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Recommended Game
Setup
This page offers a sequence of setup guidelines which
may help players create their own varied scenario. Many of the setup features
can be used or not at the player's discretion. For example, players might be
doing a battle which does not need any air power or defenses, so
those parts of setup can be ignored. As another example, recreation of a major
tank battle might not require any air or artillery involvement, etc. There are
also some additional (very optional) advanced rules listed at the bottom of the
page which some players might find interesting for added historical
flavor. Default distances are for the Micro-Armor scale, see rules text for larger scale conversion ratios. Last updated: February 28, 2026.
1) Battle Type - Decide where the battle is being fought (e.g., if either side is on home territory, etc.) and what type of battle will be
fought: Local Attack, Major Offensive, Stalemated Front or Meeting Engagement.
For local attack or major offensive, choose which side is the attacker and
which is defender. In case of debate about this, each side roll a die with the
high roller deciding who is attacker. The type of battle will help to decide
what other resources are available to the respective sides. Or, players just slap some armor on the table and start shooting!.
2) Tech Levels - Establish the Tech Level of A, B, C or D for each major combatant (usually each side) and make note of it. As a guide, here are some examples of major countries with active militaries, with A being best/highest and D being lowest level. Record the force's Tech Level on the Combat Roster.
- A = USA, Germany, Japan, Sweden, UK, France, Finland, Canada, Israel.
- B = China, Russia, Italy, Iran, Saudi Arabia, Ukraine, Vietnam, Indonesia.
- C = Egypt, Thailand, Iraq, Mexico, Philippines, South Africa.
- D = Cambodia, Jordan, Cuba, Venezuela.
3) Command & Discovery - Before gameplay, each side uses the table below to set their Command and Discovery test levels. Cross-index the tech level of the player in question against the tech level of the opposing player. The result is a two-number set; the first number is the HQ Move die roll, the second number is the CAL (Command & Air Littoral) Discovery number.
Note that combat base and formation movement is "free," formations are not required to roll-to-move. However headquarters (HQ) bases are required to roll to move, which is the purpose of the HQ Move die roll number. Note that this is less an indication of whether the HQ base is able to move, but rather an indication of whether they dare to move lest they be discovered and destroyed. The lower the odds of being able to move, this will mean the less secure the HQ feels leaving their current location and moving around on the (potentially open) battlefield.
The Discovery number reflects the odds of a player's HQ base being discovered by the opposing side if any formations under its command moved last turn. Record the Command and Discovery values on the Combat Roster.
Example: If a "C Tech" player must check for HQ discovery and the enemy is "A Tech," then the die roll for its HQ base for that chain of command to become visible (i.e., "discovered") is four or greater, so very high odds.
| C O M M A N D & D I S C O V E R Y |
| |
Enemy Tech Level |
| Player Tech Level |
A |
B |
C |
D |
| A |
10 - 11 |
8 - 13 |
5 - 15 |
1 - 18 |
| B |
13 - 8 |
10 - 11 |
6 - 13 |
3 - 15 |
| C |
17 - 4 |
12 - 6 |
7 - 11 |
6 - 13 |
| D |
20 - 2 |
14 - 5 |
9 - 8 |
4 - 10 |
4) Local Airspace Control - Each side total their applicable Air Superiority points, Air Defense points and Force Projection costs (troops fighting in home country do not use the Force Projection minus). Modify the total with the Point Total Modifiers and roll a 1D20 die to randomize; divide the die roll by two, using standard rounding for the final value. Even halved numbers are plus modifiers, odd halved numbers are minus modifiers. Example: Player rolls a 5 which halves to 2.5 and rounds to 3, which applies as a -3 to the rolling player's current point total. The final number is that player's Airspace Control Rating. Record the Airspace Control Rating on the Combat Roster.
Air Superiority Points
- +15 = US Air Force
- +8 = US Naval aviation
- +7 = Russian Air Force, US Army aviation
- +5 = US Marine Corps aviation
- +4 = Indian Air Force
- +3 = China, Japan, Israel France, UK, South Korea, Italy, Australia.
