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T T STRIKE FORCE ONE Rules v1.0 STRIKE FORCE ONE Rules v1.0 1
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Game Combat Results Table (below). The


result of the attack will be found in the column
Here you see that two Soviet units
have attacked the U.S. unit
● Advance After Combat is completely
voluntary. STRIKE FORCE ONE [1.0] INTRODUCTION [2.0] EQUIPMENT USED
headed “Three Units.” Exactly which of the six STRIKE FORCE ONE is played on a small The Map: The map represents a typical
and obtained a “Defender ● This Advance must be made A Conflict Simulation Introductory Game
piece of ground in West Germany. It is
possible outcomes to actually apply depends on map that represents an important section of
Retreat” result against it, immediately, before the attacker goes divided into 68 spaces (hexes) to regulate
the result of a die roll. TABLE OF CONTENTS West Germany at the height of the Cold
forcing it to retreat as shown. on to resolve any remaining Battles the movement and location of units.
If the attacking player rolls a ! for this War circa the mid 1970s.
Retreat Restrictions: during that Step. [0.0] Using These Rules .................. 1
particular Battle, he would find the The map is divided up into spaces (called Three of the hexes on the
● Retreats may not be made ● This one-hex Advance is not [1.0] Introduction............................. 1 map are dark-bordered
corresponding row, read across the Table, and ‘hexes’) in order to position the playing
into hexes presently occupied considered normal movement for that [2.0] Equipment Used...................... 1 Town hexes with the
read “Defender Eliminated” under the ‘Three pieces and to regulate their movement.
by either player’s units. unit, and it may be made regardless of town’s name located an
Units’ column heading. the presence of Enemy Zones of
[3.0] Sequence of Play..................... 2 These hexes perform the same function as
● Retreats may not be made into Woods [4.0] Unit Movement ....................... 2 squares on a checkerboard. adjacent hex. It is the
Control (4.3) and regardless of the mission of the Soviet
hexes or off the edge of the map. [5.0] Combat .................................... 3 Each player represents a Lieutenant
number of hexes it moved during his Player to occupy these hexes with his units
● Retreats may not be made into a hex in Movement Step that turn (4.1). [6.0] How to Win............................. 4 Colonel commanding a battalion of
troops. The playing pieces (called ‘units’) to win the game.
an Enemy ZOC (i.e., a hex adjacent to
● Victorious defending units may never Five of the hexes on the
any of the opposing player’s units). [0.0] USING THESE RULES represent companies of U.S. or Soviet
Advance After Combat; only victorious map are Woods hexes. In
If the only retreat available to a unit is one soldiers. A company is 62 to 190 soldiers,
attacking units. New gaming terms, when they are the Standard Game, no
[5.6] Explanation and Application of of the types forbidden, the unit is plus their equipment, organized into three
initially defined, appear in dark red to five platoons and commanded by a units may enter, pass
Combat Results eliminated instead. [6.0] HOW TO WIN lettering for quick referencing. Captain. Four to six companies (i.e., each through, or occupy
Note that the player who is making the Attacker Retreats: All of the attacking At the end of four complete Game Turns, The instructions for this game are Woods hexes (i.e., it is ‘prohibited
player’s entire force in the game) make up
attack is referred to as the ‘attacker’ and units in this Battle are moved back one the Soviet Player wins if his units organized into major “Rules” sections as terrain’). The remaining hexes represent
a battalion of 300 to 1000 soldiers.
the player whose unit is the object of the hex by the attacker as per the above physically occupy at least two out of three shown in large green SMALL CAPS font, Open (or ‘Clear’) terrain.
attack is referred to as the ‘defender.’ Retreat Restrictions. of the Town hexes on the map. The U.S. General Description of Play
and represented by the number to the left Note that the hexes on the
The following paragraphs define the results Attacker Eliminated: The unit making Player wins if he prevented this from of the decimal point (e.g., rule 4.0 is the One player controls the movement and
happening. combat of the U.S. units and the other map are numbered using a
indicated on the Combat Results Table: that attack is eliminated (immediately fourth rule). These rules generally explain four-digit system where
removed from the map). Note that the number of units eliminated the game’s subject matter, its components, player controls the movement and combat
Defender Eliminated: The defending unit the first two digits indicate the hex column
by either side has no direct bearing upon the procedures for play, the game’s core of the Soviet units. Each player moves and
is eliminated (removed from the map) [5.7] Advance After Combat: When the and the last two digits count down to the
which Player is declared the winner. No tie systems and mechanics, how to set it up, attacks with his units, in turn, in an attempt
and the attacker may Advance After defender’s hex has been vacated (through hex row. These Hex ID Numbers are used
games are possible. and how to win. to capture (or prevent from being captured)
Combat (see 5.7). Retreat or Elimination) due to Battle, the only if the players desire to record the
the Town hexes on the map.
