TEXT: © Osprey Publishing • www.ospreypublishing.com
  
  OSPREY
  P U B L I S H I N G
  a force on force companion
  © Osprey Publishing • www.ospreypublishing.com
  
  INTRODUCTION
  5
  SPECIAL RULES FOR COLD WAR 
  7
  GONE HOT
  Vehicle Mounted ATGMs
  7
  Warsaw Pact Tank Platoon Activation and Firing 7
  Warsaw Pact Small Unit Assaults
  8
  Civilians
  8
  Displaced Civilians
  8
  Partisans
  9
  Cold War Era Body Armor
  9
  Nuclear, Biological, or Chemical (NBC) Warfare
  9
  New Attributes
  10
  Ground Huggers (Unit Attribute)
  10
  Inflexible Doctrine (Unit Attribute)
  10
  Poor Move & Fire (Vehicle Attribute)
  10
  SCENARIOS
  11
  Suggested Victory Point Values
  11
  A Note on Table Size, Ranges & Measurements
  11
  COLD WAR FEARS
  13
  Knife Fight on the Bergenstrasse
  14
  Soviet Assault (Large)
  16
  Soviet Assault (Small)
  20
  Ironhorse Rides Again
  22
  Red Army Faction Terrorist Attack
  25
  US Counterattack
  29
  Flight to the West
  32
  Bruder gegen Bruder
  35
  Hunting the Harriers
  37
  COLD WAR REALITIES
  42
  Check Point Charlie Standoff
  43
  From Kabul with Love
  45
  82nd Airborne Attacks a Radio Station
  48
  82nd Airborne Imperiled
  51
  82nd Airborne – Hold Until Relieved!
  55
  Hardpoint
  58
  SAS Attack
  61
  COLD WAR FANTASIES
  67
  Badgers!
  67
  POE
  70
  Thought He Was Dead
  73
  The Russians are Here
  77
  You Can’t Handle the Troops
  79
  Ice Flow – Nowhere to Go!
  82
  SAMPLE ORGANIZATIONS
  87
  FRG (Federal Republic of Germany)
  87
  Elements of a West German Mixed 
  88
  Panzerbatallion, c.1985-1986
  Canadian Army Organizations, c.1985
  89
  Mechanized Infantry
  89
  Tank Platoon
  89
  Danish Army Organizations, c.1985
  89
  Danish Armored Infantry Platoon
  89
  Armored Infantry Company
  90
  Armored Infantry Anti-Tank Platoon
  90
  Tank Troop
  90
  Recce Troop
  91
  Artillery
  91
  Royal Belgian Army Organizations, c.1985
  91
  Mechanized Infantry Platoon
  91
  Mechanized Infantry Anti-Tank Platoon
  92
  Tank Troop
  92
  Recce Squadron
  92
  Artillery
  92
  Royal Netherlands Army Organizations, 
  92
  c.1985
  Dutch Infantry Platoon
  92
  YP408 Mechanized Combat Company (1985)
  93
  3
  TABLE OF CONTENTS
  © Osprey Publishing • www.ospreypublishing.com
  
  Tank Platoon
  94
  Recce Platoon (from a Reconnaissance 
  94
  Battalion – Verkenningsbataljon)
  Anti-Tank Platoon
  94
  Artillery
  94
  United Kingdom
  94
  British Army of the Rhine (BAOR)
  94
  Tank Troop
  95
  Medium Reconnaissance Troop
  95
  Close Recon Troop
  95
  Surveillance Troop
  95
  Artillery
  95
  United States Forces
  96
  US Army
  96
  USMC 
  101
  USSR
  103
  Motorized Rifle Platoon (BTR)
  103
  Motorized Rifle Platoon (BMP)
  104
  Airborne Rifle Platoon (BMD)
  104
  Tank and Assault Gun Platoons (c.1984)
  105
  Warsaw Pact Variations
  105
  VEHICLES
  106
  NATO Vehicles
  106
  Warsaw Pact Vehicles
  111
  EQUIVALENT NATO WEAPONS
  113
  ATGMs & Shoulder Launched AT Weapons
  113
  MINIATURES FOR COLD WAR 
  115 
  GONE HOT
  GLOSSARY OF TERMS & 
  116
  ACRONYMS
  BIBLIOGRAPHY
  117
  ARTWORK REFERENCES
  118
  FOG OF WAR CARDS
  119
  4
  © Osprey Publishing • www.ospreypublishing.com
  
  The Cold War has been a perennial favorite among
  armchair generals for years. The potential conflict
  between the Soviet Union and its allies in the Warsaw
  Pact versus the United States and NATO holds a deep-
  seated fascination for gamers of all types, but especially
  miniatures players.
  But what underlies that fascination?
  Unlike most historical conflicts, there is no battle to
  recreate nor after action report to debate. The superpowers
  never came into direct conflict during the more-than-50-
  year stalemate. They worked through proxies to thwart the
  aims of their opponents. Korea, Vietnam, the Arab–Israeli
  conflicts, Afghanistan and other wars were all part of a
  game of move and countermove carefully balanced to
  block aggression, but never to the point of direct
  confrontation between the conventional armies of the
  major powers.
  To be sure, many of the arms and equipment of Cold
  War combatants got a thorough workout in these
  secondary conflicts. New technology, weapons and
  tactics were battle tested, then countered by new
  technology, weapons and tactics introduced by the
  other side in a continual game of one-upmanship, so
  there is plenty known about how the weapons
  performed. But the superpowers never wielded these
  weapons tête-à-tête.
  What this leaves is a long period of history (in which
  all but the youngest of us grew up), with the constant
  escalation of conventional forces, weapons and
  stratagems with no clear battlefield “resolution.” Who
  would have won? The historic tearing down of the Berlin
  Wall left us with a clear victor, but not in a traditional
  test of arms sense. It’s a question that nags the historian
  and gamer alike.
  Even the thought of a conventional Cold War is
  highly controversial. In hindsight and thanks to
  Gorbachev’s policy of Glasnost, we now know that the
  one thing the Soviet Union feared the most was a
  conventional conflict. The giant Russian Bear was less
  of a giant and less of a bear than the West believed it to
  be. Additionally, many strategic thinkers still believe the
  idea of a direct superpower confrontation that did not
  escalate into a nuclear exchange is preposterous.
  And therein lies the answer to our obsession: 50+ years
  of tension, threat and controversy with little release, little
  likelihood of resolution in a purely conventional sense,
  yet replete with military advancements and buildups. If
  ever there were a “what if” trap for a wargamer to fall into,
  it’s the Cold War. 
  Most of us at Ambush Alley Games hold the Cold
  War fascination, too. This supplement for Force on Force
  contains scenarios, special rules, tables of organization
  and vehicle/weapon statistics to let you answer the “who
  would win?” question on your own tabletop.
  INTRODUCTION
  5
  NATO's nightmare – the Bear loose from 
  his cage
  © Osprey Publishing • www.ospreypublishing.com
  
  We’ve divided the scenarios into three broad
  categories:
  Cold War Fears: The main thrust of these scenarios
  is getting back into the mindset that existed during the
  1980s when NATO and the US were desperately trying to
  figure out a way to survive the perceived Soviet/Warsaw
  Pact superiority in numbers and capabilities.
  Cold War Realities:
  The declassification of
  documents on both sides shows that the Soviet Union
  was a lot tougher on paper than in reality. Would the
  Soviets have even been able to achieve a breakthrough?
  How quickly would NATO have been able to halt the
  initial Soviet thrust and go on the offensive? Would
  Soviet combat experience in Afghanistan influence
  European operations? The scenarios here feature a much
  more aggressive NATO.
  Cold War Fantasies: This selection of scenarios
  depicts some beloved themes of fiction and film, as well
  as some new twists of our own devising. Now you can
  fight the Cold War from the streets of Midwestern USA
  or the rooftops of Leningrad to the subzero wastes of the
  Arctic Circle.
  We took this approach to provide you with maximum
  gaming flexibility. There should be scenarios in this
  book that will fit your view of the War That Never Was,
  whatever it might be. We hope you have as much fun
  playing Cold War Gone Hot as we’ve had putting it
  together for you. Keep your tanks hull down and your
  columns moving!
  COLD WAR GONE HOT
  6
  Private, 3rd
  Battalion,
  Parachute
  Regiment
  © Osprey Publishing • www.ospreypublishing.com
  
  VEHICLE MOUNTED ATGMS 
  Vehicle mounted ATGMs are treated differently than those
  fired by infantry. This reflects the advantages of the vehicle
  mount itself and the extra protection a vehicle offers the
  gunner firing the ATGM, while taking into account the
  (generally) more difficult procedure for reloading a vehicle
  mounted launcher.
  Vehicle mounted ATGMs are not required to make
  Troop Quality test before firing.
  Vehicle mounted ATGM crews are not subject to
  Suppression fire from target vehicles.
  No matter how many launchers it carries, a vehicle or
  infantry ATGM team can only fire once per turn. Target
  acquisition, missile flight time, and reloading preclude
  more rapid fire.
  Long Minimum Arming
  Distance (Optional)
  The core Force on Force rules state that ATGMs have a
  minimum range of 6” and targets closer than 6” cannot be
  engaged by ATGMs. This rule abstracts the minimum
  arming distance for ATGMs and saves players from
  consulting a chart to find the minimum range of their
  launchers. Some ATGMs have a much longer minimum
  arming distance, however, which puts them at a
  disadvantage in the knife-fight ranges represented by most
  Force on Force scenarios. ATGMs with long minimum
  arming distances are identified in the vehicle and weapon
  tables. If all players agree, these weapons can optionally
  be given a minimum arming distance of 24”, allowing
  vehicles to close with the enemy and neutralize their
  ATGM advantage. 
  WARSAW PACT TANK PLATOON
  ACTIVATION AND FIRING 
  All Soviet and Warsaw Pact tank platoons are subject to
  the following restriction, based on the level of training and
  limitations in command and control. The first vehicle to
  activate in a platoon is always the commander’s (HQ)
  vehicle. While other tanks in the platoon may move or halt
  as they see fit, they must remain within basic Optimum
  Range of their leaders vehicle at all times (in other words,
  if they are Troop Quality D6, they must remain within 6”).
  All tanks in a Soviet tank platoon must fire at the same
  target as the Platoon Leader’s vehicle. This limitation also
  applies to Soviet tank units on Overwatch. The only time
  that a Soviet tank may fire at an independent target is when
  returning fire as part of a Reaction. 
  If the Platoon Leader’s vehicle is knocked-out or
  rendered immobile, the remaining
  7
  SPECIAL RULES FOR COLD 
  WAR GONE HOT
  Shoulder mounted launchers such as
  the Carl Gustav provided an AT punch
  © Osprey Publishing • www.ospreypublishing.com
  
  tanks in a platoon must halt for a turn. They may fire as
  they wish during this turn, but only at the nearest enemy
  unit. At the end of the turn the player may designate any
  of the remaining tanks as the new Platoon Leader.
  WARSAW PACT SMALL UNIT
  ASSAULTS 
  Warsaw Pact doctrine called for units to assault enemy
  positions by advancing towards the objective as a unit
  while laying down a withering hail of assault rifle fire.
  Training indicated that the troops would advance
  rapidly, firing from the hip as they came, to suppress the
  enemy before getting to grips with him.
  To perform a small unit assault, a unit must be within
  infantry Rapid Move distance from an enemy unit. The
  Warsaw Pact troops then charge the enemy position,
  firing their weapons from the hip as they approach.
  Treat this fire as Suppression Fire with a -1 die shift to
  Troop Quality (minimum TQ D6) due to its inherent
  inaccuracy, and resolve the attack immediately. If the
  Warsaw Pact unit moves over 6” to come into contact,
  the normal Rapid Move penalty to fire applies. The
  enemy may React by returning fire, but may not perform
  a reaction move. Resolve any reactions normally, but
  apply a +1 die roll modifier to the Warsaw Pact unit. 
  If the Warsaw Pact unit suffers casualties while
  assaulting (performing the Suppression Fire attack), the
  resulting Morale Check is made with a +1 die shift to
  the unit’s Morale.
  Once this Suppression Fire is resolved, proceed
  immediately to Close Combat. Warsaw Pact units
  involved in a Mobile Assault are not required to perform
  a Troop Quality test to engage in Close Combat. Resolve
  the Close Combat normally.
  Any Warsaw Pact unit that performs a Small Unit
  Assault is considered to have Poor Supplies (-1
  Firepower) for the duration of the scenario.
  CIVILIANS 
  Western Europe’s civilian population would not have
  magically vanished to clear the path between the Soviet
  juggernaut and the stalwart NATO line of defense. Most
  engagements would have occurred in and near
  populated areas, so displaced civilians were bound to be
  an unfortunate adjunct to the war. 
  Displaced Civilians 
  Mobs of civilians, displaced from their homes by the
  fighting, are often encountered on the battlefield. At the
  end of each turn they will move away from the closest
  gunfire and attempt to escape off-board using the closest
  table edge that is at least 6” from a combatant unit of
  either side. Nearly paralyzed with fear, they cannot move
  faster than 6” per turn. 
  If a unit shoots at a target with a Line of Fire that
  passes within 2” of a civilian mob, a check must be made
  for civilian casualties. Roll the firing unit’s Quality Die.
  On a die-roll of 1 or 2, the mob has suffered a casualty.
  NATO or Warsaw Pact units can disperse a civilian mob
  by spending an activation in contact and pointing them
  in the direction of safety. At the end of the activation the
  mob is removed from the table. 
  Only NATO units lose Victory Points for civilian
  casualties unless the scenario states otherwise.
  COLD WAR GONE HOT
  8
  German civilians were less happy to
  see AFVs after hostilities broke out
  © Osprey Publishing • www.ospreypublishing.com
  
  Partisans 
  Some civilians encountered on the battlefield may be more
  interested in resisting the Soviets than fleeing them. NATO
  leaders can attempt to convert a civilian mob with which
  they’re in contact into a band of partisans. The leader must
  take a Troop Quality test. If he passes the test, an armed
  mob of 4 +1D3 partisans is created. If the Leader rolls a 1
  on his test, the resulting armed band is hostile. 
  Partisans have a Troop Quality of D6 and a Morale
  rating equal to that of the lowest-rated NATO unit in
  play. They are treated as Irregulars and automatically
  have one leader. They have Low Confidence and are
  Poorly Supplied. 
  COLD WAR ERA BODY ARMOR 
  While improvements were being made in armor
  technology, especially with regard to ballistic fibers such
  as Kevlar, the body armor worn
  by most US and Warsaw Pact
  forces had progressed very
  little from the Vietnam
  era. “Flak jackets,” as they
  were called by Cold War era
  US soldiers provided some
  protection against shrapnel
  or light, low velocity rounds,
  but 
  offered 
  very 
  little
  protection from rifle rounds.
  They were no match for
  full-fledged machinegun or
  battle-rifle rounds. As a
  result, both NATO and Warsaw
  Pact units in body armor only
  receive an extra armor defense
  die when hit by fragmentation weapons, such as RPGs,
  mortars, or artillery fire.
  It should be noted that body armor of this period was
  bulky, heavy, hot, and interfered with both load bearing
  equipment and NBC suits – many troops eschewed
  armor altogether, especially those that operated in hot
  environments or expected to don their MOPP suits. As
  such, the use of armor in all scenarios is optional and
  should be agreed upon by both players in advance. 
  NUCLEAR, BIOLOGICAL, OR
  CHEMICAL (NBC) WARFARE 
  The specter of nuclear, biological, or chemical warfare
  hung over NATO and Pact war-planners like a pall.
  NATO firmly believed the Soviets were ruthless enough
  to precede any large scale attack with the liberal use of
  chemical or biological agents, while the Soviets were just
  as certain that NATO would resort to NBC weapons out
  of desperation when faced with an overpowering Red
  Army assault. Fortunes were spent developing detection
  and protection gear and troops on both sides of the
  seemingly inevitable conflict spent a significant amount
  of their training time learning to operate while wearing
  brutally uncomfortable NBC gear. There was a grim
  Special Rules for Cold War Gone Hot
  9
  British Light Infantry 
  Radio Operator
  Soviet Troops Operating in full NBC suits
  © Osprey Publishing • www.ospreypublishing.com
  
  certainty among the soldiers of both sides that they
  would all eventually be “lit-up” in a nuclear strike or
  “slimed” by a chemical/biological attack. Providence was
  kind, however, and the soldiers of that era were spared
  the horrors of combat in an NBC environment.
  But it certainly could have happened and to represent
  that dark possibility, we recommend you try playing
  the scenarios in this book with and without the NBC
  Warfare & MOPP Suits rules presented on pages
  120–121 of the Force on Force rulebook.
  NEW ATTRIBUTES 
  Ground Huggers (Unit
  Attribute) 
  NATO tank crews were extensively trained to take full
  advantage of the slightest undulations in terrain,
  especially in “tank country.” This capability gave NATO
  tankers a significant defensive advantage over their
  Soviet opponents, whose strict command and control
  doctrine limited their ability to take complete advantage
  of their surroundings. Units with this attribute receive
  an additional Cover die unless they are in a prepared
  position or are already receiving the Hull Down
  defensive modifier.
  Inflexible Doctrine (Unit
  Attribute) 
  Because of the level of conscription among the ranks and
  the resulting lack of (or desire for) initiative at the NCO
  level, Warsaw Pact troops rigidly adhered to doctrine
  and training. To reflect this, Warsaw Pact units may not
  move toward the enemy unless their platoon leader or a
  higher level officer (company commander, for instance)
  is in Line of Sight.
  Poor Move & Fire (Vehicle
  Attribute) 
  Vehicles may have poor Move & Fire capabilities for a
  number of reasons – their fire-control and stabilization
  systems may be inadequate to the task or they may have
  a fixed forward gun that prevents them from firing to
  the flanks while on the move (tank destroyers, for
  example). Such vehicles cannot fire in a turn in which
  they move at Rapid Speed.
  COLD WAR GONE HOT
  10
  NATO tankers became very adept
  at using any fold in the ground to
  their advantage
  This FRG Jagdpanzer Kanone suffers from
  the Poor Move & Fire attribute
  © Osprey Publishing • www.ospreypublishing.com
  