- +2 = Saudi Arabia, Germany, Pakistan, Turkey, Egypt, Indonesia, Sweden, Ukraine.
- +1 = South Africa, Iran, North Korea, Thailand, Vietnam, Venezuela, Philippines, Malaysia, Mexico, Norway, Kuwait.
- 0 = Cambodia, Myanmar, Sudan, Niger, Libya, Yemen, Cuba, Afghanistan.
Air-Defense Points
- +15 = Russia
- +14 = USA
- +13 = China
- +12 = Israel
- +11 = India
- +10 = Iran.
- +9 = Saudi Arabia.
- +8 = Ukraine, Turkey.
- +7 = Egypt, South Korea
- +6 = Germany, France, Italy
- +5 = Uk, Japan, Poland
- +4 = Sweden, Greece, Taiwan
- +3 = Thailand, Vietnam, Indonesia
- +2 = Pakistan, Algeria, Morocco
- +1 = Venezuela, Philippines, Mexico, Denmark, Malaysia, Kuwait.
- 0 = Jordan, Cambodia, Libya, Cuba, Sudan, Myanmar, Afghanistan.
Force Projection Costs
- -8 = USA
- -10 = UK, France
- -12 = China, Russia
- -14 = Australia, India, Italy, Japan, Turkey
- -16 = Canada, Germany, South Korea
- -18 = Egypt, Saudi Arabia
- -20 = Iran, Mexico, Indonesia, Thailand
- -22 = Greece, Israel, Chile, Malaysia, Philippines, Ukraine, Morocco, Venezuela
- -26 = Denmark, Iraq, Kuwait, South Africa, Sweden
- -28 = Jordan, Cambodia, Cuba
Point Total Modifiers
- +4 = Fighting in home country
- +2 = Friendly country bases available (for projecting force)
- -2 = Fighting in neighboring country
- -8 = Aviation assets tied-up elsewhere.
| A I R S P A C E C O N T R O L S T A T E |
| Die Difference |
Rating |
Description |
| +10 or greater |
Supremacy |
Opposing air forces are entirely destroyed, grounded or fled the area. You are masters of the high blue sky and LEO (low Earth orbit) - at least for today. |
| +4 to +9 |
Superiority |
You have managed to take down or chase off a great many opposing aviation, but not completely, and they are not intimidated. Expect more trouble. |
| -3 to +3 |
Parity |
Both sides still acitve in the area, with nobody in control of the skies. It's a free-for-all and everybody knows it. |
| -4 to -9 |
Inferiority |
Your air forces have slowly been pushed out of the area. A few reiforcements have arrived and are combining with local survivors to push back a bit, but enemy aviation is pressing hard. |
| -10 or worse |
Suppressed |
Your air forces have been completed chased out of the area, or they were never there to start with. Generally speaking, you are lucky that basic food and ammo supplies even show up... or maybe they're not. |
5) Airstrike Availability - This establishes whether either side
has available airstrike assets working in the vicinity of the battle, at least close enough
to possibly be contacted via command or forward air controller (scenario dependent, no controller figures are required on-board). The titled columns
in the Airspace Presence table correspond to the Airspace Control State (see above). Hence, the greater air superiority victory
will result in greater air presence and prospective airstrike availability. The
number field under the Airspace Control State titles show the buy points for acquring Airstrikes. Each side rolls 1D20 and divides that number by the buy point value to find the number of available airstrike assets. Note that the resulting air assets are a one-time use for game play.
Once an airstrike has been used, it
cannot return again during the course of the current game. Example: A player with Airspace Parity and High Priority air cover has a purchase value of 6. If they roll a 15, they have enough points to "buy" two airstrikes available for game use.
Also note that this means even the player who only slightly lost
the air superiority roll or tied, can also roll for an air presence. If
airstrikes from both sides are somehow present during the same turn, they will
ignore each other and in any case they were not likely sharing the identical
airspace at the same time. Even a few minutes time separation is a lot with
aircraft.