Defender Retreats 1 Hex: The defending attacker may Advance After Combat any With each Rule, there can be “Cases” that course of a particular game. They have no
one of his units that took part in that further explain a rule’s general concept or The players take turns, moving and effect on play.
player retreats his unit one hex away
particular Battle into the defender’s basic procedure. Cases might also restrict attacking (initiating ‘Battles’) with their
from the attacking unit(s); the attacker Also included on the map is the Game
vacated hex. the application of a rule by denoting units until each has had four turns of play.
may Advance After Combat (see 5.7). Turn Track and Sequence of Play.
exceptions to it. Cases (and Subcases) are The game is then over and the winner is
determined. Basically, the Soviet Player is The Playing Pieces: In the Standard
an extension of a Rule shown in the way
attempting to capture at least two Towns Game, the playing pieces (called ‘units’)
that they are numbered. For example, Rule
STANDARD GAME COMBAT RESULTS TABLE 4.1 is the first Case of the fourth Rule; and and the U.S. Player is trying to prevent him represent U.S. and Soviet infantry
from doing this. companies. All units are considered to be
Rule 4.12 is the second Subcase of the first
of equal strength and capability. The six
NUMBER OF ATTACKING UNITS IN THE BATTLE Case of the fourth Rule. How to Learn This Game
DIE Brown Companies are the Soviet units; the
ONE UNIT TWO UNITS THREE UNITS FOUR UNITS FIVE UNITS SIX UNITS Important information is in red text. Read these rules first, then look over the four Green Companies are the U.S. units.
ROLL References to examples of a Rule or Case are sample game sheet. You should then be
very prepared to play a game of STRIKE A US A Soviet
Defender Defender Defender Defender Defender Defender in blue text and this font.
! Retreats 1 Hex Retreats 1 Hex Eliminated Eliminated Eliminated Eliminated Text in shaded boxes, like this, provides FORCE ONE. unit (‘X’
Company)
unit (‘B’
Company)
the voice of the game’s designer, who is It cannot be stressed too much that it is
addressing you to explain an idea or important for you to read all the Rules. Game Setup: When the game begins, the
Defender Defender Defender Defender Defender Defender
@ Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Eliminated Eliminated Eliminated
concept that is not, itself, a Rule or a Case. Even though STRIKE FORCE ONE is an
easy-to-play game that can be finished in
units are placed in the starting positions
printed on the map. Note that the units are
fifteen minutes, you’ll cause yourself a lot letter-coded for identification purposes.
Attacker Defender Defender Defender Defender Defender
# Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Eliminated Eliminated
of needless trouble by not having a
complete grasp of the Rules before you
The Player Aid Sheet: Thus sheet
includes the Combat Results Table,
play. which is used to find the result of a
Attacker Attacker Defender Defender Defender Defender
$ Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Eliminated
You may find it helpful to set up the pieces
on the map before you read any further,
particular Battle conducted by either
player. Its Advanced Game side also
includes a Terrain Effects Chart for more
then as you read the Rules, try the various
Attacker Attacker Defender Defender Defender Defender realistic map use.
% Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex
actions shown in the examples.
In addition to the other
The Die: The die is used only with the
Combat Results Table to determine the
Attacker Attacker Attacker Defender Defender Defender
components used to play this G result of Battles. The die has nothing to do
^ Eliminated Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex Retreats 1 Hex
game, you’ll need to provide a
single, six-sided die.
with the movement of units.

© 2007 Decision Games and © 2007 Victory Point Games © 2007 Decision Games and © 2007 Victory Point Games
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T T STRIKE FORCE ONE Rules v1.0 STRIKE FORCE ONE Rules v1.0 3
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[3.0] SEQUENCE OF PLAY After you have finished moving your [4.1] Four ‘Movement Points:’ During unit must immediately stop in that hex Here you see a Soviet unit that unit has no choice as to whether or not it
pieces, you then have a chance to his Movement Step, a player may move and move no further that turn. begins its turn in an will ‘accept’ the attack.