  Since Force on Force doesn’t use point balanced armies,
  the typical “let’s beat each other up and whoever has the
  most toys left standing wins” approach to matches really
  doesn’t apply. 
  As stated previously, Force on Force is a scenario
  driven game. As such, the winner and loser of a match
  are determined by the victory conditions of the scenario
  they are playing. Towards this end, each Force on Force
  scenario includes a list of objectives or accomplishments
  that will garner one side or the other “victory points.” 
  At the end of a game, victory points are totaled for
  both sides and the difference between those totals is
  used to determine who (if anyone) won and by how wide
  a margin:
  SUGGESTED VICTORY POINT
  VALUES
  Victory points are listed for individual scenarios, but the
  following list can be used as a general guideline for
  creating victory points for your own scenarios.
  These victory point values are only suggestions. Some
  scenarios may give the same victory conditions completely
  different point values. You may decide that victory point
  values should be adjusted up or down based on their
  relative importance in scenarios you write yourself.
  A NOTE ON TABLE SIZE,
  RANGES & MEASUREMENTS 
  While Force on Force scenarios indicate a suggested table
  size, players are encouraged to use whatever table size
  seems to work best for the miniatures they’re using and
  the space they have available for play. 
  We find that the suggested measurements work great
  for games using 15mm or 20mm figures. If you are using
  11
  SCENARIOS
  A BRM-1 accompanies a troop of 2S1
  Gvozdzik 122mm SP Guns
  Margin of Victory Table
  Difference of 0–4 points = Indecisive
  Difference of 5–9 points = Marginal
  Difference of 10–14 points = Decisive
  Difference of 15+ points = Total
  Example Victory Points
  Major Objective Completed = 5pts
  Minor Objective Completed = 2pts
  Per Hot Spot Neutralized = 3pts
  No Friendly POWs at Game End = 5pts
  Per POW Captured = 1pt 
  Per Enemy Infantry Unit Reduced Below Half
  Strength = 1pt
  Per Enemy Vehicle Disabled/Destroyed = 2pts
  Per Enemy Tank Disabled/Destroyed = 3pts
  Per Irregular unit Broken = 1pt
  © Osprey Publishing • www.ospreypublishing.com
  
  larger or smaller figures, you may wish to increase or
  reduce the table size. Some players increase or decrease
  the table size because they like the “feel” of the modified
  table size better or simply because it will fit in the space
  they have available.
  Remember, though, that whatever size table the game
  is played on, ranges and measurements must remain
  proportional or scenarios with a turn limit will be
  compromised. If you decide to double the size of the
  table, you must also double movement and fire ranges –
  if you halve the size of the table, you must halve
  movement and fire ranges. As long as you follow this
  simple guideline, you can play Force on Force on any size
  table with any size figures you choose!
  COLD WAR GONE HOT
  12
  A Gepard and Centurion Mk. 5/2 provide
  security for a bridge laying operation
  Private, 3rd Battalion, Parachute Regiment
  © Osprey Publishing • www.ospreypublishing.com
  
  It’s easy to criticize Western intelligence and military
  pundits for their paranoia and over-assessment of Soviet
  capabilities when we look back to the time before the
  Berlin Wall fell. In the 1980s, however, we had no idea of
  the true capabilities of the Soviet bloc. Even today,
  despite our all-seeing historical perch two decades after
  the collapse of the Soviet Union, and despite Glasnost
  and the declassification of information, there are still
  things we just don’t know.
  Cold War military analysts were limited to SIGINT
  (signals intelligence), IMINT (imagery intelligence), and
  HUMINT (intelligence gathered by human sources),
  coupled with the occasional capture or observation of
  Soviet equipment in action. HUMINT was the classic
  spying war between the superpowers. The Iron Curtain
  and the totalitarian society usually found in WARPAC
  countries made HUMINT operations very difficult for
  Western powers. Direct assessment of Soviet capabilities
  and equipment was virtually impossible, as there was
  never a direct confrontation between front line NATO
  and WARPAC forces. At the
  time, assessing what might happen if the balloon went
  up was an exercise in supposition.
  There was also the historical precedent set by the
  Soviets during and following World War II. The Berlin
  crisis, Hungary, Czechoslovakia, the Cuban missile crisis,
  Checkpoint Charlie and multiple secondary conflicts
  through proxies told a story of an aggressive, powerful
  Soviet juggernaut. Surely that aggressive behavior had to
  be backed by actual capabilities. We now know the
  Soviets embellished, exaggerated and distorted their
  capabilities in one of the greatest propaganda games ever
  played. The West bought it because it fit the evidence that
  was available.
  But as we have learned and continue to learn, SIGINT
  and IMINT have their limits. For example, it’s easy
  to count tanks in a satellite photo. It’s not so easy to
  determine how many of those tanks are in operating
  condition or even crewed. Can SIGINT or IMINT
  determine how good a T-80B would be against an
  M60A3? It takes HUMINT or actual performance data
  to make an accurate assessment.
  There is also the likelihood that we wanted to believe
  our assessments of Soviet capabilities and intentions.
  It preserved the status quo. It drove our foreign policy,
  our military investments, and a significant part of
  the national identities of many of the NATO countries.
  It was what we knew and what we were used to. We
  watched the May Day parades, saw what the Soviets
  wanted us to see and were comfortable with the picture
  that was being painted.
  Fear can be a powerful thing, especially when it comes
  to preserving the status quo. Fear also goes both ways.
  The Soviets had an easier time with HUMINT, simply
  because of the openness of Western democracies.
  13
  COLD WAR FEARS
  US M60 Patton tanks awaiting a Soviet
  tidal wave
  © Osprey Publishing • www.ospreypublishing.com
  
  For every new weapon that NATO
  and the US introduced, it caused immediate reaction
  in terms of production, development of counter-
  capabilities and increased posturing. Why this happened
  when the Soviets and WARPAC already enjoyed a
  significant quantitative superiority is the subject of the
  next set of scenarios in this supplement.
  The scenarios presented on the following pages are
  drawn from the conventional thinking, plans and
  military exercises of the 1980s. Whether it’s Red
  terrorists, street-fighting in Berlin, a heroic last stand in
  the Fulda Gap, or NATO forces desperately fighting for
  time, the scenarios are designed to put you back in the
  Zeitgeist of Soviet conventional aggression.
  KNIFE FIGHT ON THE
  BERGENSTRASSE 
  West Berlin, 1985 
  Any Cold War outbreak would involve the divided city
  of Berlin. To this end, many of the West German Polizei
  were trained in the use of small arms, mortars and
  machine guns. They were considered the first line of
  defense against riots or East German wall crossings.
  In the event of war, these units of Polizei, considered
  by some to be the equivalent of five battalions of light
  infantry, would have been embroiled in nasty urban
  combat with any Warsaw Pact aggressors. This scenario
  pits elements of the West German Polizei in a desperate
  close-quarters delaying action against lead elements of
  the East German 1st Motorized Rifle Division, specially
  trained and equipped for combat in Berlin.
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: East Germans for the entire scenario.
  Fog of War: Determined normally by Reaction Test rolls.
  Table Size: 4’ x 4’
  East German Mission
  The East German player must capture the three objective
  buildings indicated on the map. 
  East German Victory Points 
  � Per Serious Wound or KIA inflicted: 1pt
  � Per objective building occupied at end of game: 6pts
  (Sole occupation of building with at least a fire team in
  good order. The building may not be burning. See
  Special Rules.)
  East German Forces (Elements
  of 1st Motorized Rifle Division)
  East German Basic Attributes
  Initiative Level: N/A for scenario
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body
  Armor
  Troop Quality/Morale: D8/D8
  COLD WAR GONE HOT
  14
  A T-80B with reactive armor leads a
  column of tanks along a German
  woodline
  © Osprey Publishing • www.ospreypublishing.com
  
  Tank Platoon
  3 x T-72A main battle tanks
  Motorized Rifle Platoon 
  3 x BMP-1s, each carrying:
  Rifle Team
  2 x Riflemen w/AK-74s
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Gunner w/AGI 3x40 (AP:4/AT:3(M))
  West German Mission
  The West German player must delay/destroy the East
  German forces. To that end, holding the three objective
  buildings indicated on the map is critical.
  Cold War Fears
  15
  © Osprey Publishing • www.ospreypublishing.com
  
  West German Victory Points 
  � Per Serious Wound or KIA inflicted: 1pt
  � Per vehicle immobilized/destroyed: 3pts
  West German Forces (West
  German Polizei)
  West German Polizei Basic Attributes
  Initiative Level: N/A for scenario
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Elements of West Berlin Polizei (set up west of north-
  south road as desired)
  3 x Polizei squads, each of:
  1 x Squad Leader w/G3A3
  Fireteam
  3 x Riflemen w/G3A3
  1 x Gunner w/MG3 (Med. AP:2/AT:0)
  AT Team
  3 x Riflemen w/G3A3
  1 x Grenadier w/PzF44 (AP:2/AT:4(M)
  Special Rules
  Civilians
  Given the high civilian population of Berlin and the
  desire by both sides to avoid significant non-combatant
  bloodshed, remove all airstrike and indirect fire Fog of
  War cards from the deck before playing.
  ATI 3x40
  The East German 1st Motorized Division was equipped with
  a special incendiary grenade projector designed for
  operations against personnel, hard points and soft-skin
  vehicles in Berlin. Resolve attacks against personnel in the
  open as normal; against infantry in a building, make a D6
  roll. On a roll of 6, the building catches fire and any
  occupying infantry must evacuate the building on their next
  activation. Burning buildings are inaccessible to both sides
  for the remainder of the game. If one or more of the objective
  buildings are set on fire, they do not count as Victory Points
  for the East Germans as they may not be occupied.
  SOVIET ASSAULT (LARGE) 
  Inner German Border, 1987
  It is spring of 1987 and the Soviets have launched their
  much-dreaded attack across the Inner German border
  (IGB). NATO had some warning about the Soviet
  mobilization, so some US and other NATO forces had
  time to alert and deploy to defensive positions. Elements
  of the US Army’s 2nd Battalion, 64th Armor and 2nd
  Battalion, 30th Infantry have occupied a position in a
  German village and adjacent hill, and await the vaunted
  Soviet hordes. Their attacker is the lead tank company of
  the advanced guard battalion of the Soviet 120th Guards
  MRR, 39th Guards Motorized Division.
  This scenario is based on an actual training mission
  fought by these US units northeast of Schweinfurt,
  Germany in January 1987.
  COLD WAR GONE HOT
  16
  FRG Polizei with a captured DDR pilot
  © Osprey Publishing • www.ospreypublishing.com
  
  17
  Cold War Fears
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: The Soviets have initiative on Turn 1. From
  Turn 2 onward, roll for initiative each turn.
  Fog of War: Determined normally by Reaction Test rolls
  Air Defense Environment: Average
  Special Assets:
  � US Force:
  AH1 Cobra Gunship
  Light Artillery on Call
  � Soviet Force:
  Heavy Artillery on Call
  Special Conditions:
  � The river is not fordable at any point. It may only
  be crossed at the bridge, except for amphibious
  vehicles. 
  © Osprey Publishing • www.ospreypublishing.com
  
  � The hill should be at least as tall as the
  tallest building in the village (no more than 2
  stories). Units on the hill may not see units within
  12” of the far side of the village, due to dead space. 
  � All buildings are average structures (6D8)
  Table Size: 6’ x 4’
  � A: Soviet entry point.
  � B: Village – set-up zone for US infantry platoon.
  � C: Hill – set-up zone for US tank platoon.
  � D: US entry point.
  US Mission
  Elements of the 2nd Battalion, 64th Armor and 2nd
  Battalion, 30th Infantry must prevent any Soviet platoon
  from having any non-pinned elements occupying either
  the Village or the hill at the end of Turn 10. 
  US Victory Points 
  � Each Soviet soldier KIA or Seriously Wounded: 1pt
  � Each Soviet APC destroyed/abandoned: 2pts
  � Each Soviet tank destroyed/abandoned: 3pts
  � No un-pinned Soviet elements in the village or on
  the hill on at the end of Turn 10: 10pts
  US Forces
  US Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Normal
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D8
  Elements, 2-64 Armor 
  The armored element begins set up on the hill, facing
  north. At the beginning of each turn after the first, roll
  a D10. If the roll is equal to or less than the current turn,
  a 3rd M1 tank appears at point D (In the real “battle” one
  of the platoon tanks was back at the maintenance point.)
  This rule lets the tank have a chance of being repaired and
  joining the fight.
  2 x M1 Abrams Tanks
  Elements, 2-30 Infantry
  Infantry elements begin set up in the Village, oriented to
  the north. 
  COLD WAR GONE HOT
  18
  NATO artillery dug in around a West
  German village
  A US M1 Abrams tank engages Warsaw
  Pact armor
  © Osprey Publishing • www.ospreypublishing.com
  
  M2 Bradley IFV, with Dismount Teams
  Dismount Command Team 
  1 x Platoon Leader w/M16A1
  1 x RTO w/M16A1
  1 x Medic w/M16A1
  2 x Dragon ATGM Weapon Teams 
  1 x Dragon Gunner (AP:4/AT:4(H)
  1 x Assistant Dragon Gunner w/M16A1
  2 x M2 Bradley IFVs, each with a Dismount Team and
  GPMG Weapon Team
  Dismount Team
  1 x Squad Leader w/M16A1
  3 x Riflemen w/M16A1
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  Note that team may fire one M72A2 LAW rocket 
  (Med. AP:2/AT:3(H) per turn
  M60 GPMG Weapon Team
  1 x M60 Gunner (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A1
  Soviet Mission
  The lead company for the Soviet advance guard
  battalion is heading south from the IGB,
  advancing on yet another small German
  village. The company must seize the
  village, clear any enemy units from it,
  and occupy the high ground just
  beyond it. 
  Soviet Victory Points 
  � Each US soldier KIA or Seriously
  Wounded: 1pt
  � Each US IFV destroyed/
  abandoned: 2pts
  � Each US tank destroyed/abandoned: 10pts
  � Village occupied with non-pinned Soviet elements
  at the end of Turn 10: 5pts
  � Hill occupied with non-pinned Soviet elements at
  the end of Turn 10: 5pts
  Soviet Forces 
  Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See
  Cold War Era Body Armor
  Troop Quality/Morale:
  D8/D10
  Tank Company
  1 x T-80B Company HQ
  tank
  3 x Tank Platoons, each with:
  1 x T-80B Platoon HQ Tank
  2 x T-80B Tanks
  Cold War Fears
  19
  US troops form a hasty defensive line
  Royal Marine Commando
  © Osprey Publishing • www.ospreypublishing.com
  
  Motor Rifle Platoon
  Team 1
  1 x BTR80
  1 x Platoon Leader/BTR Commander w/AK-74*
  1 x BTR Driver/Mechanic w/PM*
  1 x BTR Machine Gunner w/PM*
  1 x Senior Rifleman/Asst. Squad Leader w/AK-74
  1 x Machine Gunner w/RPK-74 (Lt. AP:1/AT:0)
  1 x Grenadier w/RPG-7 (Med. AP:2/AT:3(M)
  3 x Riflemen
  Team 2
  1 x BTR80
  1 x Platoon Guide/BTR Commander w/AK-74*
  1 x BTR Driver/Mechanic w/PM*
  1 x BTR Machine Gunner w/PM*
  1 x Senior Rifleman/Asst. Squad Leader w/AK-74
  1 x Machine Gunner w/RPK-74 (Lt. AP:1/AT:0)
  1 x Grenadier w/RPG-7 (Med. AP:2/AT:3(M)
  3 x Riflemen
  Team 3
  1 x BTR80
  1 x Squad Leader w/AK-74
  1 x BTR Driver/Mechanic w/PM*
  1 x BTR Machine Gunner w/PM*
  1 x Platoon Sniper w/Dragunov SVD Sniper Rifle
  1 x RPG gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AK-74s
  *These personnel do not dismount the BTRs.
  Prior to the beginning of the game, the Soviets may deploy
  any 2 platoons and the company HQ within 8” of Point
  A. On Turn 1, the other 2 Soviet platoons enter on the
  north board edge, within 8” of Point A. 
  SOVIET ASSAULT (SMALL) 
  This scenario is a scaled down version of the large assault
  described in the previous scenario. The same map is used,
  but force balance and victory conditions have been modified.
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: The Soviets have initiative on Turn 1. From
  the Turn 2 onward, roll for initiative each turn
  Fog of War: Determined normally by Reaction Test rolls
  Air Defense Environment: Average
  Special Assets:
  � US Force:
  AH1 Cobra Gunship
  Light Artillery on Call
  � Soviet Force:
  Heavy Artillery on Call
  Special Conditions:
  � The river is not fordable at any point. It may only be
  crossed at the bridge, except for amphibious vehicles. 
  � The hill should be at least as tall as the tallest
  building in the village (no more than 2 stories).
  Units on the hill may not see units within 12” of
  the far side of the village, due to dead space.
  � All buildings are average structures (6D8)
  US Mission
  Elements of the 2nd Battalion, 64th Armor and 2nd
  Battalion, 30th Infantry must prevent any Soviet platoon
  from having any non-pinned elements occupying either
  the village or the hill at the end of Turn 10. 
  US Victory Points 
  � Each Soviet soldier KIA or Seriously Wounded: 1pt
  � Each Soviet tank destroyed/abandoned: 3pts
  � No un-pinned Soviet elements in the village or on
  the hill on at the end of turn 10: 10pts
  COLD WAR GONE HOT
  20
  © Osprey Publishing • www.ospreypublishing.com
  