As noted above, use the Air Cover Priority (ACP) level to help decide the intensity
of the aviation presence that players want as part of their scenario. The ACP level is normally decided by the scenario designers (the players), but if nobody wants to decide and roll the dice instead, consult the optional ACP Die Roll column (left side of table) which randomly sets the ACP level according to a 1D20 die roll. The
second table below helps to outline the logic of each case and how it might
apply to a game. The two sides of a battle can have different air cover
priorities and in fact, it would be more common for them to be very
different. Players should unanimously agree on whether to ACP roll once for both sides, or separately for each side.
| A I R S P A C E P R E S E N C
E |
| |
|
Airspace Control State (Roll 1D20) |
| ACP Die Roll (opt) |
Air Cover Priority (ACP) |
Suppressed |
Inferiority |
Parity |
Superiority |
Supremacy |
| 19, 20 |
Top |
10 |
6 |
4 |
3 |
2 |
| 13 - 18 |
High |
20 |
10 |
6 |
4 |
3 |
| 8 - 12 |
Modest |
21 |
20 |
10 |
6 |
4 |
| 1 - 7 |
Lowest |
21 |
21 |
10 |
10 |
6 |
| A I R C O V E R P
R I O R I T Y |
| Air Cover
Priority |
Description (Reference) |
| Top |
Whether you are
attacker or defender, high command has deemed your mission as a top priority
and everything in the region is being sent your way. It may not all be overhead
at the same time, but you will be seeing a lot more aircraft in the air than
usual. |
| High |
You may not be
as important as Normandy, but they are still scraping together everything they
can to make sure you get it done. |
| Modest |
They know you
are there, and they know you need help, but maybe you are just too far away or
more important things are happening. We have all been there and no, they don't
understand how important you are. In the meantime, you will have to work with
what they give you. |
| Lowest |
You haven't been
forgotten but... almost. Or, now you really are too far away for the slender
resources available. Keep up the good work and whatever you do, don't lose the
air superiority roll! |
6) Airstrike Assets - Once players have their airstrike points, they must decide which ones are used as Precision strikes and which ones will be for Area Strikes. Each has its own useful aspects; a precision strike allows a player to hit any one base and destroy it. An area strike allows the player to attack all bases within an area using the Direct Heavy Fire table. Selection of these types is limited by the tech level of the nation owning the strikes. The table below shows how many of each airstrike type (if any) the player may buy with their points. In all cases, one airstrike asset point buys one airstrike. Asset buy points may not be saved for later in the game or traded for anything else, they must be used now to line-up all available airstrike assets for the coming game.
.
| A I R S T R I K E A S S E T S |
| |
Tech Level |
Precision Strike % |
Area Strike % |
| |
A |
Any |
Any |
|
B |
50% max |
Any |
|
C |
25% max |
Any |
|
D |
None |
100% |
7) Air Littoral Assets - Now that airstrike assets are queued-up, it is time to find out how each side is set for Air Littoral assets; Aggressive drone teams who can back-up your ground forces. Infantry based FPV drones and longer ranged loitering munitions like Switchblades and Lancets are covered elsewhere in the rules. The number field shows the quantity of drone teams per 50 bases present on that side.
.
| A I R L I T T O R A L A S S E T S |
| |
Die Roll (1D20) |
| Tech Level |
1 - 2 |
3 - 10 |
11 - 16 |
17 - 19 |
20 |
| A, B |
1 |
2 |
3 |
4 |
5 |
| C, D |
0 |
1 |
2 |
3 |
4 |
Die Roll Modifiers
- +2 = Side has airspace supremacy.
- +1 = Side has airspace superiority.
- -1 = Side experiencing airspace inferiority.
- -2 = Side suffering airspace suppression.
8) Situational Awareness - Use the table below to set each side's situational awareness base rate (SABR) which is used to control the quantity of situational awareness dice available to that side each turn. Record the SA base rate on the Combat Roster sheet.
