Third World War Series Rules booklet

Page 22

THE THIRD WORLD WAR

15. SPECIAL RULES

active against the Pact for the rest of the game.

15.1 Territorial Reservists

Units with a “T” in the upper right corner of the counter are territorial reservists. Austria, Belgium, Denmark, Iraq, the Netherlands, Sweden, and West Germany have territorial reserves. 15.1.1 Territorial reservists are scheduled to enter play on (War) Turn 1, but these units do not automatically enter play this turn. At the beginning of the movement phase of the first impulse of each NATO segment, roll one die for each territorial unit which has not yet entered play. If the die roll is less than or equal to the current turn number, the unit appears. If the die roll is higher, the unit remains in waiting to appear in a subsequent turn. 15.1.2 Territorials appear in cities in their country in the same way other units appear. 15.1.3 Territorials may never leave their home country (including retreat as a result of combat).

15.2 Partisans

Partisans may be active in some countries/regions as outlined below. Partisans are not represented by unit counters, but impact the tracing of communications as listed below for the specified country/region. Units of a side may not trace communications for the purpose of determining isolation (see rule 8) through the terrain types specified below in a region or nation containing partisans active against that side, unless the hex is occupied by or in the ZOC of a friendly unit when communications are traced. Once activated, the effects of partisans remain in force for the rest of the game, even if the country becomes shaken, becomes demoralized, or even surrenders. 15.2.1 Afghan partisans are always active in Afghanistan and are always active against the Pact. Affected units may not trace communications through any nonclear terrain hex, unless the hex is occupied by or in the ZOC of a friendly unit. 15.2.2 Finnish partisans Starting with the game turn following the entry of Finland into the war, partisans in that country are active against the Pact for the rest of the game. Affected u nits m ay n ot t race c ommunications t hrough a ny wilderness hex, unless the hex is occupied by or in the ZOC of a friendly unit. 15.2.3 Kurdish partisans may be active in all or part of Kurdistan and may be active against either the Pact or NATO (see rule 20.3.7). Affected units may not trace communications through any nonclear terrain hex, unless the hex is occupied by or in the ZOC of a friendly unit. 15.2.4 Yugoslav partisans Starting with the game turn following the entry of Yugoslavia into the war, partisans in that country are

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Affected units may not trace communications through any mountain or mountain pass hex, unless the hex is occupied by or in the ZOC of a friendly unit.

15.3 Limited Military Abilities

Due to doctrinal, professional, and training limits, the military forces of some nations and all factions have limited abilities. Units of these forces do not engage in operations to the full extent the sequence of play allows. Instead, they are limited to a single movement, combat, and regroup phase per turn. The units from nations/factions with limited military abilities are denoted with an “L” on the top left corner of their counter. 15.3.1 If committed to NATO, they operate in the NATO first impulse only; they do not operate in the NATO second impulse or the NATO reserve impulse. 15.3.2 If committed to the Pact, they operate in the Pact first impulse in the first echelon sub-impulse and the regroup phase; they do not operate in the movement and combat phases of second echelon/breakthrough sub-impulse of the Pact first impulse or in the Pact second impulse. 15.3.3 The following nations and factions have limited military abilities: Afghanistan, Iraq, the Iranian Army, the Iranian Revolutionary Guards, the Iranian Communists, the Kurds, Kuwait, the Mujahideen, Oman, Qatar, Saudi Arabia, the Tudeh, and the United Arab Emirates.

15.4 Rivalry

Due to national, ethnic, or religious animosities, certain nations have limited abilities to co-operate with one another when on the same side. 15.4.1 Effects of Rivalry 15.4.1.1 Rival units may never stack together. 15.4.1.2 Units may not voluntarily enter any hex of a rival nation. During combat, if no other retreat route is available, a unit may retreat into a rival nation. Once in the country, the unit may remain there, but if it subsequently leaves the country it may not voluntarily re-enter. 15.4.1.3 Rival ground units may not attack together. If units of one nation are attacking a hex, units of a rival nation may not participate in the attack. Air units are not affected by rivalry restrictions. 15.4.1.4 Units may not regroup when in the territory of a rival nation. 15.4.2 The following nations are rivals: • Greece is rival to Turkey. • Iraq is rival to Syria and the Islamic Republic government of Iran. • Israel is rival to all Arab nations (Iraq, Jordan, Kuwait, Oman, Qatar, Saudi Arabia, Syria, and the United Arab

© 2021 Compass Games, LLC.


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Third World War Series Rules booklet by compassgames - Issuu