  US Forces
  US Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D8
  Elements, 2-64 Armor 
  The armored element begins set up on the hill, facing
  north. At the beginning of each turn after the first, roll
  a d10. If the roll is equal to or less than the current turn,
  a 2nd M1 tank appears at point D (In the real “battle” one
  of the platoon tanks was back at the maintenance point.)
  This rule lets the tank have a chance of being repaired and
  joining the fight.
  1 x M1 Abrams Tank
  Elements 2-30 Infantry
  Infantry elements begin set up in the Village, oriented to
  the north. 
  Dismount Command Team 
  1 x Platoon Leader w/M16A1
  1 x RTO w/M16A1
  1x Medic w/M16A1
  2 x Dragon ATGM Weapon Teams, each of:
  1 x Dragon Gunner (AP:4/AT:4(H)
  1 x Assistant Dragon Gunner w/M16A1
  2 x Dismount Teams, each of:
  1 x Squad Leader w/M16A1
  3 x Riflemen w/M16A1
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  Note that each dismountteam may fire one M72A2
  LAW rocket (Med. AP:2/AT:3(H) per turn
  2 x M60 GPMG Weapon Teams, each of:
  1 x M60 Gunner (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A1
  Soviet Mission
  The lead company for the Soviet advance guard battalion
  is heading south from the IGB, advancing on yet another
  small German village. The company must seize the
  village, clear any enemy units from it, and occupy the
  high ground just beyond it. 
  Cold War Fears
  21
  Lance-Corporal, 2nd Battalion, Parachute
  Regiment
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Victory Points 
  � Each US soldier KIA or Seriously Wounded: 1pt
  � Each US tank destroyed/abandoned: 10pts
  � Village occupied with non-pinned Soviet elements
  at the end of Turn 10: 5pts
  � Hill occupied with non-pinned Soviet elements at
  the end of Turn 10: 5pts
  Soviet Forces 
  Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D10
  Elements of a Tank Company
  2 x Tank Platoons, each of:
  1 x Platoon HQ T-80B Tank
  1 x T-80B Tank
  Motor Rifle Platoon
  HQ Team
  1 x Platoon Leader w/AK-74
  1 x Squad Leader w/AK-74
  1 x RPG gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AK-74s
  Team 1
  1 x Platoon Guide w/AK-74
  1 x Squad Leader w/AK-74
  1 x RPG gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AK-74s
  Team 2
  1 x Platoon Guide w/AK-74
  1 x Squad Leader w/AK-74
  1 x RPG gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AK-74s
  Team 3
  1 x Platoon Sniper w/Dragunov SVD Sniper Rifle
  1 x Squad Leader w/AK-74
  1 x RPG gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AK-74s
  Prior to the beginning of the game, the Soviets may
  deploy their forces within 8” of Point A. The infantry
  platoon may begin the game mounted on the tanks. 
  IRONHORSE RIDES AGAIN 
  With 1st Squadron/11th Armored Cavalry,
  The Fulda Gap, 1987
  Some scholars describe the Fulda Gap as the most
  scrutinized battle that never happened. If ever there were
  an outbreak of hostilities, this was the area at the sharp
  end of the stick, as the Fulda Gap represented some of
  the best tank country in Germany and stood close to
  Frankfurt and its two major NATO airbases.
  On the northeastern side of Fulda Gap stood the
  Soviet 8th Guards Army. On the southwestern side was
  the 11th Armored Cavalry Regiment, tasked with
  watching the border and trying to delay any Soviet
  invasion long enough for reserves to arrive. Stationed
  at Fulda was the 1st “Ironhorse” Squadron of the
  11th ACR. Troopers were expected to be in their
  vehicles and on the move within two minutes in case of
  imminent attack.
  COLD WAR GONE HOT
  22
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: Soviets for Turn 1; roll Initiative on
  subsequent turns
  Fog of War: Determined normally by Reaction Test
  rolls
  Special Conditions:
  � Hills are rough terrain, and restrict vehicles and
  infantry to tactical movement. Hills block LOS for
  units at lower elevation, except for those within
  1” of a hill’s edge. All woods are dense, are
  impassible to vehicles, and block LOS past 1” from
  their edge (see Force on Force p.62). The farm
  buildings are average buildings (6D8). The field
  has no effect on play. 
  � Set-up Order: Soviet forces set up after the US
  forces.
  Table Size: 4’ x 8’
  Cold War Fears
  23
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Mission
  Break through the US cavalry positioned in Fulda Gap as
  quickly as possible and advance south along the highway
  toward Frankfurt.
  Soviet Victory Points 
  � Per US vehicle destroyed: 3pts
  � Per US vehicle disabled/immobilized: 2pts
  � Per vehicle exited off road on south map edge: 5pts
  Soviet Forces (Lead Elements of
  the Soviet 8th Guards Army)
  Soviet Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War
  Era Body Armor
  Troop Quality/Morale: D8/D8
  Soviet Tank Company 
  1 x T-80B HQ
  3 x Platoons, each of:
  3 x T-80Bs
  Motorized Rifle Platoon 
  3 x BMP-2s, each carrying:
  Rifle Team
  2 x Riflemen w/AK-74s
  1 x Grenadier w/UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x RPG gunner w/RPG-7 (Med.
  AP:2/AT:3(M)
  US Armored Cavalry
  Mission
  The Soviets have crossed the border and entered Fulda
  Gap. Destroy as many vehicles as possible and withdraw
  to fight another day.
  US Armored Cavalry Victory
  Points 
  � Per Soviet vehicle destroyed: 3pts
  � Per Soviet vehicle immobilized: 2pts
  � Per Soviet infantryman KIA or Seriously
  Wounded: 1pt
  �Per undamaged US vehicle at end of scenario: 5pts
  US Forces (Elements of
  the 1st “Ironhorse”
  Squadron/11th ACR)
  US Armored Cavalry Basic
  Attributes
  Initiative Level: D10
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See
  Cold War Era Body Armor
  Troop Quality/Morale: D10/D10
  Tank Platoon (set up second; place
  units as desired outside of Soviet
  deployment zone)
  4 x M1A1s
  Scout Platoon (units set up as desired
  outside of Soviet deployment zone)
  6 x M3 Bradley CFVs, each with:
  COLD WAR GONE HOT
  24
  USMC Grenadier
  © Osprey Publishing • www.ospreypublishing.com
  
  1 x Dragon ATGM Team*
  1 x Gunner w/Dragon ATGM (AP:4/AT:4(H),
  SACLOS
  1 x Asst. Gunner w/M16A1
  *Counts as FO when dismounted.
  2 x Heavy AT Minefields (AP:0/AT:5 (M) of 3” x 5”
  dimensions
  1 x Heavy Artillery dedicated unit on call: TQ:8
  (AP:10/AT:2(H) of 8” radius
  Special Rules
  Warsaw Pact Tank Platoon
  Activation and Firing 
  This rule is in effect (see p.7).
  Ground Huggers 
  All 11th ACR vehicles possess the Ground Huggers
  attribute. Units with this attribute receive an additional
  Cover die unless they are in a prepared position or are
  already receiving the Hull Down defensive modifier.
  Minefields 
  Units entering minefields must pass a Troop Quality
  check or suffer a mine attack (see Force on Force main
  rules pp.122–123). Minefields are fully visible to both
  sides after placement.
  Hidden/Ambush 
  US dismounted Dragon teams may deploy Hidden and
  may conduct an Ambush (see Force on Force pp.41–42).
  Optional Rules
  NBC Environment
  The Soviets have fired chemical rounds into the area
  prior to the assault. All dismounted infantry units must
  operate in MOPP gear at MOPP Level 3. All wounded
  figures must make a Contamination Test before
  resolving First Aid (see Force on Force main rules 
  pp. 121–122).
  Night Fighting
  The Soviet attack is at night. All US units and Soviet
  vehicles are equipped with Night Vision Devices. Soviet
  infantry have their Optimal Range halved and treat all
  units outside of the reduce Optimal Range as Elusive (see
  Force on Force main rules p. 43).
  RED ARMY FACTION TERRORIST
  ATTACK 
  Somewhere in West Germany, 1987
  It is spring 1987 and intel reports have the Soviets
  massing at the Inner German border (IGB). Intel has
  also picked up warnings about a possible Red Army
  Faction (RAF) attack on a US army base somewhere in
  West Germany. Reaction platoons on bases across the
  country have been alerted.
  Cold War Fears
  25
  A US M1 Abrams tank charged with
  “filling the gap”
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: The Red Army Faction has initiative for the
  first 3 turns. From Turn 4 onward, roll for initiative
  each turn.
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 3’ x 2’
  � A: RAF Entry Point.
  � B: Main Gate
  � C: Brigade HQ Building/Brigade Commander
  US Mission
  The Red Army Faction is about to attack the main gate
  at your base. You must proceed to the gate, secure the
  Brigade Commander, and secure the main gate area. 
  US Victory Points 
  � Each Red Army Faction or Spetsnaz member
  captured: 2pts
  � Brigade Commander is secured (not KIA or
  captured): 10pts
  COLD WAR GONE HOT
  26
  © Osprey Publishing • www.ospreypublishing.com
  
  Cold War Fears
  27
  US Forces
  US Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Variable, see below.
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: Gate Guards – D6/D8; MP
  Patrol & Reaction Unit – D8/D8; 
  Gate Guards
  3 x Civilian Guards (2 w/pistols, 1 w/shotgun)
  The Gate Guards begin the game in, or within 1” of, the
  guard shack at the main gate (Point B).
  MP Patrol Unit (Poor Supplies)
  3 x MPs w/M16A1s 
  The Patrol Unit enters the board in a civilian patrol vehicle
  (a patrol car) on the east board edge at
  the beginning of the turn immediately
  after either the Red Army Faction
  VBIED is detonated or Red Army
  Faction personnel attack
  the base.
  Reaction Force (Normal Supplies)
  The Reaction Force enters the board on the east board edge
  at the beginning or the 3rd turn immediately after either
  the Red Army Faction VBIED is detonated, or Red Army
  Faction personnel attack the base.
  2 x M2 Bradleys
  2 x Bradley Dismount Teams, each of:
  1 x Squad Leader w/M16A1
  2 x Riflemen w/M16A1
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  2 x M60 MG Teams, each of:
  1 x Gunner w/M60 GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A1
  1 x M1 Tank
  Red Army Faction (RAF) Mission
  The Soviet communist comrades have assigned Spetsnaz
  advisors to assist our commandos in their missions. This
  commando must attack the main gate and brigade HQ
  of the imperialist Americans, capture their Brigade
  Commander, and get away as quickly as possible.
  Red Army Faction Victory Points 
  � Each US soldier or civilian KIA or Seriously
  Wounded: 1pt
  � US Brigade Commander killed: 5pts
  � US Brigade Commander captured and removed
  off-board via vehicle: 10pts
  Red Army Faction Forces 
  Red Army Faction Force Basic Attributes
  Initiative Level: D10
  Confidence Level: High
  NCO, Delta
  Force
  © Osprey Publishing • www.ospreypublishing.com
  
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Spetznaz – D12/D12; 
  RAF Commandos – D6/D10
  The Red Army player decides on what turns his units will
  arrive. As many or as few units as desired may arrive at
  the beginning of a turn (if the RAF player has initiative)
  or during the end phase (if the RAF player does not have
  initiative). All units must arrive on the road at the west
  edge of the board (Marked “A” on the map).
  Spetznaz Team 
  2 x Spetznaz w/AK-74s & RPG-7VL (AP:4/AT:4(H) 
  1 x Civilian Sedan
  3 x RAF Commandos 
  6 x Commandos w/AK-74s
  1 x Civilian Mini-Van
  Special Rules
  Fencing
  The fence on either side of the main gate is a chain-link
  fence: Units wishing to breach it may do so per the
  breaching rules in the rulebook (treat it as “weak”
  structural strength). The main HQ building is a
  “reinforced quality” building, while the Gate guard shack
  is “weak decent” building. All other buildings are
  “average decent” buildings. 
  Red Army Faction VBIED
  The Red Army Faction may precede their attack with a
  VBIED attack on the main gate. The vehicle starts the
  game on the road at the west board edge. Each turn
  there’s a chance that the gate guards realize the threat.
  Roll a D6. If a 6 is rolled, the Gate Guards have spotted
  the VBIED and may act accordingly. Otherwise, the
  VDIED may self-detonate at the time and place of the
  Red Army Faction’s choosing. It detonates with an 8D8
  attack, against all personnel and structures within 8”. 
  The Brigade Commander
  The Brigade Commander (TQ/Morale: D8/D10) is a
  positive leader, and begins the game in the brigade HQ
  building. He may move freely during the course of the
  game, but will not leave the board unless captured by the
  Red Army Faction, or secured by the MPs or the
  reaction force.
  Unarmed
  Soldiers and
  Civilians
  Place two groups of unarmed
  soldiers, and one group of
  unarmed civilians on the
  board prior to the start of
  the game. At least one of
  these groups should be
  in the brigade HQ,
  and another in any
  other building. The 3rd
  may be placed anywhere.
  These groups act in
  accordance with the
  Civilian special rules
  (see p.8), and may be
  manipulated by the US player.
  Either of the two groups of
  unarmed 
  soldiers 
  may 
  be
  converted into armed groups by
  the Brigade Commander, provided
  that both the group and the
  COLD WAR GONE HOT
  28
  KGB Border Guard
  © Osprey Publishing • www.ospreypublishing.com
  
  Commander are in the Brigade HQ at the time (and thus
  have access to the arms room). Any armed groups created
  this way will be armed with M16A1s (poorly supplied,
  with TQ D6 and morale D8).
  US COUNTERATTACK 
  Along the IGB, 1987
  It is spring of 1987 and the Soviets have launched their
  much-dreaded attack across the Inner German border
  (IGB). US forces had some warning about the Soviet
  mobilization, and some US forces had time to alert
  and deploy to defensive positions. US forces conducted
  local counter-attacks to throw the Soviets off balance.
  Elements of the US Army’s 2nd Battalion, 64th Armor
  and 2nd Battalion, 30th Infantry are attacking to re-seize
  a bridge over the River Main. The defenders are
  elements of the Soviet 172nd Guards MRR, 39th Guards
  Motorized Division.
  Cold War Fears
  29
  © Osprey Publishing • www.ospreypublishing.com
  
  This scenario is inspired by an actual training mission
  fought by these US units east of Schweinfurt, Germany in
  January 1987.
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: The US has initiative on Turn 1. From Turn
  2 onward, roll for initiative each turn.
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets:
  � US: Heavy Artillery on Call
  � Soviets: Heavy Artillery on Call
  Special Conditions: 
  � The river is not fordable at any point. It may only be
  crossed at the bridge. The banks are too steep for
  amphibious vehicles to cross.All buildings are average
  structures (6D8)
  Table Size: 6’ x 4’
  � A: US Set Up 
  � B: Bridge
  � Red Zone: Soviet Set Up Zone
  US Mission
  Elements of the 2nd Battalion, 64th Armor, supported
  by elements of the 2nd Battalion, 30th Infantry must
  attack and re-seize
  the bridge over the River Main and the high ground
  beyond. To do so, un-pinned US elements must occupy
  the bridge and/or the hill by the end of turn 10. No un-
  pinned Soviet units may occupy the hill or the bridge. 
  US Victory Points 
  � Each Soviet soldier KIA or Seriously Wounded: 1pt
  � Each Soviet APC destroyed/abandoned: 2pts
  � Each Soviet tank destroyed/abandoned: 3pts
  � US forces occupy the bridge and/or the hill on at
  the end of turn 10: 5pts each.
  US Forces
  US Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D8
  Elements, 2-64 Armor
  These begin play set up within 6” of Point A
  3 x M1 tanks 
  Elements 2-30 Infantry
  These elements appear on a randomly determined turn.
  Make a TQ Check (TQ: D8) at the beginning of each turn.
  If successful, the platoon appears on the south board edge
  within 6” of Point A. The platoon appears at the beginning
  of the turn if the US has initiative and during the end
  phase if it does not. 
  Team 1
  1 x M2 Bradley IFV
  1 x Platoon Leader w/M16A1
  1 x RTO w/M16A1
  1 x Medic w/M16A1
  COLD WAR GONE HOT
  30
  Bradley Fighting Vehicles take
  advantage of the concealment
  provided by some light woods
  © Osprey Publishing • www.ospreypublishing.com
  
  2 x Dragon ATGM Teams, each of
  1 x Dragon Gunner (AP:4/AT:4(H)
  1 x Assistant Gunner w/M16A1
  Team 2 
  1 x M2 Bradley IFV
  1 x Squad leader w/M16A1
  3 x Riflemen w/M16A1
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  Team may fire one M72A3 LAW (Med. AP:2/AT:3(H)
  rocket each turn.
  1 x GPMG Team
  1 x Gunner w/M60 GPMG (Med. AP:2/AT:0)
  1 x Assistant gunner w/M16A1
  Team 3 
  1 x M2 Bradley IFV
  1 x Squad leader w/M16A1
  3 x Riflemen w/M16A1
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  Team may fire one M72A3 LAW (Med. AP:2/AT:3(H)
  rocket each turn.
  1 x GPMG Team
  1 x Gunner w/M60 GPMG (Med. AP:2/AT:0)
  1 x Assistant gunner w/M16A1
  Soviet Mission
  Elements of the Soviet 172nd Guards MRR, 39th Guards
  Motorized Division have occupied defensive positions
  on a hill overlooking a bridge over the Main River.
  US forces have been seen advancing on the bridge.
  The Soviet elements must prevent the US forces from
  occupying the dominant high ground. 
  Soviet Victory Points 
  � Each US soldier KIA or Seriously Wounded: 1pt
  � Each US IFV destroyed/abandoned: 3pts
  � Each US tank destroyed/abandoned: 5pts
  Cold War Fears
  31
  US dismounts scramble for cover
  while mounting a hasty ambush
  Soviet Naval
  Infantry
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Forces 
  Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D8
  Elements, 39th Guards Motor Rifle Division
  All Soviet elements begin set up in the Red Zone on the
  hill, oriented south. They may begin dug into improved
  trench positions. 
  2 x ZSU23-4 SP ADA Guns
  2 x Motor Infantry Platoons, each of:
  Team 1
  1 x BMP-2
  1 x Platoon Leader w/AK-74
  1 x Squad Leader w/AK-74
  1 x RPG gunner w/RPG-7VL (AP:4/AT:4(H)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AK-74s
  Team 2
  1 x BMP-2
  1 x Platoon Guide w/AK-74
  1 x Squad Leader w/AK-74
  1 x RPG gunner w/RPG-7VL (Med. AP:4/AT:4(H)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AK-74s
  Team 3
  1 x BMP-2
  1 x Platoon Sniper w/Dragunov SVD Sniper Rifle
  1 x Squad Leader w/AK-74
  1 x RPG gunner w/RPG-7VL (Med. AP:4/AT:4(H)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AK-74s
  Special Rules
  Soviet Reinforcements
  At the beginning of each turn after Turn 2, roll a d10, if
  the number rolled is the turn number or less, a platoon
  of three tanks (T-80Bs) appears anywhere on the north
  board edge. Two such platoons may arrive during the
  course of the game, but only one platoon may arrive in
  any given turn. All Soviet reinforcements are confident,
  with average supply levels. They are TQ/Morale D8/D10. 
  FLIGHT TO THE WEST 
  With the BAOR northwest of Berlin, 
  West Germany, 1986
  Fierce fighting has forced NATO’s NORTHAG (Northern
  Army Group) to retreat along its entire front. With the
  West Germans, Dutch and Danes in retreat, the I British
  Corps heads for a secondary defense line. The 11th
  Armored Brigade is in the van and is attempting to cross
  the Weser River. Meanwhile troops from the Soviet 7th
  Guards Airborne Division have landed behind the lines
  and seized a key river bridge intact. This scenario
  recreates the fight when lead elements of the 11th
  Armored Brigade, detached from the 3 Royal Tank
  Regiment and the Royal Green Jackets, attempt to
  recapture the bridge from the waiting Soviet VDV troops.
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: BAOR on Turn 1, then roll thereafter
  Fog of War: Determined normally by Reaction Test rolls
  Special Conditions: 
  � Minefields: See Below
  � All areas are considered normal terrain with the
  following exceptions. The hills limit movement for
  COLD WAR GONE HOT
  32
  © Osprey Publishing • www.ospreypublishing.com
  
  vehicles and infantry to Tactical Speed. All woods
  are Dense Woods (see Force on Force main rule
  book p.62). The river is passable to both infantry
  and vehicles, but vehicles attempting to cross the
  river other than at the bridge must begin their
  movement at the edge of the river and use Tactical
  Speed to cross (main rule book pp. 61-62).
  Table Size: 4’ x 6’
  Soviet Mission
  Stop the BAOR withdrawal by preventing them from
  crossing the river and exiting to the west.
  Soviet Victory Points
  � Per BAOR KIA or Seriously Wounded: 1pt
  � Per BAOR vehicle destroyed/immobilized: 3pts
  � No BAOR vehicles exited off west board edge: 10pts
  Cold War Fears
  33
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Forces
  Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D10
  Soviet VDV Forces set up first anywhere east of the river
  Soviet VDV Infantry Platoon (dismounted)
  3 x BMD-2, each with:
  1 x Squad Commander w/AK-74S
  Fireteam
  1 x Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Gunner w/RPG-16 (Med. AP:2/AT:3(H)
  1 x Rifleman w/AK-74
  Soviet VDV Anti-Tank Platoon 
  2 x ATGM BRDM-2 (AT-3 Sagger (AP:3/AT:4(M),
  MCLOS)
  VDV Sniper Team (Weapon Team)
  1 x Sniper w/Dragunov SVD
  1 x Rifleman w/AK-74
  VDV Man-Packed Anti-Tank Section (Weapon Team) 
  2 x AT-4 Spigot Teams, each of:
  1 x Gunner w/AT-4 Spigot (AP:4/AT:4(H),
  SACLOS) and AK-74
  1 x Rifleman w/AK-74
  BAOR Mission
  The BAOR has been ordered to withdraw and regroup
  following the initial Soviet onslaught. Break through any
  blocking Soviet forces and exit to the west.
  BAOR Victory Points
  � Per Soviet KIA or Seriously Wounded: 1pt
  � Per Soviet vehicle destroyed/immobilized: 3pts
  � Each BAOR vehicle exited off west board edge: 
  3pts
  BAOR Forces 
  BAOR Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Elements of the 3rd Royal Tank Regiment and Royal
  Green Jackets (enter western board edge on turn one)
  BAOR Armor Squadron
  4 x Chieftain MBTs
  BAOR Recce Section
  2 x Scimitars
  COLD WAR GONE HOT
  34
  Soviet SA-9 Gaskin with Strela AA launcher
  © Osprey Publishing • www.ospreypublishing.com
  
