 40 |
1 |
| VTOL |
1" x
1½" |
30 x 40 |
1 |
| Aircraft |
Any |
Any |
1 |
« 1.4 Game Formations There are three
levels or organization used to play Firestrike: Bases, Maneuver Units and
Formations. Each base is composed of a piece of equipment or a group of
men.................... Units - In Firestrike, a group of bases
which operates together is called a Maneuver unit. Maneuver units are the most
important elements used for game play, and they will usually represent real
life battalions or companies. Each is made up of one or more base types which
are combined into a general "pool" of bases comprising the entire unit.
Maneuver units are in turn grouped into larger Formations which represent
regiments, brigades or divisions, depending on national organization. During
the game, maneuver units may be shifted to different commands, with each shift
counting as a command function which is subject to command function rules. See
the lists of organization by nationality for maneuver unit compositions.
Formations - Formations are any organizations made up of
maneuver units or groups of maneuver units. Typically, several battalions will
be formed into a regiment or brigade. This formation can then be grouped with
other formations and maneuver units into larger formations such as
divisions.
- Example:
- #1 - The basic maneuver unit for Russian style armor
formations is the battalion. A standard tank battalion's pool of equipment is
nine tank bases and an HQ base. These battalions will in turn be grouped into
regiments. These regiments are then formed into divisions, which are groups of
regiments and battalions, all under the command of a divisional headquarters
group. The Russians also use brigades, which are made up of combined arms
battalions operating under command of brigade headquarters group.
- #2 - The basic maneuver unit for German mechanized infantry
is the company. A normal company's "pool" of bases will be four MICV bases.
These company-sized maneuver units are then grouped into battalions under the
command of battalion headquarters groups.
Headquarters Groups- Every formation must have a
heaquarters group (HQG) which represents its command infrastructure. Most of
these headquarters groups will be composed of several vehicle bases. If at
least one of these bases is intact, the headquarters may continue conducting
command functions. If all HQ bases for a particular formation's HQG are lost,
all maneuver units under the control of that headquarters group suffer a
halving of their ability to receive order changes during the game.
| TERRAIN EFFECTS |
| Cover Type |
Heavy Fire Cover Rating |
LightFire Cover Rating |
Height (Levels) |
Obstructs LOS? |
| Hill |
- |
- |
1 or 2 |
yes |
| Light woods |
2 |
2 |
2 |
yes |
| Heavy woods |
3 |
3 |
1 |
yes |
| Wood buildings |
1 |
1 |
½ |
yes |
| Brick buildings |
3 |
3 |
½ |
yes |
| Concrete buildings |
6 |
4 |
½ |
yes |
| Concrete Bunkers |
9 |
4 |
0 |
no |
| Trenches |
7 |
4 |
0 |
no |
Hasty dig-in Shellscape |
5 |
2 |
0 |
yes |
| Reverse slopes/Berms |
6* |
3 |
½ |
yes |
|
| * - Protects (modifies) against direct small
arms and artillery fire only, not against indirect fire or air attacks. |
« 1.5 Game Terrain Battlefield terrain
used in Firestrike fulfills two basic functions: cover and protection. As
cover, it obscures line of sight and prevents enemy bases from spotting viable
targets. As protection, it may increase a target's defense value if its defense
value is superior to that of the base using the cover. If its rating is less
that that of the "protected" unit, there is no effect on the fire charts. For
example; an Israeli Merkava tank which seeks cover inside a large brick
building will receive a benefit for cover, but because the heavy fire defense
value for a brick building is only a 2, there is no effect on the
Merkava's already sturdy defense value of 6 (IE - MBT armor is
better protection than a brick). If an infantry base occupies the same brick
building, it's defensive values against heavy and light fire will be raised
from a 1 to 2 and 3 respectively,
because the brick wall offers an increase in protection over the infantry's
relatively light protection.
« 1.6 Turn Sequence The phases of each
turn are conducted simultaneously by both sides.
- 1) Command and Control
- Roll for Performance Effects:
- Roll for Orders and Discovery:
- 2) Place First Indirect Fire Markers
- 3) Movement
- 4) Place Second Indirect Fire Markers
- 5) Airstrikes
- Place impact zone markers
- Resolve all direct heavy and light fire.
- 6) Indirect Fire Resolution
- 7) First Direct Fire Phase
- 8) Second Direct Fire Phase
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