Rules of Play: GTJ LF
Rules of Play: GTJ LF
American Intervention
in the Persian
GtJ,lf
R2
[3.22J Summary of Unit Types
For each type of unit is listed the classification, the
abbreviation (used i.n the scenarios and the Rein-
forcement Track), and the quantity of that unit
type.
IRAN
American InteNention
Infantry Brigade [IJ (4)
3 battalions, 700 men each trained by
the United States, 10Smftl howitzers
and 4.2" mtr. .
Persian Gulf
battalions, 160 tanks, I mechanized
infantry co.
I 54' W I
n.0 PLAYERS' NOTES
13.0 DEV.ELOPER'S NOTES Composite Infantry Brigade [IJ (2)
3 regiments infantry, 2 commando
H«fuM'" 1\ Unit Type companies.
[1.0] INTRODUCTION
Ground
Combat Strength .,.
Armored Brigade [aJ (I)
011 War is a simulation on a brigade/squadron Vickers and Centurion medium
level. ~f a hypothetical attempt by the United States Air Unit tanks, 2 tank regts., I meeh. info co.,
and · various other nations to take over the oil-
~J..
I armored car co.
producing areas of the Middle East. The
simulation is primarily- of land and air contlict.
The game covers an arbitrary period of conflict
Air Combat
Strellgth T IS F4
Nationality
Aircraft Type
.l,KW
Interceptor Squadron (J)
Ung 12 BAC "Lightning:' F-S3 aircraft.
(sixteen days), in which the issue would be decided. Ground
2 U 3.
A total of three scenarios are available from which
the Players may choose.
Combat Strength RUllge Allowallce
o 18
R3
SAUDI ARABIA Navy Fighter Squadron (2) Combat Strength Points may never be IIsed against
Infantry Brigade (I) (2) Twelve McDonnell Douglas F-4 ground units. The Air Combat Strength of SAM
3 bns infantry, I bn field artillery. aircraft. sites are printed directly on the map.
(3,3J GAME CHARTS AND TABLES
us Navy Attack Squadron (3) Various visual aids are provided for the Players to
Mechanized Brigade (m) (1)
2 battalions infantry, 2 battalions
3+:
6 15
Nine to twelve Grumman
aircraft.
A-6 simplify and illustrate certain game functions.
These are the Combat Results Table, Turn
tanks, 1 battalion artillery. Record/Reinforcement Chart and Air Transport
Point Track. All tables and charts are to be found
Navy Attack Squadron (7) on the mapsheet.
Interceptor Squadron (1) J..~~
4 "I"A7 Twelve Vought A-7 aircraft.
SA (3.4J GAME EQUIPMENT INVENTORY
5~"" Seventeen BAC "Lightning" F-S3
aircraft.
5 15 A complete game of OU War should include the
o 18 EUROPEAN ECONOMIC
following parts:
One Game Map
Ground Attack Squadron (1) COMMUNITY One set of Game rules
Ten BAC-167 "Strikemaster" air-
craft.
Fil Air Landing Brigade (aIJ (2)
One each from Britain and France,
One set of die-cut counters (100)
One Folio (Folio edition only)
~
each ofthree battalions paratroops, 1
battalion artillery. If any ofthese parts are missing or damaged, write
Fighter Bomber Squadron (l) to:
Fourteen Northrop F-S aircraft. ISRAEL "Oil War Game"
Air Landing Brigade (aI) (2) Customer Service
~
Phasing Player adjusts the Air Transport Point
within its Range Allowance; no Movement Points Track to reflect the number of Air Transport
are required. Because the Range Allowance varies Points available to him this Game-Turn as per the
Fighter Squadron (2) from unit to unit; it Is printed on the counter. Turn Record Track.
Twelve General Dynamics F -Ill Ground Combat Strength is the basic ground 3. Supply Phase. The Phasing Player must
aircraft. attacking and defending power of a unit quantified allocate Air Transport Points for each of his units
in terms of Ground Combat Strength Points. The based on the mapsheet. Units that are supplied
Ground Combat Strength may never be used through an air base cost one Air Transport Point
Navy Fighter Squadron (2) against air units or SAM sites.
US each; units that are supplied through air drop cost
9'~.
Twelve Gumman F-14 aircraft. Air Combat Strength is the basic air attacking and three Air Transport Points each. Once supplied
defending power of air units and SAM sites quan- during this Phase, the units are considered
4 U tified in terms of Air Combat Strength Points. Air supplied for the entire Game-Turn.
R4
4. Air Transport Phase. The Phasing Player may the Player's hand withdrawn, the unit may not [5.32] A maximum of two Friendly ground units
now bring units onto the mapsheet through Air move again, nor may its path be retraced and/or and two Friendly air units may be stacked in a
Transport, deducting the appropriate number of changed during that Phase. Do not trace a path for single hex. The stacking limitation applies only at
Air Transport Points from the Air Transport air unit movement. Simply place the air unit in any the end of the Movement Phase and during the
Points Track. Note that units brought onto the desired hex within its range from its Air Base. (For entirety of the Air and Ground Combat Phases,
mapsheet during this Phase are considered in A-6 and A-7 air units based in the Gulf of Oman, and the Basing Phase.
supply for the entire Game-Turn even though no their area of operation is limited by the line on the [5.33] If, at the end of the Movement Phase or
Air Transport Points were expended for them map. during any other Phase, a unit is moved into a hex
during that Supply Phase. CASES: in excess of the stacking limitation, that- unit is
S. Movement Phase. The Phasing Player may move [5.1] HOW TO MOVE UNITS eliminated.
all of his units in any direction up to the limit of [5.11] During the Movement Phase, only the
[5.34] There is no limit to the number of Friendly
the ground unit Movement Allowance. Air units Phasing Player's units (those which are Friendly to
units which may pass through a single hex in one
may _be placed anywhere within their Range the Phasing Player) are moved. All, some or none
Movement Phase.
Allowance. All ground movement must be within of the Phasing Player's units may be moved. No
Enemy movement and no combat may occur [5.35] SAM sites never count against stacking
the restrictions outlined in the movement rules as
during the Movement Phase. lim itations.
well as the Zone of Control rules.