.
| S I T U A T I O N A L A W A R E N E S S |
| |
Tech Level |
| Airspace Control |
A |
B |
C |
D |
| Supremacy |
4 |
6 |
8 |
10 |
| Superiority |
6 |
10 |
14 |
18 |
| Parity |
10 |
14 |
18 |
20 |
| Inferiority |
14 |
18 |
20 |
- |
| Suppressed |
18 |
20 |
- |
- |
9) Off-Board
Fire (Barrages & Loitering Munitions) - This table presumes players are not using on-board vehicles and equipment for long range indirect support fire (self-propelled artillery, MLRS rocket launchers, towed artillery, etc.). For players who are using the majority of their support artillery on-board per existing orders of battle, feel free to skip this section and use each artillery base's heavy direct and indirect attack and range.
For players employing off-board indirect fire support (i.e., no artillery bases actually on the playing table) use the tables below to decide how much and what types of support fire are available. There are two forms of off-board fire support:
Planned and Requested. And there are three types of fire support: Artillery, Rockets and Drones (long range loitering munitions). All are referred to as artillery for simplicity.
Planned
Fire - This is a preliminary bombardment that happens before game play
begins (See Place Troops & Start Game below). Each side rolls one twenty-sided
die (1D20) per 50 bases present on both sides and consults the Planned Fire table below. The decimal values
indicate the number of barrage markers that side receives per combat base
present on the battlefield (totalled for both sides). Each planned fire barrage marker is a default 16 attack value and is not reusable. Once consumed during the pre-game
preliminary bombardment, they are removed from game play.
| P L A N N E D A R
T I L L E R Y F I R E |
| Die
Roll |
Local Attack |
Major Offensive |
Stalemated Front |
Meeting Engagement |
|
Attacker |
Defender |
Attacker |
Defender |
Both
sides |
Both
Sides |
| 1,2 |
.06 |
.00 |
.08 |
.06 |
.07 |
.00 |
| 3 - 7 |
.15 |
.05 |
.18 |
.15 |
.12 |
.05 |
| 8 -
13 |
.20 |
.10 |
.25 |
.20 |
.15 |
.08 |
| 14 - 17 |
.28 |
.15 |
.35 |
.28 |
.18 |
.10 |
| 18 - 20 |
.35 |
.20 |
.45 |
.38 |
.20 |
.12 |
Planned Fire Die Roll Modifiers
Russia, USA = +3
South & North Korea = +2
China, India = +1
Developing countries = -1
Table Notes: For a game featuring an opposed
amphibious landing, the defending (shore) player does not get any planned
fire. |
Battlefield Fire
Support - Each side rolls one twenty-sided
die (1D20) per 50 bases present on their side and consults the
Support Fire table below. The
number field under the Battlefield Fire Support titles show the buy points for acquring those assets (roll 1D20 for each asset type). Divides each die roll number by the buy point value to find the number of available assets of that type.
Fire support results do not need to be recorded on the combat roster, players can keep
the corresponding number of barrage (impact zone) markers stacked at the edge of the playing
area to be used during each indirect fire phase.
Refer to the vehicle and equipment ratings of the respective nationalities for actual attacking ratings of the particular markers. Typically there will be a mix and player should have their ratio of attack types roughly correspond to the presence ratio of the particular weapon systems. For example, if about two-thirds of Soviet/Russian artillery support was 122mm self-propelled artillery, that player should use 122mm attack values for about two-thirds of their barrage markers.
| B A T T L E F I E L D F I R E S U P P O R T |
| Die
Roll |
Gun Artillery |
Rocket Artillery |
Loitering Munitions |
| 1 |
5 |
8 |
12 |
| 2 - 7 |
4 |
7 |
10 |
| 8 -
13 |
4 |
6 |
9 |
| 14 - 19 |
3 |
6 |
7 |
| 20 |
3 |
5 |
4 |
Battlefield Fire Support Die Roll Modifiers
Israel = +1 for Loitering Munitions
Ukraine = -1 for Gun Artillery, +1 for Loitering Munitions
Russia = +3 for Gun Artillery, +1 each for Rockets & Loitering
USA = +3 for Gun Artillery, +2 for Loitering Munitions, USMC +5 for Rocket Artillery.
Germany = +2 for Gun Artillery
China = +3 for Gun Artillery
South & North Korea = +2 for Gun Artillery
India = +1 for Gun Artillery
Developing countries = -1 for Gun Artillery, -2 for Loitering Munitions. Some countries (Cambodia) +2 for Rocket Artillery and -2 for Gun Artillery.
