Third World War Series Rules booklet

Page 6

THE THIRD WORLD WAR 2.1 The Sequence of Play

2.2 Phasing Player

This term is used in subsequent rules to refer to the player whose units are moving, attacking, or performing other operations during a particular phase. The Pact player is the phasing player during the Pact first and second impulses; the NATO player is the phasing player during the NATO first and second impulses and the NATO reserve impulse.

Initial Segment

Diplomacy Phase

Neutral Activation Phase

Aircraft Maintenance Phase

Weather Determination Phase

2.3 Complexity

Nuclear Restraint Phase (optional)

The sequence of play shown may at first seem rather frightening. Notice, however, that many of the phases are repetitive: there are seven similar movement phases, each followed by a combat phase. Other phases are very easy to perform; the nuclear escalation phase, for example, requires only one die roll. Some phases are not used once certain events occur and some phases are omitted in certain scenarios. It is not as complex as it looks.

Theater Air Superiority Phase Deep Strike Phase Supply Phase

Critical Loss Determination Phase

Warsaw Pact Segment

Black Sea Fleet Sortie Phase [SF, CG]

2.4 Expanded Sequence of Play (printed separately) There is also a sequence of events which must be followed within some of the phases shown above. For ease of description, the rules do not completely address this sequence. The complete sequence of all game events is covered in the expanded sequence of play. Players should refer to the expanded sequence when playing the game.

Norwegian Sea Control Phase [AF, CG] Strike/Interdiction Phase

Warsaw Pact First Impulse

First Echelon Sub-Impulse Movement Phase Combat Phase

Second Echelon/Breakthrough Sub-Impulse Movement Phase

3. ZONES OF CONTROL Every unit exerts a zone of control (abbreviated ZOC) into the six hexes adjacent to it.

Combat Phase

Regroup Phase

3.1 Types of ZOCs

NATO Reserve Impulse

There are two types of ZOC: standard and airmobile. All airmobile units (mobility class; see the unit identification chart) and U.S. divisions have airmobile ZOCs; all other units have standard ZOCs. Counters with red text shown as their stacking points exert an airmobile ZOC.

Movement Phase Combat Phase

Regroup Phase

Warsaw Pact Second Impulse

The second impulse is identical to the first impulse.

3.2 Limits of ZOCs

Movement Phase

Only airmobile ZOCs extend across full sea or lake hexsides (including bridged hexsides). Only airmobile ZOCs and the ZOCs of mountain and ski units extend into mountain and mountain pass hexes. Only airmobile ZOCs and the ZOCs of light mechanized, mountain, ski, and overland units extend into wilderness hexes. No ZOCs extend across the borders of neutral countries.

Regroup Phase

ZOCs have many effects, as explained in later rules.

Warsaw Pact Surrender Phase

NATO Segment

Strike/Interdiction Phase NATO First Impulse Combat Phase

NATO Second Impulse

3.3 Effects of ZOCs

The second impulse is identical to the first impulse.

NATO Surrender Phase

Final Segment

Aircraft Landing Phase

Unsupplied/Grounded Recovery Phase Overland Communication Phase

6

Nuclear Escalation Phase (optional)

© 2021 Compass Games, LLC.


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