[5.12] Ground unit movement is calculated in [5.4] AIR TRANSPORT
6. Air Combat Phase. The Phasing Player may Air Transport is the act of bringing units onto the
attack Enemy air units and SAM sites adjacent to terms of Movement Points. Basically, each ground
unit expends one Movement Point of its total map from the Israel or Germany boxes. In order to
Friendly air units at his option. Combat is resolved air transport a unit, simply remove the unit from
as outlined in the air combat rules. [Air units are Movement Allowance for each hex it enters. This
may vary with the terrain type. the box and place it on the map; each box specifies
defined as any aircraft counter or SAM site.] which type of units may be air transported from
7. Ground Combat Phase. The Phasing Player may [5.13] Air unit movement does not require the that box, and the type of terrain hex which the unit
now attack Enemy ground units that are adjacent expenditure of Movement Points. Simply place the may be air transported to. Also specified is the cost
to Friendly ground units and/or are in the same air unit anywhere on the playing area of the map in Air Transport Points (ATP's) when a unit is air
hex as Friendly air units. Combat is resolved as within its range. transported; the cost in ATP's must be deducted
outlined in the ground combat rules. [Ground [5.14] Ground units may ignore the presence of from the current Turn total on the ATP Track, by
units are defined as air landing, infantry (regular Enemy air units, and air units may ignore Enemy moving the ATP Markers .. ATP's may also be used
and marine), mechanized and armor.] ground units. Opposing ground units and air units to pay supply costs (see 8.21).
may end the Movement Phase stacked in the same [5.41] All American, Israeli and EEC ground units,
B. ARAB PLAYER-TURN hex. and specified American air un its, may be air
(The Iranian Player-Turn in Scenario Three is transported. They may be air transported onto the
identical.) [5.15] AIl ground units, regardless of nationaJlty or
type, have a Movement AUowance of teu Move· map during any Game-Tum or Turns.
1. Air Unit Basing Phase. All Arab units are ment Points. [5.42] Units which are being air transported may
returned to their respective bases. not be placed on the map in the same hex as
[5.16] Air units with unlimited range are identified
2. Reinforcement Phase. The Phasing Player by the letter "u." These units can reach any hex on Enemy ground or air units. They may be placed in
consults the Turn/ReCord Track and places any the map. Enemy Zones of Control.
reinforcements due him on the mapsheet within [5.43] Air transport may not be used to move units
the appropriate countries. Reinforcements may [5.17] The following unit types are ground units:
Air Landing, Marine Infantry, Mechanized, already on the map to different positions. Units are
move and attack in this Player-Turn. never air transported from one box to another. Air
Infantry and Armored. All others are air !In its.
3. Movemeut Phase. The Phasing Player may move transport is used ' only to place units on the map
all of his units and place his air units. [5.2] INHIBITIONS AND PROHIBITIONS from the Israel or Germany boxes.
4. Air Combat Phase. The Phasing Player may [5.21] When ground units enter certain types of
terrain, additional Movement Point costs will be [5.44] Air Transport Points are recorded on the
attack Enemy air units, and combat is resolved. ATP Track. The number of ATP's ayailable in
S. Ground Combat Phase. The Phasing Player may incurred (see the Terrain Key). Terrain never
affects air units. _ each Game-Turn is listed on the Turn Record
now attack Enemy ground units, and combat is Track. During each ATP Allocation Phase, the
resolved. [5.22] Isolated (unsupplied) ground units have
their Movement Allowance reduced to five American Player adjusts the marker on the ATP
Track to correspond to this amount. ATP's are not
C. GAME-TURN INDICATION. The Game- Movement Points.
cumulative; unused ATP's may not be added to
Turn Marker is advanced on the Turn Record/ [5.23] Under no circumstances maya ground unit
the following Game-Tum's total.
Reinforcement Track, signaling the start of a new move directly from one Enemy controlled hex to
Game-Turn. - another. It must first leave all Enemy controlled [5.45] Most units may only be air transported to
hexes before entering another (see 6.13). Air units garrisoned air bases, and others require fewer
[4.3] GAME LENGTH may ignore Zones of Control. ATP's when air transported to garrisoned air
Repeat steps A through C for eight Game-Turns, at [5.24] Units may freely move through hexes bases. A garrisoned air base is considered one
which time the game -is over and Players' perfor- containing Friendly units, regardless of stacking which is presently, and was in the previous Game-
mances are evaluated in terms of the Victory restrictions. There is no additional Movement Turn, occupied by a Friendly ground unit.
Conditions (see 10.0). Point cost for stacking or unstacking with Friendly [5.46] Israeli, and American Naval, air units may
units. not use air transport, and may never be based on
[5.25] Ground units may freely enter hexes the map.
containing only Enemy air units or SAM sites. Air
[5.0] MOVEMENT units may not end the Movement Phase in !l hex
[5.47] Ground units that used air transport during
the Air Transport Phase may move one and only
GENERAL RULE: occupied by Enemy air units or SAM sites. If,
one hex during the Movement Phase of that
because of the advance or retreat of a Friendly
During the Movement Phase, the Phasing Player Game-Turn, within the restrictions of the Zone of
ground unit, an air unit occupies an unneutralized
may move as many or as few of his units as he Control rules, and may participate in combat
Enemy SAM site at the end of the Combat Phase,
wishes. Ground units may !'love as many hexes as during the Ground Combat Phase.. Air units that
the Owning Player displaces the air unit one hex.
desired within the limits of the Movement used air transport may not move in the ensuing
An air unit may not use an air base that is
Allowance, the Movement Point cost of the terrain Movement Phase nor attack in the ensuing Air
occupied by an Enemy air unit during the Basing
being moved through, and the restrictions of Combat Phase. It is recommended t~t Players
Phase.
Enemy Zones of Control. Air units may operate invert air unit counters during the Gaine-Turn
freely anywhere within the restriction of their [5.26] A Friendly ground unit may never enter a that they are air transported to indicate their
range. Movement Allowances and Range hex containing an Enemy ground unit. Friendly air
status.