Date Notes: Current table is for post 2020. For 2010 through 2020, Loitering Munitions should have a die roll modifier of -5 for USA, Germany, Russia and Israel and be unavailable for all other countries. Loitering munitions existed before this time but were used mostly for air defense supression (or were still in prototype development, some of which were cancelled). Pre-2010, entirely unavailable. |
10) Fire Support Doctrine - This controls whether fire support tends to fire in the 1st Indirect Fire step or the 2nd Indirect Fire step. Generally nations reliant on carefully pre-planned fire missions will tend to place their barrage markers in the 1st Indirect Fire step - before movement. This confers somewhat of a disadvantage, because bases may attempt to move away from the arriving artillery fire. Nations with faster, more nimble fire support doctrine and supporting technologies will tend to be able to place barrages in the 2nd Indirect Fire step, after movement and after the targeted units can no longer move away.
The table below indicates which nations use the 1st of 2nd indirect fire placement steps.
| F I R E S U P P O R T T Y P E |
| Rating |
Description (Reference) |
| Flexible |
Places barrages on the 2nd Indirect Fire step. Includes the US, Nato countries, Japan, Australia, later Ukraine. Some post-2022 Russian and Chinese loitering munition platforms. |
| Centralized |
Fires on the 1st Indirect Fire step. Includes Soviet/Russian, North Korea, Iran, Iraq, Syria, Egypt (to 2000?), other legacy Soviet states like Vietnam, Angola, etc. Older Ukrainian. Probably many others like Thailand, Cambodia, pre-2010 India (and maybe even a mix of each for them). Some post-2010 armies like China and India in transition. Russians still showing old habits die hard, so it is possibly the same for China and India still (?). |
11) Counterbattery
Fire - This is when fire support is given information about where enemy
artillery is, so they can fire at them. The process of figuring out where enemy
artillery was located actually had a long and technically complex history, but today it is highly sophisticated, although artillery spotting radars are high priority targets for aviation and artillery of all types - and they tend to be large targets.
Using the table below,
roll 1D20 and cross index the value against the die roll category for the
corresponding nation and year listed below the table. The result tells the
player if they have any counterbattery assets nearby, and if so what their
level of sophistication is (primitive, capable or advanced). Record the
counterbattery capability on the Combat Roster.
| C O U N T E R B A T T E R Y
F I R E |
| |
Counterbattery Rating |
| Tech Category |
Nonexistent |
Primitive |
Capable |
Advanced |
| A |
- |
- |
1 -
8 |
9+ |
| B |
- |
1, 2 |
3 - 18 |
19 -20 |
| C |
1 - 3 |
4 -
13 |
14+ |
- |
| D |
1 -
16 |
17 - 20 |
- |
- |
Counterbattery Tech
A = USA, Russia, Israel, China, Germany.
B = Ukraine, India, Thailand, Pakistan, Turkey.
C = Egypt, Iran, Saudi Arabia.
D = Cuba, Laos, Cambodia, Myanmar, Syria (most newer equipment lost), Iran (mixed).
. |
| C O U N T E R B A T T E R Y R A T I N G S |
| Rating |
Description (Reference) |
| Advanced |
This side can use all of their battlefield fire support and air littoral assets to make indirect fire attacks on enemy fire support markers. Treat markers as if they are corresponding vehicle types for that type.* |
| Capable |
This side can use half of their battlefield fire support and air littoral assets to make indirect fire attacks on enemy fire support markers. Treat markers as if they are corresponding vehicle types for that type.* |
| Primitive |
This side can use one-quarter of their battlefield fire support to make indirect fire attacks on enemy fire support markers. Treat enemy markers as if they are corresponding vehicle types for that type. * |
| Nonexistent |
Lucky to have randomly spotted something, this side can use one of their battlefield fire support to make an indirect fire attack on enemy fire support markers. Treat enemy markers as if they are corresponding vehicle types for that type. * |
| *If the enemy fire support markers are deployed, place the counter-battery fire marker on a proxy location in the enemy rear lines with a declaration of which marker they are attacking. Maybe use a self-propelled gun miniature as a proxy marker. Note that all counterbattery fire counts as Target position not observed. |
12) Setup
Proximity - Cross index the roll of one twenty-sided die (1D20) with the
general terrain type (left column) to obtain the nearest point to the
defender in inches that the attacker may set-up his nearest combat units or defenses. This is best achieved by creating a front line that each side uses as a starting point for the enemy front.