Procedure NO
attack my pieces. You may only attack each of this units a maximum of four Extremely Important Note #2: Enemy Zone of Control [5.2] Attacking with More Than One
Set up each of the units on the those of my pieces that are right next hexes. That is, each unit has four (i.e., next to an opposing Unit in a Single Battle: More than one
The second rule that people have
appropriately coded hexes and begin the to (adjacent to) your pieces. While you Movement Points to spend each turn. unit). Note how the Soviet attacking unit may take part in a single
difficulty with is:
first turn. Each complete turn of STRIKE are doing this, I do nothing except Each may be moved less than for hexes in unit is limited as to where Battle. Because all the units must be
FORCE ONE proceeds strictly according to retreat my units as called for by the a turn, but it does not ‘save’ unused Rule 4.31, Stopping In Hexes and how it can move NO adjacent to the unit that they are attacking,
the following Sequence of Play: results of combat (see the Combat Movement Points for use later, nor can Adjacent to Opposing Units because it began its turn in no more than six units could take part in an
YES
Results Table). they be transferred to other units. This rule states that whenever a player an Enemy ZOC. The two attack against a single opposing unit.
Step 1: The Soviet Player moves any or
After you have finished conducting all [4.2] Prohibited Movement: The is moving one of his pieces and he paths marked “NO” are violations
all of his units, as he wishes, within
the Battles that you wish to make, it following moves are forbidden: moves it into one of the spaces of the rules; the path marked “YES”
the limitations of the rules of
becomes my portion of the turn. Now I adjacent to (right next to) one of the is one of the possible legal moves the unit
movement. ● A player’s units can never enter or pass
move as many of my playing pieces as other player’s pieces, the moving piece may make. Note that this path also ends
Step 2: The Soviet Player may now make through a hex while it contains one of
I wish (while you do nothing). must stop immediately and not be adjacent to an opposing unit. This is a legal
attacks against any U.S. units that are the opposing player’s units.
moved any further that turn. move, however, because the first hex the
in hexes directly adjacent to (next to) After I’ve finished all of these ● Units can never move off the map. unit entered was not adjacent to an opposing
Soviet units. Results are applied as movements, I have a chance to attack Put a Brown piece and a Green piece
● In the Standard Game, units can never on the map with one empty space unit.
each Battle is completed. those of your playing pieces that are
enter or pass through any Woods hexes between them. Move the Brown piece Sometimes a particular unit will be
Step 3: The U.S. Player may now move
right next to my playing pieces. You do
on the map. In the above example on the left-hand side, the
next to the Green piece. That’s as far unable to move because of this rule.
any or all of his units, as he wishes,
nothing while I’m attacking except two Soviet units attack the upper U.S. unit (“X”)
retreat any of your pieces that are ● In the Standard Game, a player may as it can go that turn. In this illustration, the Soviet unit while the lower U.S. unit (“Y”) is ignored. In the
within the limitations of the rules of move one or more of his units through
forced to do so as a result of combat. Assume it’s the next turn and the in the middle cannot be moved at right-hand version of the same situation, each
movement. a hex containing one of his own units,
After all my attacks are over, we have Brown piece is still next to the Green all because any hex it would enter Soviet unit initiates a Battle against one of the
Step 4: The U.S. Player may now make but he can never end the movement part piece. Move the Brown piece so that as its first hex of movement would U.S. units.
played a complete Game Turn. We
attacks against any Soviet units that of the turn with more than one of his once again there is an empty space be either a hex adjacent to, or In such situations where there is more than one
advance the Game Turn marker to the
are in hexes directly adjacent to U.S. units in any hex. between the two pieces. The Brown occupied by, an enemy (U.S.) unit. possible way to set up a Battle (or Battles), the
next box on that track and repeat this
units. Results are applied as each piece could now move another three player whose turn it is decides which opposing
Sequence of Play again and do the [5.0] COMBAT
Battle is completed. After all US spaces except if one of those spaces units he will engage in Battle and which (if any)
next Game Turn.
Battles are finished, advance the was adjacent to the Green piece, in General Rule he will ignore.