Allowances may neither be accumulated from units may stack with Enemy ground units at the
end of the Movement Phase. [5.48] Units which are air transported are in sup'ply
Phase to Phase nor transferred from unit to unit. for that entire Game-Turn. .
[5.3] EFFECTS OF FRIENDLY UNITS
PROCEDURE: [5.31] During the Movement Phase, any number of [5.49] Amphibious Transport
Move each ground unit individually, tracing the ground units may move through any given hex American Marine Infantry units may be moved
path of its movement through the hex grid, hex by regardless of the number of Friendly units· in that from the Gulf of Oman Box to any sand or clear
contiguo~s hex. Once a unit has been moved, and hex. terrain coastal hex (see the Terrain Key) during the
R5
Phase. Amphibious landing does [6.12) There is no additional Movement Point cost considered air units; ground units may never
r~nsport expenditure of Air Transport for entering or leaving an Enemy controlled hex attack air units.
Air T qu ire. the II other ways is identical to air beyond the normal terrain cost of entering that
[7.13) Attacking is completely voluntary; units are
"pOol' res but tn .a e units may not be placed in given hex.
nl, MarIn never compelled to attack and not every unit in
I ranspart·xes. [6.13) Ground units may never move directly from position to attack an Enemy unit need participate
al1·sell lie NIT BASING . ' . one Enemy controlled hex to another. They always in any given attack. Friendly units in a stack that
15.5) AlB V f . units is performed during the AIr must first move entirely out of all Enemy Zones of are not participating in a given attack are never
'I'h bjlSing-l? ;~ase. All air units must .return to Control before they are allowed to reenter an affected by the results of that attack.
U~, 8 l1S!ng this Phase. Any ~ir unit w~ich ~s Enemy controlled hex. [7.14) An Enemy unit may be attacked by as many
base du rtng d an air base during that AIr Unit [6.14] Air units and SAM sites have no Zones of units as can be brought to bear against that Enemy
unable 10 fin . ' na ted .
se is ehml Control and in no way hinder the movement of unit. .
Basing pha I American air units which may be
ground units, nor are they affected by Enemy
IS.5l) The on~ap are those which began the game [7.15) No unit may attack more than once per
based on the y Sox. Once moved onto. the map. Zones of Control. Phase and no unit may be attacked more than once
In the o~rm;~st be based on Friendly-garrisoned [6.2) COMBAT EFFECTS
per Phase. Air units may attack twice per Game-
these unIts Ihe map (see 5.45). They may never Tum, against ground units in the Ground Combat
Zones of Control do not affect combat; attacking is
aIr bll ses ~~e Germany, Israel or Gulf of Oman completely voluntary, and the presence of an
Phase. and against air units in the Air Combat
return to Phase.
Enemy unit's Zone of Control in a Friendly
Boxes. . units which began the game in the occupied hex does not force combat. However, the [7.2) MULTIPLE UNIT
IS.5Z) AIrS x may not enter. the map area until presence of Enemy controlled hexes may affect AND MULTI·HEX COMBAT
Cerm any b ~n air transported to a garrisoned air Combat Strengths (see 8.0). [7.21) All units defending in a given hex must be
hllve e
thoy the map. . . involved in the combat, and they must all be
base on . un'Its which began the game In the [6.3) SUPPLY EFFECTS
Alllllr . attacked as a single Combat Strength. The
I5.53 ) may operate on the map, returning [6.31) Supply lines may not be traced through defender may not voluntarily withhold units in a
Israel Sox h Air Unit Basing Phase to the Israel Enemy Zones of Control. 'Note. however. that Arab hex under attack. The attacker must attack all the
during eaC are the only' air units which may be units are always in supply in their Home Country units as a whole, i.e., the Combat Strengths of all
Box. These and that American units may be supplied through
based in Israel. . the units in a hex are totaled and this total
I ir units which began the game In the air drop regardless of Zones of Control. Strength is attacked. Different units in a given hex
15.54) ~I o':nan Box, or arrive as reinforcements [6.32) The occupation of a hex by a Friendly may not. therefore, be attacked separately. Note
Culf 0 h course of the game, may operate on the ground unit negates the Enemy Zone of Control for that ground units may not be attacked during the
during t e n'lng during each Air Unit Basing Phase purposes of tracing a supply line. Therefore, a Air Combat Phase. nor may air units be attacked
map , returIf of Oman Box. during the Ground Combat Phase.
supply line may be traced through a string of
10 theAOUb and Iranian air units must be based on Friendly ground units even if Enemy Zones of [7.22) Units in a hex that contains an attacking
15.55) . ra base within their respective home Control overlap. unit need not participate in that same attack or in
lr
any a. The air base need not be garrisoned by a any attack. Thus, when one unit in a stack of two is
count~e~·nit. It must not be occupied by Enemy attacking a given hex, the other could attack a
ar~un A ab and Iranian units may never leave the different hex or not attack at all.
Units r
'(.
.'
enter the Israel, Germany or Gulf 0
f [7.0] COMBAT
map I.e., (7.23) If a unit is adjacent to more than one Enemy
Oman Soxes). . .' . GENERAL RULE: occupied hex. it could attack all of them in a single
15.56] During the AIr U.nlt Basing Pha~e, all Units Ground units may attack Enemy ground units and combat. some of them or none at all. Thus. units in
must be placed in an aIr base, as sp~clfie~ a?ove. ground units supported by Enemy air units; air a single hex can attack more than one other hex.