|
1,2 |
3,4 |
5,6 |
7 - 10 |
11 - 15 |
16 - 20 |
| Constricted Terrain |
5" |
6" |
8" |
10" |
11" |
12" |
| Open
Terrain |
8" |
10" |
12" |
14" |
16" |
18" |
| Wide Open Terrain |
12" |
14" |
16" |
18" |
21" |
24" |
13) Troop Reaction - Aside from national tech levels and grades of troops in particular formations, the combination of command doctrine, military culture and training has a great effect on
unit behavior. The table below outlines how these values combine to create
Troop Reaction Profiles. Troop reaction affects whether and how units operate
together (or not) and how they are able to coordinate their fire. Unlike other game factors that affect entire armies, the Reaction Profile manifests as an adjunct to Troop Grade as modified by force command doctrine. The latter may be different even within national armed forces, for example the US Marine Corps will likely have a different command doctrine (system) than the US Army, etc.
| R E A C T I O N T A B L
E |
|
|
Troop Grade |
| Command System |
Militia |
Inexperienced |
Seasoned* |
Veteran |
Elite |
| Flexible |
C |
B |
B/A |
A |
A |
| Normal |
D |
C |
C/B |
B |
A |
| Rigid |
D |
D |
D/C |
C |
B |
| |
|
|
|
|
|
| *For seasoned troops there is a 50/50
chance of either reaction profile listed. Roll 1D6, a 1 - 3 results in the left
side letter (the worse category) being applied, a 4 - 6 results in the right
side letter (the better category) being applied. |
| R E A C T I O N P R O F
I L E S |
| Profile
Type |
Profile Combat Influence |
| A) Highly Responsive |
Formations can move up to half of their bases without HQ having to roll for discovery and have higher level situational awareness than usual.. |
| B) Operationally Competent |
Formations can move up to half of their bases without HQ having to roll for discovery. |
| C) Locally Effective |
No bonuses, no
minuses. Average troops in every way, subject to all basic move and fire
requirements. |
| D) Uncoordinated |
No bonuses, formations have poorer situational awareness than usual. |
14) Defensive Works - If both sides agree, each side rolls for
each category once per 100 total bases present for both sides. For Troop Reaction type, use the largest contingent present for that side.
| Troop Reaction |
Anti-tank Ditch (x10") |
Trenches (x10") |
Pillboxes |
Bunkers |
| Highly Responsive |
1D20 |
2D20 |
½D20 |
¼D20 |
| Operationally Competent |
½D20 |
1D20 |
¼D20 |
¼D20 |
| Locally Effective |
¼D20 |
1D20 |
¼D20 |
Tenth roll |
| Unccordinated |
- |
½D20 |
Tenth roll |
- |
15) Mine Density - Optional but recommended: Each side rolls once on this table per 100 total bases present for both sides. Cross-index Troop Reaction with the Die Roll Result to get the Mine Density Rating for that side. Each turn that enemy combat bases move while within 6" of the enemy front line or beyond rolls a die, and on a number equal to or greater than the rating shown, the base in question has entered a minefield and instantly rolls once more on the Direct Heavy Fire table without modifiers for effects (or roll both dice at the same time, minefield "hit" as black die and Heavy Fire hit as white die).
| Troop Reaction |
1 - 7 |
8 - 13 |
14 - 17 |
18, 19 |
20 |
| Highly Responsive |
13+ |
12+ |
11+ |
10+ |
9+ |
| Operationally Competent |
14+ |
13+ |
12+ |
11+ |
10+ |
| Locally Effective |
16+ |
15+ |
14+ |
13+ |
12+ |
| Unccordinated |
18+ |
17+ |
16+ |
15+ |
14+ |
|