Game Turn marker. [4.0] UNIT MOVEMENT NO NO which case it would have to stop again. During his Combat Step, a player may use [5.3] Limitations: No more than one of
The above four Steps make up a complete General Rule his units to conduct ‘Battles’ by attacking the opposing player’s units may be the
Game Turn, these steps are repeated in any of the opposing player’s units that are object of a particular attack. No unit may
During his Movement Step, a player may
order until four complete Game Turns have Adjacent in hexes adjacent to his units, rolling a die, be attacked more than once per turn. No
move none, some or all of his units up to
been played. The game is then over and the Adjacent Adjacent and consulting the Combat Results Table unit may take part in more than one Battle
four hexes each. A player does not move YES
winner is determined. located at the end of this Rules Booklet. per player’s turn.
any of the opposing player’s units. S T OP
Extremely Important Note #1: The top two movement paths shown in the
Procedure Adjacent Because of the number of units in the
diagram below are not allowed (and have been Adjacent
Testing has shown that, at first, most Adjacent game, it is impossible to initiate more than
The player moves his units one at a time in marked “NO”). The bottom movement path is
people have some difficulty clearly four Battles per turn for either player.
any order he wishes. They are moved from allowed (marked “YES”) because it does not
understanding two very important rules [5.4] Conducting a Battle: A ‘Battle’ (or
hex to adjacent hex in a continuous path of enter or pass through either the Woods hex or The Soviet (brown) unit on the right must stop No combat can occur. Combat can occur.
of this game. Pay special attention to ‘attack’) is defined as one or more
hexes. There is no skipping or jumping the hex occupied by the opposing unit. as it moves adjacent to (next to) the U.S.
these rules and you’ll be sure to ‘attacking’ units targeting a single
over hexes allowed. Units may be moved [4.3] Enemy ‘Zones of Control:’ A unit’s (green; i.e., the opposing player’s) unit on the Note that in the situation illustrated above on
interpret them correctly. The first is: adjacent ‘defending’ unit, rolling a die,
in any direction or combination of Zone of Control left because it has entered an Enemy Zone of the left, a Battle cannot take place because the
Rule 3.0: The Sequence of Play directions. The path of a unit’s movement Control. two opposing units are not adjacent to (next to) and consulting the Combat Results Table
(abbreviated ‘ZOC’)
Each complete Game Turn must may be as straight or as crooked as the each other. In the example next to it on the to determine the outcome.
is constituted by the [4.32] Leaving an Enemy ZOC: If a
proceed exactly according to this step- moving player desires. six hexes immediately player’s unit begins his movement part right, the Soviet unit is attacking the U.S. unit. It [5.5] Using the Combat Results Table:
by-step procedure. Doing something surrounding it as of the turn in a hex in an Enemy Zone of can conduct a Battle because it is adjacent to The result of each Battle is determined by
out of sequence violates the rules. shown in this Control, the unit may leave that hex and the unit it is attacking. rolling a die and cross-indexing the results
As an example of how the procedure illustration. move normally, however: Only the player whose combat part of the with the appropriate column of the Combat
works, let’s suppose that you are the turn it is may initiative Battles. Results Table.
● All units exert a [4.33] No ‘Infiltration’ Movement:
Soviet Player (Brown playing pieces) ZOC at all times. During his movement part of the turn, a Battles are made in any order the attacking The number of attacking units in that
and I am the U.S. Player (Green player may never move one of his units player wishes, as long as the results of one Battle determines which column of the
● The presence of Zones of Control is
playing pieces). Each turn we would directly from one hex to another if both Battle are applied before going on to the Combat Results Table is used, and the die
never affected by other units, enemy or
follow this order of activities: those hexes are in Enemy ZOCs (i.e., next Battle. roll result determines which row of that
friendly.
First, you would move some, none, or adjacent to one or more of the opposing column is read to find the Combat Result.
[4.31] Entering an Enemy ZOC: Units How Units Attack
all of your playing pieces that you player’s units). A moving unit may The die is thrown only once for each
must cease their movement for that turn begin and end its move adjacent to [5.1] Attacking is Voluntary: Units are Battle, regardless of how many attacking
wished to move. While you are doing
when entering an enemy Zone of enemy units if one (or two) of the hexes never forced to attack simply because they units are involved in it.
this, I do nothing. While you are doing
Control. That is, whenever a unit enters it enters during the middle of its move are adjacent to one or more of the opposing
this you are not allowed to attack any This diagram shows some of the possible paths Assume that three Soviet units
a hex that is directly adjacent to any of are not adjacent to the opposing player’s player’s units. Attacking is completely
of my playing pieces. of movement that units can take. are attacking one adjacent U.S.
the opposing player’s units, the moving unit(s). voluntary. Defending against an attack,
unit. Refer to the Standard
however, is not voluntary. The defending

© 2007 Decision Games and © 2007 Victory Point Games © 2007 Decision Games and © 2007 Victory Point Games

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