' their range. If no such base eXIsts wIthin an units may attack Enemy ground and air units, but The only requirement is that all attacking units
Win Ith
air unit's range. it . . . td
IS ehmlna e ,an d removedfrom ground units may never attack air units. Ground must be adjacent to all defending units.
play. Combat Results have no effect on air units. The
[7.3) AIR ATTACKS
IS.57] Air units (except SAM "sites) are ~ever SAM sites printed on the map are considered air
AGAINST GROUND UNITS
co 'dered to be "on the ground. Thus, even If an units. Attacks upon ground units occur during the
17.31) Air units may participate in combat in both
alrn~nit is not moved after the Air Ulit Basing Ground Combat Phase, and attacks upon air units
the Air Combat and Ground Combat Phases of the
Phase, it is immun~ from attacks by. Enemy occur during the Air Combat Phase. The Phasing
same Player-Turn. The Air Combat . Strength is
around units. (SAM sItes may be neutrahzed; see Player is the attacker during his own Ground and
used only in attacks against air units, and only
Air Combat phases.
7.53). during the Air Combat Phase. The Ground
PROCEDURE: Combat Strength is used only in attacks against
Total the proper Combat Strength. either ground ground units. and only during the Ground Combat
or air (depending upon the type of defending unit>, Phase.
of all the attacking units in a specific attack, and
[6.0] ZONES OF compare it to the total defending Combat Strength
[7.32) An air unit may not attack an Enemy ground
unit from an adjacent hex. It must be placed in the
CONTROL of all the defending units in the hex under attack. hex occupied by the Enemy ground unit It is to
State the comparison as the difference between the attack.
CENERAL RULE: attacker's total Combat Strength and the
'the six hexagons immediately surrounding a he~ defender's total Combat Strength. Consult the [7.33) An air unit may attack an Enemy ground
constitute the Zone of Control of any ground Unit Combat Results Table. roll the die and read the unit in concert with other air andlor ground units,
in that hex. Hexes upon which a ground unit exerts result on the line corresponding to the die roll in or independently.
a Zone of Control are called "controlled hexes," the column with the proper differential h~ading. [7.34) If Enemy ground units in more than one hex
and inhibit the movement of Enemy ground units Apply}he result immediately before resolving any are being attacked by Friendly ground units in a
"nd the tracing of supply lines. Enemy air units are other attacks. single combat, Friendly air units which occupy one
never affected by Friendly Zones of Control and of the Enemy ground unit's hexes may add their
CASES:
Illay ignore all controlled hexes. All ground units Ground Combat Strength to the attack.
Illust cease movement when they enter an Enemy 17.1) WHICH UNITS MAY ATTACK
[7.35) A Friendly air unit stacked in a hex with
COntrolled hex. Although ground units must stop (7.11) During the Ground Combat Phase, the Friendly ground units under attack adds its
~hen they first enter the Enemy Zone of Control. Phasing Player's ground units may attack any and Combat Strength to the total of the Ground
Ih ey may leave on their next Game-Turn. The all Enemy ground units to which they are adjacent. Combat Strength of the hex. However, the air unit
Presence of more than one adjacent Enemy ground In addition. the Phasing Player's air units may is not being "attacked" and does not suffer the
\an it has no additional effect. attack any and all Enemy ground units with which results of the combat.
they occupy a hex in common. Air and ground
ItA. SES·
6.1 ] MOVEMENT EFFECfS units may make combined attacks upon the same
[7.36) As a consequence of rule 5.25. an air unit
may not attack ait Enemy ground unit which is in
Enemy occupied hex.
16. 11] Ground units must cease movement upon the same hex as an Enemy air unit.
1l11lering an Enemy controlled hex. They may exit a [7.12) During the Air Combat Phase, the Phasing [7.37) Attacking and defending air units are never
~I:)ntrolled hex which they began the Movement Player's air units may attack any and all Enemy air affected as a result of combat during the Grountl
hase in. units to which they are adjacent. SAM sites are Combat Phase.
R6
17.4) COMBAT DIFFERENTIAL [7.7) TERRAIN EFFECTS [8.25) In addition to the ATP's expended to supply
CALCULATION There are no terrain effects,on combat. A unit's ground units, 1 ATP must be expended for each
Combat situations are expressed as a difference of Combat Strength is never affected because of the air unit on the map each Game-Turn. Units in the
the attacker's total Combat Strength minus the terrain it occupies. Germany, Israel, and Gulf of Oman Boxes need
defender's total Combat Strength. For instance, if not be supplied, and require no ATP's for supply
twelve Combat Strength Points were to attack purposes.
eight Combat Strength Points, the combat differ- [8.26) Units may not be supplied via coastal or port
ential would be expressed as "plus four" and the [8.0] SUPPLY hexes; there is no "sea supply." Units may only be
appropriate column on the Combat Results Table supplied through air bases and the "air drop"
GENERAL RULE:
would be consulted. However, note that it is methods described above.
impossible to attack if the combat differential All units, both ground and air, must be supplied.
(attacker's Strength minus defender's Strength) is A unit may be supplied through a supply path,
not at least "minus one." Attacks at a differential traced from the unit to a transportation line, and
of less than "minus one" are not permitted. thence to a supply source. Arab and Iranian units
(8.3) TRACING SUPPLY PATHS
which cannot trace such a supply path are
17.5) SAM SITES unsupplied; units of the American Player which A supply path is a line of contiguous hexes,
cannot trace such a path must be supplied through unblocked by Enemy units or Zones of Control,
17.51) SAM sites have an intrinsic Air Combat leading from a unit, traversing no more than three
Strength (printed on the mapsheetl. However, they air drop. The American Player must expend 1
ATP per unit supplied through a supply path, hexes to a transportation line (which may be of any
have no Ground Combat Strength and are length). which leads to a supply source.
neutralized when occupied. Note that SAM sites and 3 ATP's per unit supplied through air drop.
are not represented by actual unit counters. [8.31) The first three hexes of the supply path may
PROCEDURE: be traced through any type of terrain hex, and any
17.52) SAM sites differ from other air units in that Supply for the American Player's units is deter- type of terrain hexside, except those prohibited or
they can never be neutralized by an air combat mined during his Supply Phase. He determines the blocked.
result; "Ae" and "De" have no effect on SAM ATP cost for supplying each unit on the map, and
sites. deducts this amount from his total on the ATP [8.32) The remainder of the supply line must be
Track. The Arab Player must determine which traced through contiguous transportation hexes
(7.53) SAM sites are neutralized only when which are connected by transportation hexsides to
garrisoned by an Enemy ground unit. If the Enemy units are unsupplied at the beginning of his
Movement Phase, and again (for the supply status a supply source. This portion of the supply line
ground unit should move away, leaving the SAM may be of any length.