  BAOR Mechanized Infantry Platoon
  HQ Team
  1 x FV432 APC (Peak Turret with Coax MG)
  1 x Platoon Leader w/L1A1 SLR
  1 x Signaller w/L1A1 SLR
  1 x Rifleman w/L1A1 SLR
  1 x Mortarman w/2” mortar (Lt. AP:1/AT:0)
  3 x Sections, each of:
  Team One
  1 x FV432 APC
  1 x Section Leader w/L1A1 SLR
  1 x Gunner w/L7A1 GPMG (Med. AP:2/AT:0)
  1 x Asst. Gunner w/L1A1 SLR
  1 x Rifleman w/L1A1 SLR
  Team Two
  1 x Team Leader w/L1A1 SLR
  1 x AT Gunner w/Carl Gustav (AP:3/AT:4(H)
  2 x Riflemen w/L1A1 SLR
  BRUDER GEGEN BRUDER 
  West German countryside near Frankfurt, 1985
  A Bundeswehr mechanized infantry positions itself
  against a Nationale Volksarmee armored formation
  that is attempting to bring much-needed bridging
  capabilities to the front lines.
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: NVA of Turn 1, then roll thereafter.
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 4’ x 6’
  NVA Mission
  The NVA player must keep to the timetable of the
  advance and exit as many vehicles as possible off the
  western board edge.
  NVA Victory Points
  � Per NVA vehicle exited off western board edge:
  5pts
  � Per Bundeswehr vehicle destroyed/disabled: 
  3pts
  � Per Bundeswehr KIA or Seriously Wounded: 1pt
  NVA Forces
  NVA Force Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Poor
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D8
  NVA Armored Spearhead sets up in shaded area on
  eastern board edge
  Elements of NVA armored company
  1 x HQ T-55
  2 x Platoons, each of: 
  3 x T-55s
  Cold War Fears
  35
  The DDR move up a launcher team
  © Osprey Publishing • www.ospreypublishing.com
  
  Motorized Rifle Platoon
  1 x BTR-60
  1 x Platoon Leader w/AKM
  1 x Squad Leader w/AKM
  1 x Gunner w/RPG-18 (AP:2/AT:4(H) (Loses an
  additional FP die against targets with ERA/Reactive
  Armor)
  2 x RPK gunner (Lt. AP:1/AT:0)
  3 x Riflemen w/AKMs
  1 x BTR-60
  1 x Platoon Guide w/AK-74
  1 x Squad Leader w/AK-74
  1 x Gunner w/RPG-18 (AP:2/AT:4(H) (Loses an
  additional FP die against targets with ERA/Reactive
  Armor)
  2 x RPK-74 (Lt. AP:1/AT:0)
  3 x Riflemen w/AKMs
  COLD WAR GONE HOT
  36
  © Osprey Publishing • www.ospreypublishing.com
  
  1 x BTR-60
  1 x Sniper w/Dragunov SVD
  1 x Squad Leader w/AKM
  1 x Gunner w/RPG-18 (AP:2/AT:4(H) (Loses an
  additional FP die against targets with ERA/Reactive
  Armor)
  2 x RPK gunner (Lt. AP:1/AT:0)
  3 x Riflemen w/AKMs
  Bridging unit
  3 x Trucks with PMPs
  Bundeswehr Mission
  The Bundeswehr’s mission is a simple one. Stop the NVA
  advance and destroy the bridging units before they can
  reach the front.
  Bundeswehr Victory Points
  � Per PMP destroyed: 5pts
  � Per other NVA vehicle destroyed: 3pts
  Bundeswehr Forces 
  Bundeswehr Force Basic Attributes
  Initiative Level: D10
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10.
  Bundeswehr Panzergrenadiers set up anywhere in shaded
  blue area of map.
  Panzergrenadier Platoon
  3 x Marder 1A2s with Milans (AP:4/AT:5(H),
  SACLOS* and carrying:
  1 x Leader w/G3A3
  1 x GPMG Team
  1 x Gunner w/MG3 GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/G3A3
  4 x Riflemen w/G3A3
  *If Milan ATGM is dismounted from a Marder 1A2 they
  are placed on the table as two fireteams. Team 1 contains
  1x Leader w/G3, 2x Riflemen w/G3, and 1x Gunner
  w/Milan. Team 2 is the same, but replaces the Milan with
  a GPMG. Both Teams are considered Weapon Teams.
  Supporting tank platoon elements
  2 x Leopard 1A5s
  Special Rules
  Terrain
  Wooded areas are impassable to vehicles. The 2nd tier
  of elevation on the hilltop in the NW corner of the map
  is also impassible to vehicles. 
  Hidden Units
  Bundeswehr infantry that starts the game dismounted
  from its vehicles may deploy Hidden per Force on Force
  main rules p.64. (Highly recommended).
  HUNTING THE HARRIERS 
  Somewhere inside NATO-occupied Germany, 1987
  It is spring 1987 and the long-feared Soviet invasion
  of West Germany has taken place. While the WARPAC
  forces have made great progress it has been at
  considerable cost. The NATO air forces’ close air
  support appears to be evening the odds. Ground attack
  helicopters and aircraft such as the Harrier GR.3 and
  A-10 Warthog have proved particularly effective and
  the Soviet High Command is now seeking all means
  possible to regain air superiority. Two Spetsnaz teams
  operating behind enemy lines since before the war
  Cold War Fears
  37
  © Osprey Publishing • www.ospreypublishing.com
  
  even began have now been re-tasked to take out a
  recently discovered Harrier GR.3 dispersal site.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: The Soviets have the initiative for the first 3
  turns. From Turn 4 onward, roll for initiative
  Fog of War: Determined normally by Reaction Test rolls
  Special Conditions: The entire board is treated as
  Average Woods, with the exceptions of the Autobahn
  and taxiways
  Table Size: 4’ x 4’
  � A: Potential Spetsnaz deployment sites. 
  � B: Autobahn. 
  � C: Harrier Hides 
  � D: Fuel tank/Fuel truck 
  COLD WAR GONE HOT
  38
  © Osprey Publishing • www.ospreypublishing.com
  
  � E: Generator 
  � F: Ops Centre & Sultan 
  � G: Fire Tender 
  � H: Mess/Accomodation Tents 
  � I: Recently abandoned Farmhouse (lightly fortified) 
  � 1–5: Hotspots – random entry points for RAF
  Regiment reinforcements 
  Spetznaz Mission
  Two Spetsnaz teams, having previously completed their
  assigned missions, have now been tasked with
  destroying a RAF Harrier GR.3 hide located within their
  operational area. The dispersal site is hidden in a
  forested area near a deserted Autobahn and a short time
  ago two Harriers were observed landing on the road and
  taxiing to their hides. Attack and destroy the aircraft,
  their pilots, and the fuel dump supporting them. 
  Spetznaz Victory Points 
  � Each RAF Regiment/Ground crew KIA: 1pt 
  � Each RAF Aircrew KIA: 5pts 
  � Fuel Dump Destroyed: 5pts 
  � Each Harrier GR.3 Damaged: 3pts 
  � Each Harrier GR.3 Destroyed: 5pts 
  Spetznaz Forces
  Spetznaz Force Basic Attributes
  Initiative Level: D10
  Confidence Level: High
  Supply Level: Poor
  Body Armor: N/A
  Troop Quality/Morale: D10/D10
  Spetsnaz troops have night vision equipment and are
  Stealthy. They are equipped with Suppressed Weapons
  and Close Combat Weapons (fighting knives, silenced
  pistols, etc.) as well as Smoke Grenades.
  Spetsnaz Command Team 
  1 x Group Leader w/Suppressed AK-74
  1 x Radio Operator w/Suppressed AK-74
  Spetsnaz Team 1
  1 x Team Leader w/Suppressed AK-74 
  3 x Riflemen w/w/Suppressed AK-74s
  1 x Rifleman w/AK-74/BG15 UGL (Lt. AP:1/AT:0)
  1 x RPG Weapon Team
  1 x Gunner w/RPG-18 (AP:2/AT:4(H) (Loses an
  additional FP die against targets with ERA/Reactive
  Armor)
  1 x Rifleman w/Suppressed AK-74
  1 x LMG Team
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  1 x Rifleman w/Suppressed AK-74
  Spetsnaz Team 2
  1 x Team Leader w/Suppressed AK-74
  3 x Riflemen w/w/Suppressed AK-74s
  1 x Rifleman w/AK-7474/BG15 UGL (Lt. AP:1/AT:0)
  1 x RPG Weapon Team
  1 x Gunner w/RPG-18 (AP:2/AT:4(H) (Loses an
  additional FP die against targets with ERA/Reactive
  Armor)
  1 x Rifleman w/AK-74
  1 x LMG Team
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  1 x Rifleman w/Suppressed AK-74
  Spetsnaz Sniper Team
  1 x Sniper w/Dragunov SVD 
  1 x Spotter w/Silenced AK-74
  RAF Regiment Mission
  Intel reports Soviet Special Forces troops – Spetsnaz – have
  begun attempting to target dispersed NATO aircraft and
  Cold War Fears
  39
  © Osprey Publishing • www.ospreypublishing.com
  
  helo sites. Protect your Harrier hide and the RAF pilots so
  they can continue their mission to destroy the WARPAC
  ground forces advancing into West Germany. 
  RAF Regiment Victory Points 
  � Each Spetsnaz soldier KIA or Seriously Wounded:
  2pts 
  � Each Spetsnaz soldier captured: 5pts 
  � Each Harrier flown off-board: 10pts 
  RAF Regiment Forces 
  RAF Regiment Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: See Below
  Squadron Leader
  TQ/Morale: D6/D8, w/Pistol
  The Squadron Leader starts the game in the Ops
  Centre/Sultan.
  Quartermaster
  TQ/Morale: D6/D8, w/Pistol
  The Quartermaster starts the game in the Farmhouse. 
  RAF Ground Crew
  Prior to the start of the game, place a group of 5 unarmed
  RAF Ground Crew in each of the Harrier Hides that actually
  contain a Harrier, the Ops Centre, the Mess/Accommodation
  Tents and the Fire Tender as shown on map. They may not
  start the game in base-to-base contact with the Squadron
  Leader or Quartermaster. These groups act like the civilians
  in the rule book, but are manipulated by the British player. 
  Any of these groups of unarmed RAF Ground Crew may
  be converted into armed groups by the Squadron Leader or
  Quartermaster (use the process in the rulebook) provided
  that both the group and the Squadron Leader or
  Quartermaster are in the Ops Centre/Sultan or Farmhouse
  at the time (and thus have access to their weapons). Any
  armed groups created this way will be armed with FN L1A1
  SLRs and are Confident, with Poor Supply levels,
  TQ/Morale: D6/D8.
  RAF Aircrew
  2 x Pilots w/Pistols (TQ/Morale: D6/D8) 
  Both pilots start the game in the Ops Centre/Sultan. They
  may never mover faster that cautious speed. 
  RAF Regiment – Hide Guard Detail (TQ/Morale D8/D8)
  4 x Guards w/L1A1 SLRs 
  A Hide Guard Detail starts the
  game set up at or within 4” of each
  Harrier Hide. They may have pre-
  prepared up to 3 fighting positions
  near each Harrier hide. 
  One of these fighting positions
  (randomly determined) has
  a support weapon:
  Roll D6:
  1–4: L4A4 LMG
  (Lt. AP:1/AT:0)
  5–6: 
  L7A1 
  GPMG
  (Med. AP:2/AT:0)
  Two 
  of 
  the 
  fighting
  positions are Hidden (RAF
  Player’s choice).
  The RAF player designates the
  fighting position in which each
  Hide Guard Detail begins play.
  COLD WAR GONE HOT
  40
  Captain 2nd Rank, Soviet 
  Naval Infantry
  © Osprey Publishing • www.ospreypublishing.com
  
  RAF Regiment Patrol 1 (TQ/Morale: D8/D8)
  4 x Riflemen w/L1A1 SLRs
  2 x Dog Handlers w/Sterling SMGs
  1 x Dog
  Patrol 1 enters the board on foot via a randomly
  determined Hotspot on the turn following the raising of
  the alarm. It will appear at the beginning of the turn if
  the RAF has initiative or in the end phase if they do not.
  The patrol may use Out of Contact Movement.
  RAF Regiment Patrol 2 (TQ/Morale D8/D8)
  2 x Land Rovers w/L7A1 GPMG (Med. AP:3/AT:0),
  each with:
  Fire Team
  4 x Riflemen w/L1A1 SLRs
  1 x LMG Weapon Team
  1 x Gunner w/L4A4 LMG (Lt. AP:1/AT:0)
  1 x Assistant Gunner w/L1A1 SLR. 
  Patrol 2 enters the board via a randomly determined
  Hotspot on the turn following the raising of the alarm. It
  will appear at the beginning of the turn if the RAF has
  initiative or in the end phase if they do not. The patrol
  may use Out of Contact Movement. 
  RAF Regiment Reaction Force (TQ/Morale D8/D8)
  1 x FV101 Scorpion Light Tank
  1 x FV103 Spartan APC, with: 
  1 x Section Leader w/L1A1 SLR
  3 x Riflemen w/L1A1 SLRs
  1 x Gunner w/L4A4 LMG (Lt. AP:1/AT:0)
  This Patrol enters the board via a randomly determined
  Hotspot following the raising of the alarm. At the
  beginning of each turn after the alarm has been raised,
  roll 1D6. On a 5+ the patrol appears. On the following
  turn it will appear on a 4+, then a 3+, etc.
  Special Rules
  Raising the Alarm
  British units may not move until the beginning of the
  RAF Regiment’s player’s turn immediately following one
  of the following incidents: 
  � Spetsnaz troop blow something up
  � Spetsnaz troops begin firing unsuppressed weapons
  (Sniper Rifle, UGL, RPG, etc.) 
  � Spetsnaz troops using suppressed weapons fail to kill
  every British model in a fired upon unit
  � RAF personnel spot the Spetsnaz troops 
  Escaping Harriers
  For a Harrier GR.3 to take off, the pilot must move into
  base-to-base contact with the plane. The next turn the
  Harrier must remain in place as the aircraft powers up.
  It is not possible for the Harrier GR.3 to vertically take
  off from the hide – it must taxi to the Autobahn – which
  takes another turn. At the beginning of the next RAF
  Regiment turn the Harrier GR.3 can take off. There are
  two Harriers currently landed.
  Once it has taken off, a Harrier GR.3 takes no further
  part in the game. 
  Destroying Harriers
  Treat Harriers as Light Vehicles when the Spetznaz
  attempt to destroy them. Any damage result that effects
  a Harrier’s movement disables it. Destroyed results are
  treated as normal. Make the usual Crew Survival checks
  to determine the fate of the Harrier’s Pilot.
  Cold War Fears
  41
  © Osprey Publishing • www.ospreypublishing.com
  
  Had the Cold War happened in a conventional sense
  during the mid-80s, it certainly would not have unfolded
  in a way that NATO or the Soviet Union/WARPAC
  predicted. What has become glaringly apparent is that
  the Soviet Union and its allies were not the powerhouse
  feared by the West.
  In fact, there is much evidence that the Soviet Union
  feared NATO aggression, especially as NATO’s
  capabilities and equipment improved and expanded
  during the 1980s and as the Soviet Union experienced
  repeated failure in its Afghanistan campaigns. As early as
  1981, at a meeting of the Committee of Defense
  Ministers in Moscow, Soviet Marshall Ustinov declared
  that the balance of forces in Europe was no longer in the
  Warsaw Pact’s favor, with the exception of nuclear
  weapons. (A Cardboard Castle? An Inside History of the
  Warsaw Pact 1955–1991, p.451)
  What is clear is that the Soviet Union’s quantitative
  advantage was not much of an advantage at all. To begin
  with, Soviet mobilization always consisted of three
  categories: Category A units (kept at full readiness and
  80–110% of strength); Category B units (average 50% of
  strength and deployable within 30 days of mobilization)
  and Category C units (less than 30% in strength with
  much of their equipment in storage). The vast number of
  Soviet divisions were Category B and C. In the event of
  war, the Soviets would call up reserves to bring the units
  to full strength. The actual numbers facing off against
  NATO during peacetime was accordingly a fraction of
  the total force that the Soviets could muster. Thus an
  offensive war would take some preparation during
  which the West would not remain unaware or idle.
  Additionally, with so much manpower in reserve and
  so much equipment in storage, the level of training
  conducted was minimal. This was brutally apparent in
  Afghanistan as the 40th Army began taking casualties
  and increasingly called up under-trained and unqualified
  reservists to fill its ranks. (The Bear Went Over the
  Mountain: Soviet Combat Tactics in Afghanistan, Lester
  Grau, pp.201–203.) What was even more telling was the
  inability of the Soviet logistics system to provide adequate
  maintenance, replacement parts, or even wholesale
  replacement of weapons and equipment. (Soviet Weapon
  System Acquisition, James H. Irvine, Naval Weapons
  Center, pp.8–9.)
  Meanwhile, the increased spending by the Reagan
  administration widened the already-existing qualitative
  gap between the West and the East. The Soviet Union
  recognized that there was a distinct disadvantage in
  tactical air assets, especially attack helicopters. There was
  also a grudging acknowledgement that the quantitative
  advantage in tanks enjoyed by the Soviets and its allies
  was offset by the new Western tanks and the higher level
  of crew training.
  As a result, Soviet conventional military thinking
  for Europe began to take on a defensive mindset. 
  COLD WAR REALITIES
  42
  A Leopard ready to pounce
  © Osprey Publishing • www.ospreypublishing.com
  
