Optional Rules

Alternative Indirect Fire Resolution – when this rule is selected, Indirect Fire of non-mortar, non-heavy weapon units is conducted under different rules. First, each such Indirect Fire is doubled in fire value, but the cost of firing is doubled. Second, such Indirect Fire is applied against all units in the target hex, proportional to their strength, instead of being applied against a single target unit.

Alternative Air Strike Resolution – when this rule is selected, Air Strikes are applied against all units in the target hex, proportional to their strength, instead of being applied against a single target unit.

Alternative Direct Fire Resolution – when this rule is selected, Direct Fire and Indirect Fire of mortar or heavy weapon units is conducted under different rules. If the target unit is not a Hard Target, then the resulting fire is dispersed and affects the other units in the target hex.

Alternative Assault Resolution – when this rule is selected, the effective Assault value of a unit is calculated as a weighted average of its default Assault value and its Hard Attack value based on the proportion of the other side's strength that is hard. For example, if all the other side's strength is made up of Hard Targets, then the effective Assault value of the unit is the same as its Hard Attack value. If none of the other side's strength is made up of Hard Targets, then the effective Assault value is the same as its default Assault value.

Artillery Set Up – when this rule is selected, each artillery unit capable of Indirect fire may not be available after it has moved, depending on the value of the Artillery Set Up Parameter Data value for that side. Based on this value, the unit will then become available at some later time.

Recon Spotting – when this rule is selected, the Recon Spotting entry in the Command Menu is enabled. This allows recon units to perform spotting of enemy units from a location at the cost of 1/3 the movement allowance of the unit.

Virtual Supply Trucks – when this rule is selected, Local Supply Values are calculated at each hex at the beginning of the player turn according to the Virtual Supply Truck rules described in the section on Supply in the User Manual.

Optional Surrender – when this rule is selected, then Broken units which have been assaulted and have lost the assault, but have no valid retreat, are eliminated.

Low Visibility Air Effects – when this rule is selected, the low visibility causes reduced air unit availability as described in the Air Power section.

Quality Fatigue Modifier – when this rule is selected, the Fatigue a unit gets from combat is modified as described in the Fatigue section.

Optional Fire Results – when this rule is selected, each combat fire result is calculated as the average of two normal fire results. This has the effect of reducing the variation in results.

Optional Assault Results – when this rule is selected, each assault result is calculated as the average of two normal assault results. This has the effect of reducing the variation in results.

Locking Zones Of Control – when this rule is selected, it is not possible to move a unit from one enemy Zone-of-Control to another enemy Zone-of-Control. The purpose of this rule is to compensate for the inability to break down larger units into smaller ones so that continuous lines of defense can be constructed.

Higher Fatigue Recovery – when this rule is selected, higher fatigue recovery rates are applied. Under this rule, units with Low Fatigue will have a fatigue recovery rate which is 3 times normal. Units with Medium Fatigue will have a fatigue recovery rate which is 2 times normal. Units with High Fatigue are not affected by this rule.

Indirect Fire and Air Strikes By The Map – when this rule is selected, it is possible to target Indirect Fire and Air Strikes against any hex regardless of whether it is spotted by a friendly unit. However, when Indirect Fire is fired against a hex that is not spotted by a friendly unit, its fire value is quartered.

Counterbattery Fire – when this rule is selected, there is a probability that units conducting Indirect Fire will be spotted by the enemy, even when there is no clear Line-Of-Sight to the firing unit. This probability is modified by Parameter Data.

Night Fatigue – with this rule is selected, units that are active during Night turns will accumulate fatigue. The amount of Fatigue accumulated is up half the amount a unit would normally recover during a Night turn. It does not matter how far a unit moves or how many movement points are expended. Even units with no Fatigue may gain some variable amount of Fatigue if they are active during Night turns under this rule.

No Low Fuel Effects – with this rule is selected, no Low Fuel effects are used in the game and no units become Low On Fuel. This rule is useful if you are playing a one or two day tactical scenario and don't want the operational level effects of Low Fuel to affect the battle.

Limited Air Recon – when this rule is selected, then enemy units spotted using air recon cannot be targeted for air or artillery attacks unless the enemy unit is also seen by a friendly ground unit that is eligible to spot for the attack (or by using a "By Map" attack, see above rule).

Blocking Helicopter Elimination – when this rule is selected, flying helicopters and non-man-carrying helicopters cannot block the retreat of ground units which are retreating as a result of an assault. When this happens, the helicopters are automatically eliminated. Note: the sole intent of this rule is to prevent players from the "gamey" tactic of using helicopters to surround and eliminate units by denying them the ability to retreat from assault.