site unoccupied, it becomes active again auto- of units may change) at the beginning of his
matically. Combat Phase. 18.33) The supply line may not be traced through
Enemy occupied hexes. Nor may it be traced
[7.54) SAM sites function like air units for all other CASES: through an Enemy controlled hex which is not
purposes of attack and defense. [8.1) ARAB AND IRANIAN SUPPLY occupied by a Friendly unit. The supply line may
[7.55) All SAM sites are located in air base hexes. [8.11) To be considered in supply, Arab and be traced through Friendly-occupied, Enemy con-
Air base hexes which have no printed Air Combat Iranian units must be able to trace a supply path to trolled hexes.
Strength have no SAM sites. a supply source. A supply source is any hex in their [8.34) All Enemy air units are ignored for purposes
Home Country which is free of Enemy ground of tracing a supply path. A supply path may be
units or their Zones of Control. (Note that Arab traced through a hex occupied by an Enemy air
(7.6) RETREAT AND ADVANCE and Iranian units in their Home Countries are unit.
AFI'ER GROUND COMBAT automatically in supply.)
[8.4) EFFECTS OF SUPPLY
(7.61) A unit may not retreat into a hex in excess of [8.12) There is no Arab or Iranian supply phase.
Rather, supply for these units is determined, for [8.41) All American ground units will always be in
the stacking restrictions; it is destroyed instead supply. The American Player may not leave units
(there is no displacement of units). movement purposes. at the beginning of the
Friendly Movement Phase (before any Friendly unsupplied. The only question is the number of
[7.62) A unit which retreats onto another units have been moved). and for combat purposes, ATP's which will be required to supply his units.
defending unit which itself is the object of a sub- at the beginning of the Friendly Combat Phase [8.42) Arab ground units that are out of supply
sequent attack, suffers the combat result, although (before any Friendly units have made any attacks). have their Movement Allowance reduced to five
is does not contribute its Ground Combat Strength Movement Points. Their C.ombat Strength is
to the defense of that hex. [8.2) AMERICAN, ISRAELI reduced by half (rounding fractions down) when
AND EEC SUPPLY attacking; when defending, their Combat Strength
[7.63) If a hex has been vacated by defending
ground units, the attacking Player may advance a There are two different ways in which the is unaffected.
maximum of two ground units into the vacated American Player's units may be supplied; either
through tracing a supply path to a supply source, [8.43) Although air units must be supplied. no air
hex. These two ground units must have partici- unit will ever be eliminated due to supply effects,
pated in the attack; they may ignore the presence or by air drop.
in practice. This is because the air unit would
of any air units in the vacated hex. (8.211 Supply Sources already have been eliminated in the Air Unit
17.64) The attacker's ground units advancing after Every air base on the map which is garrisoned (see Basing Phase (see 5.5).
combat may do so even in a situation where they 5.45) by at least one Friendly ground unit may be
are moving from one Enemy controlled hex to used as a supply source. However, no more than six
another. The option to advance supercedes normal units may be supplied through air bases which had
movement and Zone of Control rules. SAM sites, and no more than three units may be [9.0] REINFORCEMENTS
supplied through air bases which had no SAM
[7.65) Advancing after combat requires no sites. GENERAL RULE:
expenditure of Movement Points. The option to Reinforcements are units that become available to
advance after combat must be exercised before any [8.22) In order to supply a unit through a supply
the Players during the course of the game. Rein-
other combats are resolved. source, the American Player must expend 1 ATP.
forcement units are listed on the Turn Record/
Each unit supplied through a supply source costs 1 Reinforcement Track on a Turn-by-Turn basis by
[7.66) Units may not retreat as a result of combat ATP. This ATP cost must be deducted from the
into or through an Enemy controlled hex. even if quantity and type.
ATP Track during the Supply Phase.
Friendly units' Zones of Control overlap Enemy CASES:
Zones of Control along the retreat route. 18.23) If a unit cannot be supplied through a
supply source. it must be supplied through air [9.1) ARAB AND IRANIAN
17.67) Units may retreat into Enemy Zones of drop. In order to supply a unit through air drop, REINFORCEMENTS
Control if occupied by a Friendly ground unit. simply expend 3 ATP's. deducting 3 ATP's from [9..11) Arab and Iranian reinforcements become
Friendly ground units negate Enemy Zones of the ATP Track for each unit supplied through air available during the Reinforcement Phase of tb~
Control for purposes of retreat. drop. Arab Player-Turn. Reinforcements may move and
[7.68) Units may retreat into hexes containing [8.24) Units must be supplied each Game-Turn, engage in combat the Game-Turn they appear.
only Enemy air units. during the Supply Phase; at least one ATP must be [9,'12) Arab and Iranian ground reinforcements are
[7.69) Units that are forced to retreat off the map, expended for each. unit every turn. The American placed anywhere within their Home Country free
into all-sea hexes or through blocked hexsides are Player may not voluntarily withhold supply from of Enemy Zones of Control. Air reinforcements are
eliminated instead. his units. placed on any Friendly air bases, garrisoned and
R7
ungarrisoned, within the Home Country, free of [10.32] Substantive Victory. The Enemy player Persian Gulf states respond with military force.
Enemy units and Zones of Control. controls five to nine oil facilities and one or more Israel, in an attempt to stave off another Arab-
[9.13] The initial placement of reinforcements does ports. Israeli war, declares neutrality and refuses to even
not require the expenditure of any Movement [10.33] Marginal Victory. The Enemy Player allow American aircraft to base out of Israel.
Points. controls 'ten to fourteen oil facilities and one or [n.22] Initial Deployment. Same as 11.12 minus
more ports. the units in Israel (the 2 F-Ill's are deployed in
[9.14] Reinforcements may not be initially Germany).
deployed 'j'n Enemy Zones of Control. However, the
[11.23] Special Rules. The American Player is the
presence "Of Friendly ground units negates Enemy
First Player. His Player-Turn is the first in every
Zones of Control for this purpose.