  Take, for example, the following excerpt from a 1987
  Soviet military training exercise postulating a NATO
  attack into Czechoslovakia:
  “Given the developments, the Supreme Command of
  the Unified Armed Forces has decided to continue
  defensive operations and to firmly hold the lines, the
  objective being not to allow further advance of the
  enemy and to inflict casualties on enemy units that have
  broken through.” (A Cardboard Castle? An Inside History
  of the Warsaw Pact 1955–1991, pp.551–553.)
  No longer was the Soviet Union practicing the old
  adage of “the best defense is a
  good offense.” Even the
  simplest of NATO defensive
  training 
  was 
  taken 
  as
  evidence of an offensive
  mindset on the part of the
  US and its allies:
  “Our estimate has been
  confirmed that NATO
  aims 
  to 
  achieve 
  a
  favorable 
  relationship
  between the intended
  surprise 
  and 
  the
  strong offensive forces
  necessary 
  for 
  a
  successful conventional
  war in Central Europe.”
  (A Cardboard Castle? An
  Inside History of the Warsaw
  Pact 1955–1991, p 621.)
  The reality of the 1980s
  presents 
  wargamers 
  with
  fertile ground for games
  involving a more confident, aggressive NATO and a
  more cautious, defensive-minded Soviet Union. The
  following scenarios represent episodes that could have
  happened, ranging from US intervention in Afghanistan
  to direct operations in Poland.
  CHECK POINT CHARLIE
  STANDOFF 
  Berlin, Checkpoint Charlie, October 27, 1961
  1961 was one of the tensest years in the Cold War.
  Following the building of the Berlin Wall and the US
  mobilization of 150,000 National Guard and reservists,
  East German police started impeding the passage of
  diplomatic personnel through Berlin in violation of the
  1945 Potsdam agreements. In response, General Lucius
  Clay, President Kennedy’s special advisor in Berlin,
  escalated tensions even further by deploying tanks at
  Checkpoint Charlie. The Soviets responded by sending
  tanks to the Brandenburg Gate. Ten Soviet tanks drove
  on to the east side of Checkpoint Charlie and faced off
  against their ten US counterparts on the west. For nearly
  24 hours the two forces stared at each other only 200
  meters apart loaded with live ammunition. This scenario
  explores what could have happened.
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: Rolled at the start of the scenario
  Fog of War: Suspended for this scenario
  Special Conditions: See scenario Special Rules
  Table Size: 2’ x 3’
  Soviet mission
  The Soviets are here in response to NATO/US
  aggression. If the US attacks, the Soviet mission is to
  destroy the US tanks.
  Cold War Realities
  43
  Officer, Polish 6th
  Pomeranian Air
  Assault Division
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Victory Points
  � Per vehicle destroyed: 3pts
  � Per vehicle immobilized/main gun KO: 1pt
  Soviet Forces
  Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D8/D8
  Soviet Forces
  (set up in road east of Checkpoint Charlie as indicated)
  10 x T-55As
  US mission
  The US tanks are here in response to Soviet aggression.
  If the Soviets attack, the US mission is to destroy the
  Soviet tanks.
  US Victory Points
  � Per vehicle destroyed: 3pts
  � Per vehicle immobilized/main gun KO: 1pt
  US Forces 
  US Force Basic Attributes
  Initiative Level: D8 
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D8/D8
  COLD WAR GONE HOT
  44
  Zimmerstraße
  Friedrichstraße
  Checkpoint C
  Berlin Wall
  Berlin Wall
  Mauerstraße
  N
  © Osprey Publishing • www.ospreypublishing.com
  
  US Forces
  (set up in road west of Checkpoint Charlie as indicated).
  10 x M48A2s w/dozer blades
  Special Rules
  Initiative.
  Both sides roll for initiative each turn as normal. On
  Turn 1 only, the side that wins the initiative is required
  to fire at least one vehicle at an opposing vehicle.
  This represents that either side could have accidentally
  initiated hostilities, given the high levels of tension and
  live ammo.
  Optional Rules
  Scalable Forces
  For those who don’t have 20 vehicles in their collection,
  try the scenario with ½ or ¼ the forces listed. This
  scenario is a great introduction to vehicle combat for
  beginning players.
  1985 Redux
  For a retake on the classic stare down, substitute M1
  tanks for the US and T-80B tanks for the Soviets. This
  scenario can easily be played with BAOR or French
  armor substituting for the US forces. 
  Historical Aftermath
  Through negotiation, President Kennedy pressured
  Premier Khrushchev to agree to pull back the Soviet
  tanks in exchange for a less assertive US attitude
  regarding the Berlin Wall. Each side’s tanks backed off
  in turn, one by one, until the situation was defused.
  FROM KABUL WITH LOVE 
  Somewhere behind the lines in Holland, 1985
  As the Soviet advance has continued through West
  Germany and into Holland and Belgium, not all has gone
  the way of the Red Bear. Some pockets of resistance
  continue to be a thorn in the side of the Soviet supply
  lines. To deal with the problem, veterans of the 40th
  Army in Afghanistan have been redeployed to mop up
  these troublesome areas. This scenario depicts a platoon-
  sized Soviet bronegruppa-style assault (IFVs deployed as
  a blocking group, separate from their infantry) against a
  small town defended by remnants of a Dutch unit.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: Soviets throughout
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 4’ x 4’
  � 1–4: Locations of Dutch Remnant Units 1 through 4.
  Soviet mission
  The Soviets need to annihilate this pocket
  of resistance to secure convoy routes
  bringing much needed supplies
  to the front. Simply occupying
  the town will not do; the
  Soviet division commander
  wants the resistance forces
  destroyed so they cannot find
  another base of operations to
  threaten supplies again.
  Soviet Victory Points
  � Per Dutch soldier KIA: 2pts
  � Per Dutch soldier wounded:
  1pt
  � Per Dutch unit still on board at
  end: 3pts
  Cold War Realities
  45
  Officer, Czechoslovak
  22nd Airborne Regiment
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Forces
  Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D8/D10
  Soviet Motorized Infantry Platoon (set up as indicated)
  Bronegruppa consisting of:
  3 x BMP-2s
  COLD WAR GONE HOT
  46
  Bronegruppa
  Group B
  Group A
  Dutch Exit Edge
  Bronegruppa
  Group B
  Group A
  Dutch Exit Edge
  1
  2
  3
  4
  N
  © Osprey Publishing • www.ospreypublishing.com
  
  Group A
  2 x Squads, each of:
  Rifle Team
  2 x Riflemen w/AK-74s
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  Group B
  1 x Squad
  Rifle Team
  2 x Riflemen w/AK-74s
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  Dutch Remnants mission
  The Soviets are assaulting the town. The Dutch forces
  must inflict casualties and withdraw to the west to live
  and fight another day.
  Dutch Remnants Victory Points
  � Per every Soviet KIA/serious wound inflicted: 1pt
  � Per BMP-2 immobilized/destroyed: 2pts
  � Per Dutch unit exited the western board edge: 3pts*
  *Units must have at least one unwounded figure to
  count
  Dutch Forces 
  Dutch Force Basic Attributes
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Low
  Body Armor: N/A
  Troop Quality/Morale: D8/D8.
  Dutch Remnants (set up as indicated by map legend)
  Unit 1
  1 x Leader w/FN FAL
  4 x Riflemen w/FN FAL
  1 x Specialist w/TLV (Carl Gustav 84mm,
  AP:3/AT:4(H) and UZI SMG
  Unit 2
  1 x Leader w/FN FAL
  5 x Riflemen w/FN FAL
  1 x Grenadier w/FN FAL with rifle grenades (Lt.
  AP:1/AT:0)
  Unit 3
  1 x Leader w/FN FAL
  4 x Riflemen w/FN FAL
  1 x Specialist w/TLV (Carl Gustav 84mm,
  AP:3/AT:4(H) and UZI SMG
  1 x Gunner w/FN-MAG and Pistol (Med. AP:2/AT:0)
  Unit 4
  1 x Observer w/FN FAL
  1 x Sniper w/FN FAL GLA sniper rifle 
  (two figures count as sniper team)
  Optional Rules
  Instead of using Dutch regular soldiers, this scenario
  can also be played using a NATO stay-behind unit.
  The Clandestine Planning Committee of SHAPE had
  Cold War Realities
  47
  © Osprey Publishing • www.ospreypublishing.com
  
  established weapons caches and guerrilla units in every
  European NATO country. These were to be activated
  after a Soviet invasion to wage a guerrilla war. When
  using these resistance fighters, simply substitute the
  Dutch equipment with their equivalents from other
  nations, bearing in mind that most weapons caches
  would not have been filled with the most up-to-date
  material.
  82ND AIRBORNE ATTACKS A
  RADIO STATION 
  Raszyn, Poland, Spring of 1983
  It is late spring of 1983 and the Soviets have launched their
  much-dreaded attack across the Inner German border
  (IGB). US and other NATO forces have had mixed success
  in holding the line against the
  Soviet juggernaut. In order to
  regain the strategic initiative,
  NATO Command decides to
  launch a large airborne operation
  against Poland. It is hoped that this
  will draw Poland away from its
  alliance with the Soviets. Perhaps
  this would then start a wave of
  Warsaw Pact defections. As
  part 
  of 
  this 
  operation,
  elements of the US Army’s 1st
  Battalion, 504th Parachute
  Infantry 
  Regiment, 
  82nd
  Airborne 
  Division 
  have
  landed near the long-range
  radio transmitter at Raszyn
  (about 6 km southwest of Warsaw). Their mission is to
  attack and seize the facility, using it for anti-Soviet
  propaganda purposes. 
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: The US has initiative on the first 2 turns.
  From the Turn 3 onward, roll for initiative each turn
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: 
  Poles: Lt. Mortars
  Table Size: 3’ x 2’
  � A: Main Radio Station Building
  � 1–5: Unit Entry Points
  US Mission
  Elements of the 1st Battalion, 504th Parachute Infantry
  must attack, seize, and hold the Raszyn radio
  transmission facility. They must prevent any Polish or
  Soviet platoon from re-taking the radio station. They
  must also attempt to avoid civilian casualties – in fact,
  they may try to turn any civilians they encounter into
  friendly partisans.
  COLD WAR GONE HOT
  48
  Paratrooper, NVA
  40th Airborne
  Battalion
  Members of the 82nd Airborne board 
  a C141 Starlifter en route to Poland
  © Osprey Publishing • www.ospreypublishing.com
  
  US Victory Points 
  � Main radio station building held at end of Turn 8:
  5pts
  � Transmission tower held at end of Turn 8: 5pts
  � Each civilian mob turned into friendly partisans:
  2pts
  � Each civilian mob turned into a hostile mob: -2pts
  � Each civilian casualty caused: -2pts
  US Forces
  US Force Basic Attributes
  Initiative Level: D10
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D10
  Elements, 1-504 Parachute Infantry
  For each squad and the platoon HQ, roll a D6. The squad
  or Platoon HQ begins the game set up within 4” of the
  corresponding point on the map. On a “6”, the US player
  chooses the point at which to set up that unit.
  Platoon HQ
  1 x Platoon Leader w/M16A1
  1 x Medic w/M16A1
  1 x Dragon Team
  1 x Gunner w/Dragon ATGM (AP:4/AT:4(H),
  SACLOS
  1 x Assistant Gunner w/M16A1
  Cold War Realities
  49
  2
  3
  4
  5
  1
  A
  Radio Transmission Tower
  Radio Broadcast Building
  Polish Deployment Zone
  N
  © Osprey Publishing • www.ospreypublishing.com
  
  3 x Squads, each with:
  Fireteam
  1 x Squad Leader w/M16A1
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  3 x Riflemen w/M16A1
  Each Fireteam can fire one M72A2 LAW
  (AP:2/AT:3(H) per turn. Make a Troop Quality Test
  for each attempt to fire a LAW after the first. If the
  test fails, the unit is out of LAWs.
  GPMG Weapon Team
  1 x Gunner w/M60 GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A1
  Polish/Soviet mission
  The Soviets provided minimal early warning of the
  parachute drop and only 2 squads of Polish troops were
  able to secure the radio station prior to the attack by the
  American paratroopers. Polish (and possibly Soviet)
  reinforcements have been ordered in to assist. The radio
  station and transmitter must not be allowed to fall into
  the hands of the Americans.
  Victory Points 
  � Each US soldier KIA or Seriously Wounded: 1pt
  � Each US soldier POW: 2pts
  � Main radio station building held at end of turn 8:
  5pts
  � Transmission tower held at end of turn 8: 5pts
  � Each civilian mob turned into US-friendly
  partisans: -2pts
  Polish/Soviet Forces 
  Polish/Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D8
  Elements, Polish Rifle Division
  Prior to the beginning of the game, the Polish may deploy
  the 2 squads anywhere in the red box labeled “Polish
  Set-up Area”. The squads can be divided into two
  fireteams if desired.
  Polish Squad 1
  1 x Squad Leader w/AKM
  1 x Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Gunner w/RPK-74 MG (Lt. AP:1/AT:0)
  5 x Riflemen w/AKMs
  Polish Squad 2
  1 x Squad Leader w/AKM
  1 x Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Gunner w/RPK-74 MG (Lt. AP:1/AT:0)
  5 x Riflemen w/AKMs
  COLD WAR GONE HOT
  50
  Airborne!
  © Osprey Publishing • www.ospreypublishing.com
  
  Special Rules
  Terrain
  The main building (Building “A” on the map) is a strong
  building (9D8). The other two buildings are classed as
  average (6D8). The transmission tower (“B”) is a tall
  tower, and cannot be damaged in the course of the game.
  Polish/Soviet Reinforcements
  At the beginning of each turn after Turn 2, the Polish
  player should roll a D6, and consult the chart below: 
  � 1–2: No reinforcements.
  � 3: Polish squad (organized as above).
  � 4: Polish T-55A
  � 5: Soviet squad (organized into 2 teams – one with
  3 x AK-74s and 1 x RPG-7 (Med. AP:2/AT:3(M) –
  the other with 3 x AK-74s and 1 x PKM (Med.
  AP:2/AT:0) 
  � 6: Soviet T-72A
  Once the nature of reinforcements has been determined,
  they appear per the “Unit Entry Points” rule below. 
  Unit Entry Points
  Unit entry points indicate where Polish units enter the
  fight from off-board. When a unit appears, simply roll a
  D6, and they appear at the appropriate numbered point.
  On a “6”, the owning player may choose at which point
  the unit arrives.
  Civilians
  Three civilian mobs should be placed on the board (one
  in or near each building). The Partisans rule in this book
  applies to this scenario. The US platoon leader may
  attempt to direct them to safety or convert them into
  friendly partisans. 
  Whose Side Are They On? 
  To replicate the questionable loyalties of the Polish Army
  toward the Soviets, at the beginning of each turn, all
  Polish Units must roll a special morale check. If they fail,
  they immediately decide to fight for the US/NATO, and
  against their Polish brothers and the Soviets. If a unit
  makes a Morale Check in which no successes are rolled,
  that unit abandons the field. 
  82ND AIRBORNE IMPERILED 
  Near Warsaw, Poland, Spring of 1983
  Elements of the US Army’s 2nd Battalion, 505th
  Parachute Infantry Regiment, 82nd Airborne Division
  have landed outside a village near Warsaw with an
  important crossroads. Elements of the battalion, working
  with Solidarity partisans, have seized the village and its
  crossroads. The Poles and the Soviets now want it back. 
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: The Soviets and their Polish Allies have
  initiative on the first 3 turns. From Turn 4 onward, roll
  for initiative each turn.
  Fog of War: Determined normally by Reaction Test rolls
  Air Defense Environment: High
  Cold War Realities
  51
  A T-72A and BMP-1 stand ready to repel
  the Airborne attack
  © Osprey Publishing • www.ospreypublishing.com
  
  Special Assets: 
  � USA: Fighter-Bombers on Call – The US platoon
  leader may act as the FAC for this asset. 
  � Poles/Soviets: Heavy Mortars on Call
  Table Size: 3’ x 2’
  � A: US Set-Up Zone
  � 1 & 2: Polish/Soviet Unit Entry Points
  US mission
  Elements of the 2nd Battalion, 505th Parachute
  Infantry must hold the crossroads in the village near
  Warsaw by holding the buildings that overlook it. They
  must prevent any Polish or Soviet units from taking it.
  They must also attempt to avoid civilian casualties, but
  they may try to turn any civilians they encounter into
  friendly partisans. 
  US Victory Points 
  � Each building in US set-up zone held at end or
  turn 8: 5pts 
  � Each civilian mob turned into friendly partisans:
  3pts 
  � Each civilian mob turned into a hostile mob: -2pts 
  � Each civilian casualty caused: -2pts 
  US Forces
  US Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: US Troops – D8/D10; Polish
  Partisans – D6/D12
  COLD WAR GONE HOT
  52
  Soviet/Polish Deployment Zone
  Soviet/Polish Deployment Zone
  2
  1
  A
  Village Square
  US Deployment Zone
  US Deployment Zone
  N
  © Osprey Publishing • www.ospreypublishing.com
  
  Elements, 2-505 Parachute Infantry
  Platoon HQ
  1 x Platoon Leader w/M16A1
  1 x Platoon Sergeant w/M16A1
  1 x Medic w/M16A1
  2 x Dragon ATGM teams
  1 x Gunner w/Dragon ATGM (AP:4/AT:4(H) 
  1 x Assistant Gunner w/M16A1
  This unit sets up anywhere in the US set-up zone.
  2 x Squads, each of:
  Fireteam
  1 x Squad Leader w/M16A1
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  3 x Riflemen w/M16A1
  Each Fireteam can fire one M72A2 LAW (Med.
  AP:2/AT:3(H) per turn. Make a Troop Quality Test for
  each attempt to fire a LAW after the first. If the test fails,
  the unit is out of LAWs.
  GPMG Weapon Team
  1 x Gunner w/M60 GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A1
  These units may be deployed as whole squads, or may be
  broken down into 2 teams each. These units set up
  anywhere in the US set-up zone.
  Polish Solidarity Partisans (Irregulars)
  1 x Partisan Leader w/AK-74 
  2 x Partisan Cells, each of:
  D6+3 x partisans w/AKMs
  1 x partisan w/RPG-7 (Med. AP:2/AT:3(M) 
  Polish units may set up in any building in the village,
  including the outbuilding near the southern wood line. 
  Polish/Soviet mission
  The Soviets provided minimal early warning of the
  parachute drop and no Polish troops were able to secure
  the crossroads prior to its seizure by the American
  paratroopers. Polish and Soviet units have been ordered
  to retake the village and its important crossroads. 
  Polish/Soviet Victory Points 
  � Each US soldier KIA or Seriously Wounded: 1pt 
  � Each US soldier POW: 2pts 
  � Each partisan POW: 3pts 
  � Each building in US set-up zone held at end or
  turn 8: 5pts 
  � Each civilian mob turned into US-friendly
  partisans: -2pts 
  Cold War Realities
  53
  An Airborne trooper sets up a
  perimeter claymore
  © Osprey Publishing • www.ospreypublishing.com
  
