THE THIRD WORLD WAR
13. NAVAL TRANSPORT AND AMPHIBIOUS ASSAULT Any unit may move by means of naval transport. Only amphibious units may conduct amphibious assaults. Both may occur during any friendly movement phase except the movement phase of the NATO reserve impulse.
13.1 Naval Zones
Sea hexes on the maps are divided into naval zones. Units may use naval transport and make amphibious assaults in the following naval zones: 13.1.1 NATO
13.2.1.2 NATO Naval Transport Within a Naval Zone Group NATO may use naval transport within a naval zone group by starting the movement phase in a port and may move to any friendly-controlled port in that naval zone group. 13.2.1.3 NATO Naval Transport Between Naval Zone Groups NATO may use naval transport between a port in one naval zone group to a friendly-controlled port in another naval zone group; one full turn is required for movement from one naval zone group to another. A NATO Naval Movement track is provided on a Player Aid Card to assist in tracking movement from one naval zone group to another. Example: If a NATO unit left a North Sea port in the movement phase of the NATO first impulse of War Turn 2, it could arrive at a Persian Gulf port in the movement phase of the NATO first impulse of War Turn 3.
1) North Sea
2) Norwegian Sea (unless Pact controlled) 3) Central Mediterranean 4) Aegean
13.2.2 Pact Naval Transport
6) Persian Gulf
13.2.2.1 Pact Naval Zone Groups The Pact has four naval zone groups for naval transport:
5) Turkish Straits (if open to NATO) 13.1.2 Warsaw Pact 1) Barents Sea 2) Bothnia
3) Baltic (if both Kiel and Lübeck are Pact-controlled) 4) Norwegian Sea (unless NATO controlled)
5) Black Sea (including hexes C1414 and C1415) 6) Aegean (if the Black Sea Fleet has sortied) 7) Turkish Straits (if open to the Pact) 8) Caspian Sea
13.2 Naval Transport
A unit moving by naval transport must start the movement phase in a port in a naval zone where that side may use naval transport and may move to any friendly-controlled port in a naval zone where that side may use naval transport. The port must be friendly-controlled at the start of the impulse. The unit may not move thereafter in the phase. The destination may be in an enemy ZOC; the starting point may be in an enemy ZOC if another friendly unit begins the movement phase in the hex and remains there for the entire phase. Units moving by naval transport are not isolated for one full turn following their transport. In addition to ports marked on the map, all one-hex islands (that is, an island contained within a single hex) are ports. 13.2.1 NATO Naval Transport 13.2.1.1 NATO Naval Zone Groups NATO has three naval zone groups for naval transport: 1) the Norwegian Sea/North Sea group, 2) the Central Mediterranean/Aegean/Turkish Straits group, 3) the Persian Gulf zone.
1) 2) 3) 4)
the Barents Sea/Norwegian Sea group, the Bothnia/Baltic group, the Black Sea/Turkish Straits/Aegean group, the Caspian zone.
The naval zone groups in which the Pact player may use naval transport are separate. While Pact units may use naval transport between ports within a naval zone group, they may not use naval transport between ports in different naval zone groups. 13.2.2.2 Pact Naval Transport Within a Naval Zone Group The Pact may use naval transport within a naval zone group by starting the movement phase in a port and may move to any friendly-controlled port in that naval zone group. 13.2.2.3 Pact Naval Transport Between Naval Zone Groups is not allowed.
13.3 Amphibious Assault
Amphibious assault is a special type of naval transport. Amphibious assaults may only be conducted by amphibious units. The u nit making the assault must begin the movement phase in a port and may move to any partial sea hex in the area where that side may use naval transport; the destination hex may not be a mountain or mountain pass hex or any hex in a neutral country. The unit may not otherwise move in the phase, although it may attack. Units making an amphibious assault are not isolated for one full turn following their assault. 13.3.1 Opposed Landings Amphibious units may make opposed landings: they may move to an enemy-occupied hex. The amphibious unit must attack in the combat phase. In addition to all other combat effects, the unitās attack strength is halved. The a ttack m ay b e m ade in c onjunction with o ther u nits; t he amphibious unit has no ZOC during this combat phase. If the hex attacked is vacated by enemy units due to combat, the amphibious unit remains in the hex. If the attack does not cause the hex to be
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