Game-Turn.
[9.15] Reinforcements do not have to be placed on
the mapsheet the Game-Turn they become [11.0] SCENARIOS
available. They may be held off the map and [11.3] SCENARIO THREE
GENERAL RULE:
placed at ,a later Game-Turn at the Owning [n.31] Historical Notes. Continuing border
Ea~h scenario is a complete game in itself. Each of
Player's discretion. disputes between Iraq and Iran, plus Iranian inter-
the scenarios gives the necessary information to set
[9.16] Reinforcements may not be placed in ference with the Kurdish minority in Iraq, has led
up and play. This information is presented in the
violation of the stacking rules. Iraq to mobilize and mass troops on the Iranian
following format:
border. Iran, with dreams of Empire, attacks first
[9.2] AMERICAN REINFORCEMENTS Historical Notes: A brief description of the action without mobilizing, to obtain surprise. The U.S.,
[9.21] American reinforcements become available covered in the scenario. fearing that all Persian Gulf oil reserves will fall
at the beginning of the American Player-Turn. Initial Deployment: Gives the starting location of under control of the Iranians, intervenes on the
There is no separate Reinforcement Phase for the each unit by country and unit type. side of Iraq as do all the other Persian Gulf states.
American Player. Special Rules: The Special Rules are to be used [11.32] Initial Deployment. All units are set up in
[9.22] American reinforcements are placed in the only in the scenario with which they are listed. their Home Countries. The Arab Player deploys
Gulf of Oman Box. There are no Israeli or EEC first.
Reinforcement Track: Printed on the Illapsheet,
reinforcements. American reinforcements may be gives the reinforcements due each country Game- IRANIAN PLAYER:
used during the same Game-Turn that they appear Turn by Game-Turn, as well as the num.ber of Air In Iran: two m, four a, one i, two FS's, two F4's
on the Turn Record/Reinforcement Track. Transport Points due the American Player. Note ARAB PLAYER:
[9.23] American, Israeli or EEC units initially the different reinforcement rates for Scenario In Kuwait: two i, one a, one Lightning (LIng)
placed in the Israel and Germany Boxes are not Three. All Arab reinforcements are placed Qatar: one i
considered reinforcements. They are initially anywhere in the appropriate home country; all In Bahrain: one i
available for placement on the playing area of the American reinforcements are placed in the Gulf of
In Saudi Arabia: two i, one m, one Lightning
mapsheet subject to the Air Transport rules (S.4). Oman Box. (LIng), one 167, one FS
In Iraq: four m, four i, one MiG(M)2I, one SU7
[1l.1] SCENARIO ONE [11.33] Special Rules. American marine units are
[10.0] VICTORY CONDITIONS always in supply. The Arab Player controls all
[1l.1I] Historical Notes. This scenario assumes
GENERAL RULE: that another Arab-Israeli War has broken out in American units. There is no U.S. Initial
the Middle East. The oil-producing nations of the Deployment in this scenario; no units are placed in
Victory in Oil War is dependent upon the capture
Persian Gulf, in support of the Arab cause, have Germany or Israel; there is no air transport; there
and control of oil facilities and ports. For the
placed an oil embargo on all nations supporting are no ATP's. The Arab Player receives U.S.
oil facility or port to be "controlled," it must
Israel, namely the United States and the EEC. The Scenario Three reinforcements. Zones of Control
be physically occupied by a ground unit, in an
nations suffering from the embargo, with Israeli do not. extend across borders during the First
uncontested Zone of Control of a Friendly ground
help, attempt to capture the oil fields in the area in Game-Turn until the Iranians cross a border or
unit, or it must be in a Friendly country, with no
an effort to end the oil embargo. attack an Arab unit. The Iranian Player is the First
Enemy ground units adjacent. Note that for the
Player. His Player-Turn is first in every Game-
purpose of Victory Conditions, Enemy air units do [11.12] Initial Deployment. All Arab units are set Turn. Both Players use an identical Sequence of
negate Friendly Zones of Control. In other words, a up within their Home Countries; all American Play (j.e., the Arab Sequence of Play).
port or oil facility would not count towards Victory units are set up in the appropriate , boxes.
Condition fuliillment if an Enemy air unit were in ARAB PLAYER:
it, even if it were in a Friendly Zone of Control.
Note also that Enemy Zones of Control negate
Kuwait: two i, one a, one Lightning (Ltng) [12.0] PLAYERS' NOTES
Friendly Zones of Control for victory purposes. Qatar: one i
011 War is an easy game to learn and play, yet one
Victory Conditions for all scenarios are the same. Bahrain: one i
with a lot of possibilities for variations of play and
Saudi Arabia: two i, one m, one Lightning (LIng), tactics. The game proved enjoyable. Given two
CASES: one' 167, one FS equal Players, it is also quite balanced.
[10.11 SUPPLY PATH Iraq: three m, two i, one MiG(M)21, one SU7
In order to count toward the fulfillment of Victory Iran: two m, four a, one i, two FS's, two F4's But one mistake will cost a Player the game. An
Conditions, oil fields and ports must be connected experienced Player or an exceptionally good Player
AMERICAN PLAYER:
by supply paths. This supply path is identical to will defeat the novice or indifferent Player every
In Israel: two Israeli ai, one Israeli m, four Israeli time. One will quickly learn that a single mistake
that described in Case 8.3, with the exception that F4's, two US F-Ill's
it may not be traced through a hex occupied by an at the beginning of the game will cost him victory'.
(F-III's may not be used on Game-Turn One.)
Enemy air unit. In Germany: three US al. two US i one US m, one The American Player must exploit his advantages
US a, six US F4's, two EEC al to the fullest while protecting his weaknesses (and
[10.2] AMERICAN (OR IRANIAN) they are serious). His advantages are three-fold.
VICTORY LEVELS In Gulf of Oman: one US A6, one US A7, one US
First is mobility. The air landing units enable him
F4.