  Polish/Soviet Forces 
  Polish/Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D10
  Elements, Polish Rifle Division
  1 x Officer w/AK-74 
  3 x Squads, each of:
  1 x Squad Leader w/AKM
  1 x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  5 x Riflemen w/AKMs
  3 x T-55A Tanks
  Prior to the beginning of the game, the Polish player may
  deploy his units in the Soviet/Polish set-up zone. 
  Special Rules
  Terrain
  All buildings are average structures (6d8). 
  Polish/Soviet Reinforcements
  At the beginning of each turn after Turn 3, the Polish
  player should roll a D6, and consult the chart below: 
  � 1–2: No reinforcements 
  � 3–5: Soviet VDV squad organized with 2 teams –
  one with 3 x AK-74s and 1 x RPG-7 (AP:2/AT:3(M),
  the other with 3 x AK-74s and 1 x PKM (Med.
  AP:2/AT:0). They are TQ/Morale D8/D10. The
  squad appears at either Point 1 or 2 (player’s choice) 
  � 6: Soviet T-72A (TQ/Morale: D8/ D10). The tank
  appears at point 1
  Civilians
  Three civilian mobs should be placed on the board (one
  in or near each building). The Partisans rule in this book
  applies to this scenario. The US platoon leader may
  attempt to direct them to safety or convert them into
  friendly partisans. 
  Whose Side Are They On? 
  To replicate the questionable loyalties of the Polish Army
  toward the Soviets, at the beginning of each turn, all
  Polish Units must roll a special morale check. If they fail,
  they immediately decide to fight for the US/NATO, and
  against their Polish brothers and the Soviets. If a unit
  makes a Morale Check in which no successes are rolled,
  that unit abandons the field. 
  COLD WAR GONE HOT
  54
  Romanian Mountain
  Infantryman
  © Osprey Publishing • www.ospreypublishing.com
  
  82ND AIRBORNE - HOLD UNTIL
  RELIEVED! 
  Near Warsaw, Poland, Spring of 1983
  Elements of the US Army’s 1st Battalion, 325th Parachute
  Infantry Regiment, 82nd Airborne Division have landed
  near a village somewhere in Poland. Working with
  Solidarity partisans, these elements have seized the village
  and are holding on until relieved. The Poles and the
  Soviets want to destroy the units from the 82nd. 
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: The Soviets and their Polish Allies have
  initiative on Turn 1. From Turn 2 onward, roll for
  initiative each turn.
  Fog of War: Determined normally by Reaction Test rolls
  Air Defense Environment: High
  Special Assets: 
  � US: Fighter Bomber on Call; Light Artillery on
  Call (NATO Relief Forces only)
  � Poles: Heavy Mortars on Call
  Table Size: 3’ x 2’
  � 1–5: Unit Entry Points
  US mission
  Elements of the 1st Battalion, 325th Parachute Infantry
  must hold in and/or near the Polish village they have
  seized until they are relieved. They must also attempt to
  avoid civilian casualties. 
  Cold War Realities
  55
  Soviet/Polish Deployment Zone
  2
  1
  US Deployment Zone
  3
  4
  5
  N
  © Osprey Publishing • www.ospreypublishing.com
  
  US Victory Points 
  � At least one non-pinned, non-pulled back US unit
  is in the US set-up zone when any NATO unit
  makes contact with it: 10pts 
  � Each civilian mob turned into friendly partisans:
  3pts
  � Each Civilian casualty caused: -2pts
  US Forces
  US Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: US Troops – D8/D10; Polish
  Partisans – D6/D12; Dutch Troops – D8/D8 
  Elements, 2-505 Parachute Infantry
  Platoon HQ
  (This unit is placed anywhere in the US set-up zone)
  1 x Platoon Leader w/M16A1
  1 x Platoon Sergeant w/M16A1
  1 x Medic w/M16A1
  2 x Dragon ATGM teams
  1 x Gunner w/Dragon ATGM (AP:4/AT:4(H) 
  1 x Assistant Gunner w/M16A1
  2 x Squads, each of:
  Fireteam
  1 x Squad Leader w/M16A1
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  3 x Riflemen w/M16A1
  Each Fireteam can fire one M72A2 LAW (Med.
  AP:2/AT:2(H) per turn. Make a Troop Quality Test for
  each attempt to fire a LAW after the first. If the test fails,
  the unit is out of LAWs.
  GPMG Weapon Team
  1 x Gunner w/M60 GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A1
  Polish Partisans (Irregulars)
  1 x Partisan Leader w/AKM 
  D6+4 x Partisans w/AKMs
  2 x Partisans w/RPG-7 (Med. AP:2/AT:3(M)  
  Elements, Royal Netherlands Army
  Understrength and depleted from losses made on the
  advance, elements of the Royal Netherlands Army arrive
  to attempt to relieve the beleaguered Airborne troops.
  Each turn after Turn 2, roll a d6 for each unit (HQ,
  squad, or tank). If the roll is equal to or less then the turn
  number, the unit arrives. Roll a d6 for location. It arrives
  as follows: 1-2 is point 1, 3-4 is point 2, 5-6 is point 3. 
  Infantry Platoon HQ
  1 x YPR-765
  1 x Platoon Leader w/FN-FAL
  1 x RTO w/FN-FAL
  1 x Rifleman w/FN-FAL
  3 x Squads, each of:
  1 x YPR-765
  Rifle Team 
  1 x Section Leader w/FN-FAL
  5 x Riflemen w/FN-FAL
  GPMG Team
  1 x Gunner w/FN MAG GPMG (Med. AP:2/AT:0)
  1 x Assistant w/FN-FAL
  3 x Centurion Mk. 5/2s
  COLD WAR GONE HOT
  56
  © Osprey Publishing • www.ospreypublishing.com
  
  Polish/Soviet mission
  The Soviets provided minimal early warning of the
  parachute drop, and no Polish troops were able to secure
  the village prior to its seizure by the American
  paratroopers. Polish and Soviet units have been ordered
  to attack and destroy the Americans, and prevent
  approaching NATO troops from relieving them.
  Polish/Soviet Victory Points 
  � Each US soldier KIA, POW or Seriously
  Wounded: 1pt
  � Each partisan POW: 2pts
  � Prevent NATO unit link-up with US unit: 5pts
  Polish/Soviet Forces 
  Polish/Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D10
  Elements, Polish Rifle Division
  1 x Officer w/AKM 
  3 x Squads, each of:
  1 x Squad Leader w/AKM
  1 x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  5 x Riflemen w/AKMs
  3 x T-55A Tanks
  Prior to the beginning of the game, the Polish player may
  deploy his units in the Soviet/Polish set-up zone. 
  Special Rules
  Polish/Soviet Reinforcements
  At the beginning of each turn after turn 3, the Polish player
  should roll a D6, and consult the chart below: 
  � 1–2: No reinforcements 
  � 3–5: Soviet Rifle squad (organized
  with 2 teams – one with 3 x AK-
  74s and an RPG-7 (Med.
  AP:2/AT:3(M), 
  the
  other with 3 x AK-74s
  and 1 x PKM (Med.
  AP:2AT:0). They are
  TQ/Morale D8/D10. 
  � 6: Soviet T-72A 
  When Soviet reinforcements arrive,
  roll a d6. They arrive at the
  corresponding numbered unit entry
  point. A “6” is player’s choice.
  Terrain
  All buildings are average structures
  (6d8). 
  Cold War Realities
  57
  A Centurion Mk. 5/2 from the Royal
  Netherlands Army relief force
  French Foreign Legion 
  Paratrooper, 2e REP
  © Osprey Publishing • www.ospreypublishing.com
  
  Civilians
  Three civilian mobs should be placed on the board (one
  in or near each building). The Partisans rule in this book
  applies to this scenario. The US platoon leader may
  attempt to direct them to safety or convert them into
  friendly partisans. 
  Whose Side Are They On? 
  To replicate the questionable loyalties of the Polish Army
  toward the Soviets, at the beginning of each turn, all
  Polish Units must roll a special morale check. If they fail,
  they immediately decide to fight for the US/NATO, and
  against their Polish brothers and the Soviets. If a unit
  makes a Morale Check in which no successes are rolled,
  that unit abandons the field. 
  HARDPOINT 
  The village of Gharband, northeast of Kabul,
  Afghanistan, 1985
  If the Cold War broke out in the mid-1980s, more than
  likely the Soviets would have been still engaged in
  Afghanistan. In fact, a slightly more aggressive US
  approach in that country could have actually served as
  the casus belli for an escalation of hostilities. This
  scenario supposes that the US decided to take a more
  direct role in Afghanistan and features a Soviet
  company in the village of Gharband discovering that
  the mujahedeen resistance has been stiffened by US
  Special Forces.
  COLD WAR GONE HOT
  58
  Soviet Deployment Zone
  Soviet Deployment Zone
  To Bamian
  N
  © Osprey Publishing • www.ospreypublishing.com
  
  Cold War Realities
  59
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: Soviets for the first five turns; roll for
  Initiative thereafter.
  Fog of War: Determined normally by Reaction Test rolls
  Air Defense Environment: Average
  Table Size: 4’ x 6’
  Soviet mission
  The Soviets are moving in force from Kabul to the
  northeast. The villages of Gharband and Bamian are in
  the way. Destroy any insurgents encountered, secure
  Gharband and push on toward Bamian.
  Soviet Victory Points 
  � Per mujahedeen soldier KIA or Seriously
  Wounded: 1pt
  � Per US Special Forces soldier KIA or Seriously
  Wounded: 3pts
  � Per US Special Forces soldier captured: 5pts
  � Per vehicle exited off road on north map edge: 5pts
  Soviet Forces
  Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D8
  Elements of a Soviet Motorized Infantry Company
  (set up in indicated areas; infantry may start mounted
  in BMPs)
  1st Platoon
  3 x Squads, each of:
  1 x BMP-2D
  Rifle Team 
  2 x Riflemen w/AK-74s
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team 
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  2nd Platoon
  3 x Squads, each of:
  1 x BMP-2D
  Rifle Team 
  2 x Riflemen w/AK-74s
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team 
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  Company HQ
  1 x BMP-2D
  1 x Company Commander w/AK-74
  1 x SAM-7 Grail AA gunner
  Mujahideen/US mission
  Soviet motorized infantry are moving in force toward
  Bamian. Conduct an active defensive of Gharband and
  bleed the Soviet columns before they can reach Bamian.
  Mujahideen/US Victory Points 
  � Per every Soviet KIA or Seriously Wounded: 2pt
  � Per BMP-2D immobilized/destroyed: 5pts
  © Osprey Publishing • www.ospreypublishing.com
  
  Mujahideen/US Forces 
  Mujahideen Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Poor
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  US Special Forces Attributes
  Initiative Level: D10
  Confidence Level: Normal
  Supply Level: Low
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D10/D10
  Set up units as desired in village or on
  either of the two hills.
  Mujahideen Forces
  Unit 1
  1 x Leader w/AK-74
  5 x Riflemen w/AK-74s
  1 x Gunner w/RPK-74 (Lt.
  AP:1/AT:0)
  1 x Gunner w/RPG-7 (Med.
  AP:2/AT:3(M)
  Unit 2
  1 x Leader w/AK-74
  6 x Riflemen w/AK-74s
  1 x Gunner w/RPG-7 (Med.
  AP:2/AT:3(M)
  Unit 3 
  2 x Leaders w/AK-74s
  3 x Riflemen w/AK-74s
  1 x Gunner w/AT-4 “Spigot” (ATGM, AP:4/AT:4(H),
  SACLOS
  Unit 4
  1 x Leader w/AK-74
  3 x Riflemen w/AK-74s
  1 x Gunner w/M72A3 LAW (AP:2/AT:3(H)
  Unit 5
  1 x Leader w/AK-74
  5 x Riflemen w/AK-74s
  1 x Gunner w/RPG-18 (AP:2/AT:4(H) Loses an
  additional FP die against targets with ERA
  1 x PKM (Med. AP:2/AT:0)
  US Special Forces ODA Detachment
  (6 man split section from full detachment)
  1 x Team Leader w/M16A1 (may attach to any fireteam)
  1 x Medic w/M16A1 (may attach to any fireteam)
  1 x AT Team
  1 x Gunner w/AT4 (AP:4/AT:4(H)
  1 x Rifleman w/M16A1
  1 x TAC/Comm Team
  1 x TAC w/M16A1
  1 x Rifleman w/M16A1
  Special Rules
  Air Support
  The US Special Forces TAC may request an air strike
  (see Force on Force main rule book for rules on
  conducting an air strike, pp. 100–102). For the purposes
  COLD WAR GONE HOT
  60
  Soviet Motor Rifleman
  © Osprey Publishing • www.ospreypublishing.com
  
  of this scenario, the TAC has priority. The Air Defense
  Environment is Light. The actual strike is conducted by
  a fixed wing aircraft which may conduct a Strafing Run
  only. The number of air strikes is limited to three for the
  entire scenario. Failures to call in air strikes or aborts do
  not count against this total.
  SAS ATTACK 
  West Germany, 1987
  The long feared Soviet invasion of West Germany has
  taken places in the spring of 1987. To date the WARPAC
  forces have made great progress and NATO has been
  thrust back on its heels. SACEUR has developed a
  Cold War Realities
  61
  A
  B
  C
  A
  A
  1
  3
  4
  2
  H: SAS Exit Edge
  H: SAS Exit Edge
  D1
  D2
  D3,4
  D5
  E
  F
  G
  I
  J
  N
  © Osprey Publishing • www.ospreypublishing.com
  
  massive counterstroke using much of the available NATO
  strategic reserve in an attempt to hold up the Soviet
  thrust for a few days, allowing the US REFORGER units
  to arrive in France. As part of that counter-thrust, air
  power and special forces units are going to try to
  decapitate as many WARPAC divisions and armies as
  they can – striking at their leadership. 
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: The SAS have the initiative for the first 2
  turns. From Turn 3 onward, roll for initiative each turn.
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: 
  � SAS: Off Board Light Mortar Support
  Table Size: 4’ x 4’
  � A: Potential SAS Mountain Troop deployment sites 
  � B: Schoolhouse/Command Post 
  � C: Parked Command BTRPU 
  � D: Vehicle Park 
  � D1: T-80 
  � D2: MTLB 
  � D3: Zil 157 
  � D4: Zil 157 
  � D5: UAZ-469 
  � E: Force Protection Detail BTR-70 
  � F: Air Defence BMP1AA 
  � G: Air Defence Vehicle 
  � H: SAS Exit Board edge 
  � I: Antennae Farm 
  � J: Scrubland 
  � 1-4: Soviet Reinforcements Entry Edges 
  SAS mission
  Just before hostilities began, two SAS troops (Mountain &
  Mobility) of B Squadron, 22SAS, were concealed as a “Stay
  Behind Team” in a carefully constructed hide. WARPAC
  forces rapidly advanced into West Germany and the hide
  is now far behind enemy lines in the Soviet rear area. The
  SAS troops have come out of hiding and are causing havoc
  in a variety of previously anticipated missions.
  Now they have been tasked with taking out the 16th
  Guards Tank Division’s Command Post. The CP is
  hidden in a village near a deserted school and several
  hours of observation have shown officers, technicians,
  and couriers moving in and out. Attack the Command
  Post, including all vehicles, commanders, and the
  antennae farm, before leaving as quickly as possible and
  getting back to concealed vehicles. 
  SAS Victory Points 
  � Each Soviet soldier KIA: 1pt 
  � Each Soviet Vehicle Destroyed: 2pts 
  � Each Command Vehicle
  Destroyed: 3pts 
  � Each 
  Soviet 
  General
  Officer KIA: 5pts 
  � Antennae 
  Farm
  Destroyed: 5pts 
  SAS Forces
  SAS Force Basic
  Attributes
  Initiative Level: D10
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale:
  D10/D10
  COLD WAR GONE HOT
  62
  Soviet Motor 
  Rifleman
  © Osprey Publishing • www.ospreypublishing.com
  