[10.21] Decisive Victory. Control of at least 2S oil to hit the Arabs virtually anywhere on the map. It
facilities and three ports. [n.13] Special Rules. American F-I II's may not is a good idea to keep one or two of the air landing
be used on Game-Turn One, and may not be based units in reserve to keep the Arab Player off
[10.22] Substantive Victory. Control of at least on the playing area of the mapsheet; they may only
twenty oil facilities and two ports. balance. The Arab Player may even delay
be based in Israel. The American Player is the comitting the Iranians, fearing an end run. The
First Player. His Player-Turn is first in every second advantage is air superiority. This enables
[10.23] Marginal Victory. Control of at least fifteen Game-Turn. the American Player to protect his own forces
oil facilities and one port. while taking the conflict directly to Arab units that
are not even in contact with American ground
[10.3] ARAB VICTORY LEVELS [1l.2] SCENARIO TWO units. The American F-II I's are especially
[10.31] Decisive Victory. The Enemy Player [1I.21] .Hlstorlcai Notes. This scenario has as its important in this respect. They are quite capable
controls zero to fou r oil facilities or controls no premise an oil embargo placed on the United of killing any stack of Arab ground units on the
ports regardless of the number of oil facilities States and the EEC for reasons of international map. It is important for the first few turns to wipe
under his control. politics. The nations being blackmailed by the out Arab air units; they can be a problem. The
A8
third advantage is that, unit for unit, the Failing at that. they must be contained. In these ' Another major problem that arose was the
Americans are stronger. In any equal battle, the first few critical Game-Turns, the Arab Player will question of victory conditions. Basically, the
Americans should win, especially if ground have an air force of sorts. American air units can United States would have to seize oil facilities
support from aircraft is available. be destroyed at this stage, but resist the tempta- Intact, and then gain sufficient ports to ship the oil
tion; the American Player can well afford the out. At first, the Victory Points for seizure of the
The American has two serious weaknesses. First is losses. Instead, Arab air units should be placed oil facilities varied from Game-Turn to
numerical inferiority. This is particularly true in over captured American air bases. This will Game-Turn. This was based on the assumption
the first few Game-Turns. It is here that the prevent the American Player from bringing on that the Arab nations would attempt to destroy the
American units are most vulnerable to counter- reinforcements, particularly the F-4's. Also, the facilities rather than let them fall into western
attack. The American Player must be very careful Iranian F-4's have good ground support capability hands. The game problems that this posed were
where he first lands on the map. All it takes is a +4 if the Arab Player is able to attack any American simply too much for the scope of the game. A
surrounded attack to eliminate a ground unit. The ground units. The only time the Arab Player second problem relating to this was gathering
American Player cannot afford any losses at all. should attack American air units is if there is a information on just how much difficulty there is in
Every ground unit lost means fewer oil facilities chance to eliminate the F-lll's. If this can be destroying oil facilities. Frank Davis, Jim
and ports that can be controlled for Victory accomplished, do it regardless of losses to oneself. Dunnigan and the developer researched this
Conditions. The second disadvantage that the Eventually (around Game-Turn Three or Four), problem, but never really came up with satis-
Americans have is time. As the game is only eight the Americans will gain air superiority. At this factory acnswers. It's amazing how skittish oil
Game-Turns long, the American Player must time, Arab air units should be used exclusively to companies are when it comes to telling people how
actually come out of his enclaves and defeat the protect Arab ground units. The SU-7's are to blow up refineries.
Arab armies in the field and then seize oil facilities valuable in protecting reinforcements. Always
A system based on a ratio of seized oil facilities to
and ports. This means that the American Player remember that you are going to lose your air force ..
The secret is to use it as best you can while you still ports was used for Victory Conditions. The
must take chances by coming out before he is question of sabotage was built in by limiting the
really ready. This can prove disastrous. have it. Should the American succeed in
establishing an enclave, he will attempt to break game length to sixteen days of real time. It is
Tactically, on the First Game-Turn, the American assumed that if the oil facilities were not seized
out of it around Game-Turn Six. He must fight
Player should seize the island of Bahrain with one within this period of time, they would be rendered
tooth-and-nail. Inflict casualties at all cost; even if
air landing unit. Israeli air landing units should be useless to the Western Powers.
it means losing units of your own. It is also a good
committed to the mainland also on the first Game- idea to keep several Iranian units in reserve around Originally, there were various conditions that had
Turn, but be sure to commit them where they are Kuwait. It is here that the American marines will to be met for Iranian entry. However, it simply did
safe from a counterattack. Often Qatar will be the most likely land. Remember, ·it takes only a +4 not work out in game terms. No Iran, no hope for
place to land. It is away from ports and oil surrounded attack to destroy an American unit. Arab victory. So, Iran automatically allies itself
facilities, but is relatively immune to counter- You have a chance here to inflict losses on the to its hereditary enemy, Iraq. The fact is, that none
attack. Until Game-Turn Six, the American Player American Player. Should the American succeed in of the Arab countries in the game really get along
should concentrate on consolidating his position breaking out of his enclave, you still have one too well with each other. It is perhaps stretching
on land while gaining air superiority. Captured air chance. With your remaining forces, contest as a point to assume that they will all jump to each
bases must be protected. It is embarrassing to many oil facilities and ports as possible - other's aid and present a unified front in the event
discover during the Air Unit Basing Phase that all remember at all times what the Victory Conditions of an American invasion.
of his air bases are covered by Arab units. Also, are. It is not necessary to defeat the Americans; it
ground support should be loaned to ground units is necessary to su rvive. SPI was able to get quite accurate information on
to protect them from Arab attack. With the air the forces available to both the Arabs and the
Generally speaking, the main Arab tactic is to Western Powers. We did assume, however, that the
units left over, the Arab air forces should be
attacked and destroyed. About the only offensive inflict ground losses on the American. He simply Arab nations mobilized because of an "Arab-
action that should be taken at this stage is ground cannot afford any. Never miss an opportunity to Israeli war" that is assumed to be in progress, and
attacks made by F-IlI's. Be careful, however, not kill an American unit. If he leaves an air base that the Western nations did not so as to ·achieve
to lose them to Arab air units. On Game-Turn Six, uncovered, send an air unit; you just might kill surprise against the Persian Gulf nations.
the time comes for the offensive. The American something during the Air Unit Basing Phase, and
it will prevent him from bringing in reinforce- The concept of Air Transport is also quite
Player should break out of his enclave and go after accurate. This is based upon air transport that
the oil facilities and ports. The marine units should ments. If he sends out a ground unit, attack it.