  SAS troops have night vision equipment and are Stealthy.
  Each team member is also armed with a Browning pistol,
  LAW AT Rocket, grenades, smoke grenades, claymore
  mine, fighting knife and demolition material. 
  Mountain Troop will undertake the assault phase of the
  mission. They are organized as follows:
  SAS Fire Support Group
  1 x Captain w/CAR15
  1 x Signaller w/CAR15
  1 x Sniper Team
  1 x Sniper w/L42A1 Sniper Rifle
  1 x Spotter w/M203 (Lt. AP:1/AT:0)
  1 x L7A1 GPMG Team
  1 x GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/CAR15
  1 x AT Team 
  1 x Gunner w/Milan ATGM (AP:4/AT:5(H), SACLOS
  1 x Assistant Gunner w/M203 (Lt. AP:1/AT:0)
  SAS Assault Group
  1 x Patrol Leader w/MP5SD3 & CAR-15
  1 x Signaller w/CAR-15
  1 x Medic w//M203 (Lt. AP:1/AT:0) 
  1 x Demolitions Specialist w/M203 (Lt. AP:1/AT:0) 
  Mountain Troop starts on the table anywhere in cover
  within 6” of one of the potential deployment sites shown.
  Note the Troop Commander and Patrol Leaders are all
  able to request a fire mission. 
  Mobility Troop will provide security for the hidden
  vehicles, interdiction of enemy assets along the escape
  route and Indirect Fire Support (81mm Mortar with HE
  and Smoke). They are not placed on the table. 
  Soviet mission
  Intel reports NATO is about to begin its first major
  counterattack against WARPAC forces. At this point in
  the battle C3I continuity is critical. Protect the Divisional
  Forward HQ, allowing the Command staff to carry out
  their mission in support of the ground forces advancing
  into West Germany. 
  Soviet Victory Points 
  � Each SAS soldier KIA or Seriously Wounded: 2pts 
  � Each General Officer to survive attack: 2pts 
  � Each SAS soldier captured: 5pts 
  � Antennae Farm survives attack: 10pts 
  Soviet Forces 
  Soviet Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale:
  D8/D10
  Soviet CP Staff Officers
  & Technicians
  Place two groups of 4
  unarmed Soviet CP Staff
  Officers & Technicians in the
  Schoolhouse and one
  group near the BTRPU.
  All Soviet CP Staff
  Officers & Technicians
  start the game pinned.
  Once unpinned, they can
  spend a turn stationary to arm
  Cold War Realities
  63
  Soviet Motor Rifleman
  © Osprey Publishing • www.ospreypublishing.com
  
  themselves, at which point they can replace their pistols
  with AK-74s (normal Small Arms). 
  Divisional Executive Officer, Divisional Chief of Staff
  (Operations), Divisional Chief of Staff (Intelligence)
  These are all General Officers and are armed with pistols.
  They start the game in the Schoolhouse/Command Post.
  They are Pinned. 
  Divisional Chief of Staff (Logistics)
  The Chief Of Staff (Logistics) is a General Officer. He is
  armed with a pistol and starts the game in the BTR60PU.
  He is Pinned. 
  Divisional Political Officer
  The Political Officer is a General Officer. He is armed with
  a pistol and starts the game in the BMP1AA. He is Pinned. 
  Soviet Force Protection Detail
  The Force Protection Detail starts the game set up at or
  within 4” of the Schoolhouse/Command Post and Pinned.
  They may have pre-prepared up to 3 fighting positions near
  the Schoolhouse/Command Post. One team may be in a
  fighting position. The BTR-70 is crewed and parked next to
  the Schoolhouse/Command Post. 
  1 x BTR70
  Rifle Team
  1 x Team Leader w/AK-74
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  1 x Rifleman w/AK-74
  Support Team
  1 x Team Leader w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Rifleman w/AK-74
  Soviet Force Protection Patrol
  The Force Protection Patrol starts the game next to the
  Soviet Air Defence Vehicle. 
  Rifle Team
  1 x Team Leader w/AK-74
  1 x Grenadier w/AK-74/UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  1 x Rifleman w/AK-74
  Support Team
  1 x Team Leader w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  1 x Rifleman w/AK-74
  Soviet BMP1AA
  The Air Defence Team begins play loaded in aboard the
  BMP and Pinned.
  1 x BMP1AA
  Air Defence Team
  4 x Riflemen w/AK-74s
  Soviet Air Defence Vehicle
  An ADA vehicle is hidden under a camo net and is on
  alert for aircraft – it counts as Pinned on the first turn of
  the game.
  1 x ZSU23-4 Shilka
  COLD WAR GONE HOT
  64
  © Osprey Publishing • www.ospreypublishing.com
  
  Vehicle Park
  Several Divisional HQ and courier vehicles are parked
  here under camouflage netting. This includes the
  Divisional Commanders T-80B, the Divisional XO’s MT-
  LB, 2 x Zil 157 Speciality Vans and 1x UAZ-469. 
  Special Rules
  Crewing Vehicles
  Unarmed Soviet CP Staff Officers & Technicians can
  attempt to crew any vehicle with the appropriate number
  of figures moving into base-to-base contact with the
  vehicle. The next turn the vehicle must remain in place as
  it powers up. Vehicles cannot move or fire major weapon
  systems while powering up, but they can fire their MGs.
  Once powered up, the vehicle may function as normal. 
  Night Fighting
  This mission takes place at night and uses the Night
  Fighting rules. 
  The Schoolhouse
  The Schoolhouse is a strong building (9D8). 
  Escaping General Officers
  General Officers must remain in their starting positions
  until either troops from their Force Protection unit or
  other armed reinforcements arrive to escort them off the
  board in armored vehicles. General Officers in the
  Schoolhouse/Command Post may mount any armored
  vehicle. Remember to use the “Loading & Unloading
  Crew & Passengers” rules found in the rule book. 
  For the General Officers to escape, the armored
  vehicle carrying them must exit any board edge, not
  interdicted by the SAS Mobility Troop using the normal
  vehicle rules. Due to the built up nature of the table and
  the fact that it is night, vehicles may not move faster than
  Patrol Speed. 
  Soviet Variable Reinforcements
  The Soviet force automatically receives reinforcements at
  the beginning of any turn in which they
  have the initiative. Reinforcements enter
  the table randomly. Roll 1d6. On a roll
  of 1–4 they enter the edge indicated on
  the map. On a roll of 5 the Soviet
  player may choose which board
  edge the reinforcements arrive.
  On a roll of 6 the reinforcements
  will arrive at the beginning of
  the next turn regardless of
  which side has the initiative.
  Repeat 
  the 
  process
  outlined above the
  next turn. 
  Cold War Realities
  65
  A Soviet ZSU-23-4 "Shilka"
  Soviet Chemical Recce 
  Trooper
  © Osprey Publishing • www.ospreypublishing.com
  
  Roll a D6, and consult the chart below: 
  (all units TQ/Morale D8/D8)
  � 1: 2 x T-80B 
  � 2: Mechanized Rifle Squad consisting of: Rifle
  Team (2 x AK-74, 1 x UGL, 1 x RPK-74)
  Support Team (2 x AK-74, 1 x PKM, 1 x
  RPG-7) 
  � 3: 1 x BTR70 & Motorized Rifle Squad,
  consisting of: Rifle Team (2 x AK-74, 1 x
  UGL, 1 x RPK-74) Support Team (2 x
  AK-74, 1 x PKM, 1 x RPG-7) 
  � 4: 1 x BTR70 & Motorized Rifle Squad,
  consisting of: Rifle Team (2 x AK-74, 1 x
  UGL, 1 x RPK-74) Support Team (2 x
  AK-74, 1 x Sniper Rifle, 1 x RPG-7) 
  � 5: 2 x BRDM-2 
  � 6: 2 x BMP-2 & Mechanized Rifle Squad,
  each BMP consisting of: Rifle Team (2 x
  AK-74, 1 x UGL, 1 x RPK-74) Support
  Team (2 x AK-74, 1 x PKM, 1 x RPG-7) 
  Units in vehicles must enter the table using
  the road network. 
  SAS Mobility Troop
  Interdiction
  The SAS Player can choose one board edge to be
  interdicted by a SAS patrol. Throughout the game, any
  Soviet reinforcement that is meant to arrive at that table
  edge is automatically ambushed and destroyed
  and does not make it into the battle. 
  Destroying
  the Antennae
  Farm
  The Antennae Farm can be
  destroyed 
  through 
  demolitions,
  rocket fire or mortar fire. For game
  purposes it counts as a Shoddy
  building of Average Structural
  Strength that is Lightly Fortified
  (7D6). 
  Scrubland
  The 
  scrubland 
  opposite 
  the
  Schoolhouse provides cover and
  counts as Average Woods. 
  COLD WAR GONE HOT
  66
  Corporal, Czechoslovak
  Motor Rifles
  © Osprey Publishing • www.ospreypublishing.com
  
  Our Post-War political and cultural landscape was
  significantly shaped by the Cold War. Whether it was the
  buildup of forces in Europe; the proxy confrontations
  of the superpowers in Korea, Vietnam, the Middle East
  and Afghanistan; the direct stand-off incidents like
  Checkpoint Charlie and the Cuban Missile Crisis; or
  even something as simple as civil defense drills in
  neighborhoods and public schools, the Cold War took
  hold of how we lived and how we felt.
  It’s hardly surprising that, at the time, it dominated
  the entertainment industry, and continues to influence
  today’s movies.
  Movies like The Day the Earth Stood Still, Failsafe, Dr.
  Strangelove and War Games led a whole genre based on
  nuclear fears; other films, such as On the Beach, invented
  a new category of storytelling: the post-nuclear
  apocalypse. 
  Other Cold War movie themes involve: 
  � Attacks on the US (Invasion USA, Red Dawn, The
  Russians are Coming, Amerika)
  � Naval confrontation (The Hunt for Red October, Ice
  Station Zebra)
  � Spy thrillers (James Bond series, In Like Flynn, The
  Package) 
  � Air confrontation (Strategic Air Command, Firefox,
  Top Gun)
  For conventional warfare, the written word has proven
  to be a more popular medium. Tom Clancy’s Red Storm
  Rising and Harold Coyle’s Team Yankee come to mind at
  the head of hundreds of novels and stories fictionalizing
  what might have happened.
  In fact, the Cold War also accounted for a
  considerable amount of ink in the wargaming world
  during the 1970s and 80s. It is quite interesting to go
  back and peruse games like GDW’s Assault or
  Twilight:2000, SPI’s Fulda Gap or The Next War. It is an
  exercise in time travel and speculation.
  The scenarios on the following pages are an attempt
  to capture some of the excitement, fun, and fiction of the
  Cold War, Ambush Alley Games-style!
  BADGERS! 
  Somewhere near Madison,  Occupied Wisconsin, 1983
  Following the combined Sino–Soviet invasion of the
  United States, small cells of resistance remained active
  behind the lines. Their goals were varied. Some wanted
  to make life difficult for their oppressors; some wanted
  revenge. Still others simply
  wanted to steal enough
  food to eat. This is the story
  of a group of former college
  students who learned that
  true power comes from the
  barrel of a gun and not a
  protest sign.
  67
  COLD WAR FANTASIES
  Junior Sergeant, 
  Czechoslovak Border 
  Guard
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: Soviets for the entire scenario
  Special Conditions: Snow; see special scenario rules
  Fog of War: Generated as normal by Reaction Tests
  Table Size: 4’ x 4’
  Soviet mission
  The Soviets must break the back of the local resistance.
  Toward that end, they must control sources of supplies
  for the insurgents, especially the settlement’s gas station
  and two restaurants.
  COLD WAR GONE HOT
  68
  Soviet Deployment Zone
  Restaurant
  Restaurant
  Gas
  Station
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Victory Points
  � Per objective building occupied at end of game: 
  10pts
  (Sole occupation of building with at least a fire team
  in good order)
  Soviet Forces
  Soviet Force Basic Attributes
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D6/D10
  Soviet Forces (set up within indicated area on map)
  1 x BMP-2
  2 x Rifle Squads, each comprised of:
  Rifle Team
  2 x Riflemen w/AK-74s
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  Badger mission
  Supplies are critical during this harsh Wisconsin winter.
  The Badgers must enter, search and capture food and
  fuel to continue the resistance.
  Badger Victory Points
  � Per Serious Wound or KIA inflicted: 1pt
  � BMP-2 immobilized/destroyed: 8pts
  � Per objective building successfuly searched: 5pts
  Badger Forces 
  Badger Force Basic Attributes
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D6/D10
  Badger Forces
  Set up in buildings in SE quadrant of map 
  Unit 1
  1 x Leader w/AK-74
  4 x M16A1s
  1 x M60 GPMG (Med. AP:2/AT:0)
  Unit 2
  1 x Leader w/M16A1
  1 x RPG-7 (Med. AP2/AT:3(M)
  4 x M16A1s
  Unit 3
  1 x Leader w/M16A1
  1 x RPG-7 (Med. AP2/AT:3(M)
  5 x M16A1s
  1 x M60 GPMG (Med. AP:2/AT:0)
  Unit 4
  1 x Leader w/M16A1
  7 x M16A1s
  1 x PKM (Med. AP:2/AT:0)
  Special Rules
  Searching Buildings
  The Badgers may search unoccupied objective buildings.
  Use normal clearing/stacking rules. A successful clear
  result means the building has been searched successfully
  for supplies.
  Cold War Fantasies
  69
  © Osprey Publishing • www.ospreypublishing.com
  
  Snow
  Badger infantry are unaffected by the snow. Soviet
  infantry are reduced to Cautious movement only.
  Warsaw Pact Infantry
  These units are garrison units and are not subject to the
  Warsaw Pact Small Unit Assaults special rule.
  Optional Rules
  Replace the Soviet force’s BMP with a commandeered
  civilian pick-up or SUV.
  POE 
  Somewhere at a USAF Strategic Air Command base
  in the US, 1986
  Hostilities in Europe have bogged down
  into a brutal slugfest with no clear
  victor in sight. Negotiations have
  begun to establish peace talks to
  end the carnage. Not everyone is
  in agreement with this decision.
  A rogue hard-line USAF general
  has decided to take matters into
  his own hands by threatening to
  launch a nuclear air strike
  against the Soviet Union.
  The US government
  is taking no
  chances 
  and
  has sent in the
  National Guard to secure the
  air base. The only problem is
  that the general has convinced
  his base security forces that
  the Soviets have landed
  Spetsnaz 
  commandos
  using captured US uniforms and equipment to take over
  the base. This scenario depicts an unfortunate blue-on-
  blue incident with nuclear consequences.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: National Guard on Turn 1; roll per Initiative
  rules thereafter
  Fog of War: See Special Rules
  Table Size: 4’ x 4’
  National Guard mission
  The US National Guard must secure the air base at all
  costs. To do so requires breaching the perimeter and
  getting to the command center.
  National Guard Victory Points
  � Victory Points are suspended for this scenario.
  Victory is solely determined by which side is in
  possession of the Command Center at the end of
  the game.
  National Guard Forces
  National Guard Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8/D8
  National Guard Infantry Platoon
  Set up on shaded board edges as desired
  Platoon HQ
  1 x M113 APC 
  1 x Platoon Leader w/M16A1
  1 x RTO w/M16A1
  COLD WAR GONE HOT
  70
  Corporal, Bulgarian 
  Motor Rifles
  © Osprey Publishing • www.ospreypublishing.com
  
  1 x Medic
  1 x Dragon ATGM gunner (AP:4/AT:4(H) SACLOS
  1st Squad
  1 x M113 APC
  1 x Squad Leader w/M16A1
  Fireteam 1
  1 x Gunner w/M60 (Med. AP:2/AT:0)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  Cold War Fantasies
  71
  National Guard Deployment Zone
  National Guard Deployment Zone
  Command
  Center
  n
  r
  err
  © Osprey Publishing • www.ospreypublishing.com
  
  Fireteam 2
  1 x Dragon ATGM gunner (AP:4/AT:4(H) SACLOS
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  2nd Squad
  1 x M113 APC 
  1 x Squad Leader w/M16A1
  Fireteam 1
  1 x Gunner w/M60 (Med. AP:2/AT:0)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  Fireteam 2
  1 x Dragon ATGM gunner (AP:4/AT:4(H) SACLOS
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  3rd Squad
  1 x M113 APC 
  1 x Squad Leader w/M16A1
  Fireteam 1
  1 x Gunner w/M60 (Med. AP:2/AT:0)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  Fireteam 2
  1 x Dragon ATGM gunner (AP:4/AT:4(H) SACLOS
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  USAF Ground Forces
  mission
  The USAF ground forces must stop the Spetsnaz attack
  on the air base. How the Soviets got M113s and US
  equipment here must remain a mystery.
  USAF Ground Forces Victory
  Points
  � Victory Points are suspended for this scenario.
  Victory is solely determined by which side is in
  possession of the Command Center at the end of
  the game.
  USAF Forces 
  USAF Force Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D8.
  USAF Ground Forces set up anywhere in perimeter of
  air base.
  Perimeter Guards
  4 x Fireteams, each of:
  1 x Team Leader w/M16A1
  COLD WAR GONE HOT
  72
  USAF Security Police rush towards
  the action
  © Osprey Publishing • www.ospreypublishing.com
  
  3 x Airmen w/M16A1s
  Air Base Patrol Teams
  2 x Patrols, each of:
  1 x Jeep w/M60 (Med. AP:2/AT:0)
  1 x Gunner for M60
  2 x Airmen w/M16A1s
  Special Rules
  Perimeter
  The security fence may be breached by National Guard
  units who spend an entire turn cutting the wire and pass
  a TQ check. Failure means they are still cutting. Success
  means a breach large enough for personnel is created.
  An M113 may attempt to run over the security fence by
  passing a TQ check. While the vehicle is actually moving
  at Tactical speed, it is considered to be moving at Rapid
  speed for this purpose. Success indicates a vehicle-sized
  breach. Failure indicates the vehicle is immobilized until
  it can pass a TQ check the following turn. The gate itself
  cannot be breached by the forces at hand.
  Friend or Foe
  The National Guard may not
  initiate fire combat on the 1st turn
  while it attempts to convince
  the 
  base 
  to 
  surrender.
  Movement 
  and 
  breach
  attempts may be made, but National Guard units may
  only conduct defensive fire.
  Fog of War
  Normal Fog of War procedures are suspended for
  the scenario. Instead, any time a unit rolls a “1” for its
  reaction test, it is instead pinned for the remainder of the
  turn, representing the confusion created by the blue-on-
  blue situation.
  THOUGHT HE WAS DEAD 
  Night, Downtown Leningrad, 1985
  In response to the Soviet/Warsaw Pact invasion of West
  Germany, the United States has activated several covert
  operations teams to bring the war to the enemy’s
  homelands. A crack US team of special operatives, led
  by Lt. Hank “Cobra” Pigskin, is inserted by glider into
  Leningrad to disrupt Soviet logistics and draw troops
  away from the main front. This scenario represents the
  action where Lt. Pigskin won the first of his two
  Congressional Medals of Honor.
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: US Special Forces for the entire scenario
  Fog of War: Determined normally by Reaction Test rolls
  Special Conditions: 
  � Night Fighting
  Table Size: 4’ x 4’
  � A–D: Objectives/Soviet Force Starting Positions
  � 1–4: Buildings/US Force Starting Positions
  Soviet mission
  The Soviet player must hunt down and neutralize the US
  Special Forces as quickly as possible to avoid the
  destruction of infrastructure and civilian unrest.
  Cold War Fantasies
  73
  Private, Bulgarian
  Motor Rifles
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Victory Points
  � Per KIA/Serious Wound inflicted: 1pt
  Soviet Forces
  Soviet Force Basic Attributes
  Initiative Level: Not applicable for scenario.
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D6/D8
  COLD WAR GONE HOT
  74
  Power
  Plant
  A
  Radio
  Station
  B
  Garrison
  HQ
  C
  Police
  Station
  D
  1
  2
  3
  4
  B
  i
  t
  1
  B
  t
  © Osprey Publishing • www.ospreypublishing.com
  