Ignore your own losses. You can afford them; the would be available to the United States, and
make an amphibious landing, generally in includes military aircraft as well as civilian aircraft
northern Saudi Arabia or in Kuwait. This will seize Americans cannot.
(such as Boeing 707's and 747's) that could be
ports and al~o may cut off the Iraqi and Iranian brought in to use in the event of need.
units from supply. From Game-Turn Six through
Eight, all possible Victory Conditions should be Guerrilla warfare is also built into the system. This
met. is the reason for garrisoning captured air bases
[13.0] DEVELOPER'S NOTES and oil facilities. The logic is that if Western
The Arab Player, like the American Player, is military patrols are not acutally present on the
The role played by the air units in OU War is
operating under certain advantages and disadvan- spot, the local Arab popUlation, understandably
unique. They not only function as distinct entities
tages. The first advantage is numerical superiority. hostile, would come in and reoccupy the area. They
(different movement rules and a separate ,"ombat
To a large extent, this offsets the advantages of. the would also be capable of a good deal of sabotage.
phase), but in certain ways they function as ground
Americans. Oftentimes, numerical superiority will
units. In the original rules, air units were handled
offset the inferiority of the individual units. The
as dual-function ground units. This did not work
second advantage of the Arabs is in the Victory
out in playtesting. In fact, the manuscript had to
Conditions. They merely have to contest the oil
be scratched and we started over from the begin-
facilities in order to prevent their use by the
ning. Eventually, a whole new system was invented
Americans. The third advantage is time. The
specifically for OU War. If playtesting is any guide,
Americans are going to have to move quickly and
it works well. The only major change in the air
take chances. It is here that casualties can be
rules from that point -was the addition of the Air
inflicted upon the Enemy.
Unit Basing Phase.
Air power is a severe disadvantage for the Arabs.
The air u nits had to trace an imaginary' line to an
There is virtually no way that they can gain air
air base at the beginning of the Movement Phase
superiority, This means that American ground
a-la World War Three and Global War. This had
units can be supported, and Arab ground units
two drawbacks. First, it was complicated to keep
attacked with impunity. There is very little that the
track of which air units were tracing to which air DESIGN CREDITS
Arab Playe'r cail do to offset this; he will just have
base. Secondly, in the middle portions of the game Game Design: James F. Dunnigan
to live with it.,
particularly, the mapsheet became. very cluttered.
Physical Systems and Graphics:
Tactically, the Arab Player clln win , or lose the Playtesters solved this problem themselves by
,Redmond A. Simonsen
game in the first couple of Game-Turns. He must simply clearing the map of air units at the
react quickly to the American landings. If at all beginning of each Game-Turn and placing, them Game Development! Kip Allen
possible, the Enemy ground units must be where they wanted during the Movement Phase. Graphic Production: ~rry Catalano, Manfred F.
attacked and destroyed. Hence, the Air unit Basing Phase came into being. Milkuhn, Linda Mosca, Kevin Zucker.
UiL WAH.
COPVflght 0 1975. Slmulalionl Pu.blicallons, Inc .• New York, N.Y.
United States
I I ATP
coo
Game
Tum 11 t
IS"16. ~ 6+:~
2 U 2 tJ
Iraq
5"..
4
1\
.&}"
0 18
5. 100 aT
1
~
1-';"_1_5~ 2 ~I J~ K:'-13.~~
~87 3T
4 *4 *4 *4 *6 * 2 25 2 24 2 0 18
IN If IN Ir IN . .
668
IN
...-
7 777
.-.- .-.- ... 7
....
[I4,3[ COMBAT RESULTS TABLE
Differential
Die
0 +1 +2 +3 +4 +6 + 8 + 12 +16 + 20
RoU - 1
1 D, 0, D, D, D, Do Do Do Do Do De
2 Ac D, D, D, 0, D, Do Do De Do De
3 Ac Ac D, D, D, D, D, De De De De
4 Ac Ac Ac D, 0, D, D, 0, D, De De
5 Ao Ac Ac A, 0, D, D, 0, D, De De
6 Ao Ao Ac Ac Ac D, D, 0, D, D, De
-
EXPLANATION OF RESU LTS, A result or De indicates (hal all the units d efen di ng
in that sit uation arecliminated: a result of At indicates that a ll thc attacking units in
that situation arc eliminated. A result of Dr indicates that all the defending units in
7 6 that silUation are retreated one hex (by the Ow ning Player); an AT means that all the
i""oh'ed auacking units are similarly retreated by the Owning Player. See 7.6.
Ai r un its aTC never affected by results obtained during the Ground Combat Phase; air
units are only affected by At or De resulls obtained in the Air Combat Phase.
Allacks at differentials of less tlmn ",I" are prohibited: al1acks at differentials
.iliii.ii than "+20" aTC treated as "+20." [fthe exact differe ntial is not shown as a
the Table. round off downward to the nearest differcruia l
'"
0 000 Clear
IMP
Sand
2MP
Rough
JMP
T ransportation
Un"
IMP
Coastal
as per
olher terrain
~ A ~ p,. ;t •••
BJueked Air Base SAM Site Oil p," Unden"",
lIexside FacUity Pipeline
(prohibited) Border I_I
Note that unlike most SP l lerrain maps. the Clea r terrain hexes in 0 11 War are tinted
\0 distinguishthem from the predominant Sand hexes (which are the natural color of
the paper the map is primed upon).
c
,=•
•
E
o•
'0
c
~
•E
,"