  Cold War Fantasies
  75
  Soviet Garrison Forces set up in or next to area
  indicated area on map
  Objective A Garrison (Power plant)
  1 x Soviet squad
  Fireteam 1
  1 x NCO w/AK-74
  2 x Riflemen w/AK-74s
  1 x RPG-7 (AP:2/AT:3(M)
  Fireteam 2
  1 x NCO
  2 x Riflemen w/AK-74s
  1 x PKM (Med. AP:2/AT:0)
  Objective B Garrison (Radio station)
  1 x Soviet squad
  Fireteam 1
  1 x NCO w/AK-74
  2 x Riflemen w/AK-74s
  1 x RPG-7 (AP:2/AT:3(M)
  Fireteam 2
  1 x NCO
  2 x Riflemen w/AK-74s
  1 x PKM (Med. AP:2/AT:0)
  Objective C Garrison (Garrison HQ)
  1x UAZ-469
  1 x Garrison Commander w/AK-74
  1 x Driver w/AK-74
  1 x Soviet squad
  Fireteam 1
  1 x NCO w/AK-74
  2 x Riflemen w/AK-74s
  1 x RPG-7 (AP:2/AT:3(M)
  Fireteam 2
  1 x NCO
  2 x Riflemen w/AK-74s
  1 x PKM (Med. AP:2/AT:0)
  Objective D Garrison (Police Station)
  3 x KGB/MVD teams (TQ/Morale: D8/D8), each of:
  1 x UAZ-469
  4 x Riflemen w/AK-74s
  US Special Glider Forces
  mission
  The US Special Forces are here on a hit-and-run mission
  to destroy infrastructure. The teams have orders to blow
  up as many targets as possible, then exfiltrate to the coast
  for submarine extract.
  US Special Glider Forces Victory
  Points
  � Per target building destroyed: 5pts
  US Forces 
  US Force Basic Attributes
  Initiative Level: Not applicable
  Confidence Level: High
  Supply Level: Normal
  Body Armor: +1D
  Troop Quality/Morale: D10/D10; Lt. Pigskin is D10/D12.
  US Special Glider Forces
  (set up in buildings as indicated on map)
  Lt. Hank “Cobra” Pigskin w/MAC10 SMG, 
  demo charges (AP:3/AT or Building: 6)
  Pigskin may deploy with any of the US teams.
  Team 1
  1 x Team Leader w/M16A1, demo charges 
  © Osprey Publishing • www.ospreypublishing.com
  
  (AP:3/AT or Building: 6)
  1 x Trooper w/M16A1, demo charges 
  (AP:3/AT or Building: 6)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Medic
  Team 2
  1 x Team Leader w/M16A1, demo charges 
  (AP:3/AT or Building: 6)
  1 x Trooper w/M16A1, demo charges 
  (AP:3/AT or Building: 6)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Trooper w/M60 LMG (Med. AP:2/AT:0)
  Team 3
  1 x Team Leader w/M16A1, demo charges 
  (AP:3/AT or Building: 6)
  1 x Trooper w/M16A1, demo charges 
  (AP:3/AT or Building: 6)
  1 x AT Trooper w/M16A1, Carl Gustav (AP:3/AT:4(H)
  1 x Asst. AT Trooper w/M16A1
  Team 4
  1 x Team Leader w/M16A1, demo charges 
  (AP:3/AT or Building: 6)
  1 x Trooper w/M16A1s
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Trooper w/M60 LMG (Med. AP:2/AT:0)
  Special Rules
  Soviet Reinforcements
  Soviets begin receiving reinforcements on their portion
  of Turn 3. Roll 1D6; reinforcements arrive on a roll of 4
  or better. Reinforcements arrive at any road along the
  southern board edge. Roll 1D6 on the following chart to
  indicate what forces arrive:
  � 1–4: 1 x Soviet Squad (as per Object A Garrison)
  � 5: 1 x UAZ-469 with 1 x KGB/MVD team (as per
  Objective D Garrison)
  � 6: 1 x T-62M tank
  Building Demolition
  A US Special Glider Forces unit may attempt to destroy
  the target building objectives by moving adjacent to a
  building and setting a demo charge. The unit must have at
  least one figure in contact with the building that must
  make a successful TQ check to set the charge. Failure
  indicates charge is not set and must be rolled for again the
  following turn. The figure setting the charge cannot
  perform any other actions. See Force on Force main rules
  pp.58–60 for attacks on buildings. All buildings for this
  scenario are considered Average (6D8 defense). More than
  one charge can be set in a turn. Each subsequent charge
  placed after the first reduces the
  building’s defense dice by
  one. Charges are detonated
  the turn following their
  placement 
  and
  have a blast
  radius of 6”.
  COLD WAR GONE HOT
  76
  Senior Private,
  Hungarian
  Motor Rifles
  © Osprey Publishing • www.ospreypublishing.com
  
  Night
  US Special Glider Forces units are equipped with night
  vision devices and may act normally. Because Soviet
  forces lack night vision, their Optimum Range is halved
  and they treat US Special Glider Forces as Elusive. See
  Force on Force main rules p.43 and p.135.
  THE RUSSIANS ARE HERE 
  Night time near the coast in Rockport, Maine, 1985
  The naval forces of both NATO and the Warsaw Pact
  maintained a visible, tangible surface presence throughout
  the Cold War. Beneath the waves, the submarines of both
  sides played a game of cat-and-mouse with the surface
  fleets, each trying to outdo the other in stealth and daring.
  Occasionally, these mock skirmishes could result in
  mishap. This scenario supposes that a Soviet Foxtrot-class
  diesel submarine suffers a breakdown near the American
  coastline and must surface for repairs and supplies before
  the US can react.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: Soviets for Turn 1; roll Initiative on
  subsequent turns.
  Fog of War: Suspended for this scenario.
  Special Conditions: None, unless Optional Rule
  invoked.
  � Terrain: All buildings are average buildings (6D8). 
  Table Size: 2’ x 2’
  � 1–5: Hot Spots
  Soviet mission
  The Soviet player must get to the car parts store and make
  off with enough car batteries to repower the submarine.
  Soviet Victory Points 
  � Per KIA or serious wound inflicted: 1pt
  � Per Fire Team reaching the auto parts store and
  exiting off east map edge: 5pts
  � Per Civilian Casualty inflicted: -3pts
  Soviet Forces (Shore party from
  a Foxtrot-class diesel submarine)
  Soviet Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D8/D8
  Soviet Shore Party 
  Enter on Turn 1 from east map edge
  Team One
  1 x Leader w/AK-74
  3 x Sailors w/AK-74
  Team Two
  1 x Leader w/AK-74
  3 x Sailors w/AK-74
  Team Three
  1 x Leader w/AK-74
  3 x Sailors w/AK-74
  Rockport mission
  An All Points Bulletin (APB) just came over the wire,
  indicating that a Russian submarine may be in the
  vicinity and to be on the lookout for it.
  Rockport Victory Points 
  � Per Soviet KIA or Seriously Wounded: 1pt
  � Per Soviet captured: 5pts
  � Per Civilian casualty inflicted: -3pts
  Cold War Fantasies
  77
  © Osprey Publishing • www.ospreypublishing.com
  
  Rockport Forces (Local law
  enforcement and inhabitants)
  Rockport Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D8
  Squad Car (set up in road at Area A)
  1 x Squad Car (civilian softskin)
  2 x Patrolmen w/shotguns
  COLD WAR GONE HOT
  78
  Soviet Entry Edge
  Murphy’s Bar
  Auto Parts
  Store
  A
  5
  3
  4
  2
  1
  2
  Murphy s Bar
  s
  u
  a
  s
  u
  © Osprey Publishing • www.ospreypublishing.com
  
  Murphy’s Bar (set up in Building B)
  1 x Bartender w/pistol
  4 x Civilians w/rifles
  Auto Parts Store (set up in Auto Parts Store)
  1 x Owner w/rifle
  2 x Clerks w/pistols
  Civilian Mobs (set up on any road as desired)
  2 x Civilian Mobs 
  (unarmed townfolk on 2” x 3” stand; see Force on Force
  main rules p.127)
  Special Rules
  Rockport Reinforcements
  The Rockport player rolls a D6 at the end of each turn
  for reinforcements in a process similar to the way that
  Insurgency Levels work (see Force on Force main rules
  pp.115–116). The Insurgency Level for this scenario is
  4.
  Reinforcements show up at one of the numbered
  points in accordance with Hot Spots rules (main rules
  p.22). The types of reinforcements available to Rockport
  are determined by a D6 roll on the following chart:
  � 1–2: 1 x Squad Car (as above)
  � 3: 1 x Civilian Mob
  � 4–5: 1D6 x Civilians w/rifles
  � 6: 1 x Unarmored Humvee and 4 x National
  Guardsmen w/M16A1s
  The Auto Parts Store
  For the Soviet player to obtain Victory Points for
  acquiring car batteries, a Soviet team must move into the
  Auto Parts store and exit again. Once the store has been
  entered, that particular team is restricted to Patrol
  movement (6”) while carrying the car batteries. The
  Soviet player can voluntarily “drop” the batteries and
  regain a faster rate of movement, but must reenter the
  store to obtain the batteries again if attempting to earn
  Victory Points.
  Fog of War
  Fog of War cards are suspended for this scenario. 
  Optional Rules
  Night
  The Soviet raiding party happens at night. No forces are
  equipped with Night Vision Devices, so all forces have
  their Optimal Range halved and treat all units outside
  of Optimal Range as Elusive (see Force on Force main
  rules p.43).
  YOU CAN’T HANDLE THE TROOPS 
  Along the “Cactus Curtain” at Guantanamo Bay
  Naval Base, Cuba, 1985
  Not every battle of the Cold War Gone Hot takes place
  in Europe. This scenario depicts a confrontation
  between the USMC at Guantanamo Bay Naval Base
  (“GITMO”) and Cuban National Forces attempting to
  take advantage of the European hostilities.
  Scenario Information
  Duration of Game: 10 Turns
  Initiative: Cubans on Turn 1, then roll thereafter
  Fog of War: Determined normally by Reaction Test rolls
  Special Conditions: 
  � Minefields: See Special Rules
  � Terrain: All areas within the US Naval Station are
  normal terrain. Areas outside the perimeter are
  considered rough terrain and all movement is
  restricted to patrol movement
  Table Size: 2’ x 3’
  Cold War Fantasies
  79
  © Osprey Publishing • www.ospreypublishing.com
  
  Cuban mission
  Overrun the USMC defenders of Guantanamo Bay
  Naval Base and regain the land for Cuba.
  Cuban Victory Points
  � Per USMC KIA or Seriously Wounded: 1pt
  � Per Cuban figure or vehicle exited off the south
  map edge: 1pt
  Cuban Forces
  Cuban Force Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D6/D8
  Cuban Forces enter from north board edge on Turn 1
  Cuban Infantry Platoon 1 (dismounted)
  3 x Squads, each of:
  Rifle Team
  2 x Riflemen w/AK-74s
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  Cuban Infantry Platoon 2 (dismounted)
  3 x Squads, each of:
  COLD WAR GONE HOT
  80
  Perimeter Road
  FIGHTING
  POSITION
  FIGHTING
  POSITION
  FIGHTING
  POSITION
  TOWER
  TOWER
  MINEFIELD
  MINEFIELD
  © Osprey Publishing • www.ospreypublishing.com
  
  Rifle Team
  2 x Riflemen w/AK-74s
  1 x Grenadier w/GP-25 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK-74 (Lt. AP:1/AT:0)
  Support Team
  2 x Riflemen w/AK-74
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 Gunner w/RPG-7 (Med. AP:2/AT:3(M)
  USMC mission
  Prevent the Cuban forces from overrunning GITMO.
  USMC Victory Points
  � Per Cuban KIA or Seriously Wounded: 1pt
  � Per Cuban vehicle destroyed or immobilized: 2pts
  � No Cubans exit the south map edge at game end:
  10pts
  USMC Forces 
  USMC Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: High
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Elements of the USMC Security Force set up south of
  fence perimeter in prepared positions
  USMC Rifle Squad
  1 x Squad Leader w/M16A1
  Team One
  1 x Team Leader w/M16A1
  1 x Gunner w/M203 (Lt. AP:1/AT:0)
  2 x Riflemen w/M16A1
  Team Two
  1 x Team Leader w/M16A1
  1 x Gunner w/M203 (Lt. AP:1/AT:0)
  2 x Riflemen w/M16A1
  Team Three
  1 x Team Leader w/M16A1
  1 x Gunner w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M72A3 LAW (AP:2/AT:3(H)
  1 x Rifleman w/M16A1
  USMC Support
  Tower One
  1 x Gunner w/M60 (Med. AP:2/AT:0)
  1 x Asst. Gunner w/M16A1
  Tower Two
  1 x Gunner w/M60 (Med. AT:2/AT:0)
  1 x Asst. Gunner w/M16A1
  Medium Mortar (offboard) AP:4/AT:2(L)(4” radius)
  May be called by any USMC unit.
  Special Rules
  Cuban Reinforcements
  At the beginning of Turn 2 and each turn thereafter, the
  Cubans roll a D6 for reinforcements. If they roll a 4 or
  higher, roll another D6 for reinforcements on the
  following chart:
  � 1–2: 1 x Rifle Team (as above)
  � 3–4: 1 x Support Team (as above)
  � 5: 1 x BTR-60
  � 6: 1 x PT-76
  Cuban reinforcements appear on the turn they are rolled.
  They arrive anywhere along the north board edge.
  Cold War Fantasies
  81
  © Osprey Publishing • www.ospreypublishing.com
  
  Minefield
  The minefield between the US fence and the old Cuban
  fence is a Heavy AP minefield (AP:5/AT:1(L)) with a
  Light concentration of mines. (TQ check at -1 to avoid
  mine attack).
  Cuban Sappers
  Prior to the attack, Cuban engineers have managed
  to clear two paths through the fences and minefield.
  Prior to the start of the game and after set-up, the
  Cuban player places two markers on the table
  perpendicular to the fence line 2” wide through the
  minefield. Units moving on these paths are not
  considering in the minefield.
  Breaching the Fence
  The security fence may be
  breached by Cuban units who
  spend an entire turn
  cutting the wire
  and pass a TQ
  check. Failure means
  they are still cutting.
  Success means a breach
  1” wide and large enough
  for personnel is created.
  A vehicle may attempt to
  run over the security fence
  by passing a TQ check.
  Success indicates a breach
  the width of the vehicle.
  Failure indicates the vehicle is
  immobilized until it can pass a
  TQ check the following turn.
  ICE FLOW - NOWHERE TO GO! 
  In the strange light of an arctic night, on the edge of
  the Arctic Circle, 1986
  “This is Arctic Fox – we have reached our start line – Over”
  “Arctic Fox this is Mother Hen, you are cleared for GO.”
  Three days previously, contact with the weather
  monitoring facility – “Ice Station Dolphin” – was
  abruptly lost. Subsequent air reconnaissance of the area
  revealed that Soviet VDV paratroopers had landed and
  taken control of the area. The facility which monitors
  weather patterns across Europe is vital for NATO’s
  war effort. The station must either be re-captured
  or destroyed.
  To make matters worse, one of the civilian personnel
  located at the facility is none other than the US President’s
  niece. So far no word has come from the Soviets that she
  has been captured so it is likely they are unaware of her
  family connections. An elite force of British and US
  Special Forces has been dispatched to the area to either
  retake the facility or destroy its key buildings. They must
  also rescue all civilians still held there.
  Scenario Information
  Duration of Game: 12 Turns
  Initiative: NATO on Turn 1, roll for initiative on
  subsequent turns
  Fog of War: Determined normally by Reaction Test rolls
  Special Conditions: 
  � Snow: See Below
  Table Size: 2’ x 3’
  � A–C: Sentry Positions
  � 1–3: Buildings/Soviet Force Starting Positions
  Soviet mission
  Soviet VDV are currently holding the research facility. It
  is unlikely that the enemy will attack so the troops are
  fairly relaxed despite the bitter conditions. 
  COLD WAR GONE HOT
  82
  Hungarian Motor
  Rifleman
  © Osprey Publishing • www.ospreypublishing.com
  
  Soviet Victory Points
  � Per NATO Special Forces soldier KIA or Seriously
  Wounded: 3pts
  � Per NATO Special Forces soldier captured: 5pts
  � Research Facility held at end of game: 20pts
  Russian Forces
  Russian Force Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D8
  Sentries (from Third Squad) (start at points A, B & C)
  2 x Pair of sentries w/AK-74s 
  1 x Pair of sentries w/AK-74SU and RPK-74 (Lt.
  AP:1/AT:0)
  Facility Troops
  2 x BMD-1
  1 x Two man crew (Building 1)
  1 x Two man crew (Building 2)
  VDV Platoon
  Platoon HQ (Building 1)
  1 x Officer w/AK-74SU
  1 x RTO w/AK-74SU
  1 x Sniper w/SVD
  Cold War Fantasies
  83
  1
  2
  3
  A
  B
  C
  SAS Deployment Zone
  Deep Snow Covered Ridge
  Deep Snow Covered Ridge
  Delta Deployment Zone
  © Osprey Publishing • www.ospreypublishing.com
  
  First Squad (Building 2)
  Team One
  1 x Squad Leader w/AK-74SU
  2 x Paratrooper w/AK-74 
  1 x Gunner w/RPK-74 (AP:1/AT:0)
  Team Two
  1 x Asst. Squad Leader w/AK-74SU
  2 x Paratrooper w/AK-74 
  1 x Grenadier w/AK-74SU and RPG-7VL 
  (Med. AP:4/AT:4(H) 
  Second Squad (Building 3)
  Team One
  1 x Squad Leader w/AK-74SU
  1 x Gunner w/RPK-74 (AP:1/AT:0)
  2 x Paratrooper w/AK-74 
  Team Two
  1 x Asst. Squad Leader w/AK-74SU
  2 x Paratrooper w/AK-74 
  1 x Grenadier w/AK-74SU and RPG-7VL 
  (Med. AP:4/AT:4(H) 
  Remains of Third Squad (Building 1)
  can join with Platoon HQ to make a five-man fire team.
  1 x Squad Leader w/AK-74SU
  1 x Grenadier w/AK-74SU and RPG-7VL 
  (Med. AP:4/AT:4(H) 
  NATO Special Forces
  mission
  Soviet VDV have captured the research facility – Go take
  it back or destroy it! Civilians are also being held
  prisoner, don’t forget to rescue them.
  NATO Victory Points
  � Per Soviet KIA or Seriously Wounded: 2pts
  � Per BMD-1 immobilized/destroyed: 5pts
  � Per Building Destroyed or Captured at end of
  game: 5pts
  � Civilians rescued: 5pts
  NATO Special Forces
  Special Forces Basic Attributes
  Initiative Level: D10
  Confidence Level: Confident
  Supply Level: Low
  Body Armor: Standard (1D) 
  Troop Quality/Morale: D10/D10
  SAS Team “Arctic Fox”
  Brick 1 (Covering Group)
  1 x Operative w/M16A2 & M-72A3 LAW (AP:2/AT:3(H)
  1 x Operative w/M203 (Lt. AP:1/AT:0)
  1 x Operative w/L7A1 GPMG (Med. AP:2/AT:0)
  (Vehicle weapon. Once dismounted, Snow-Trac has no
  weapon)
  1 x Snow-Trac w/L7A1 GPMG mount
  Brick 2 (Assault Group)
  1 x Operative w/MP5SD
  1 x Operative w/MP5SD & M79 Grenade Launcher
  (Lt. AP:1/AT:0)
  1 x Operative w/MP5SD & Remington Shotgun
  1 x Snow-Trac w/2 x SAS crew & L6 Wombat 105mm
  Recoilless Rifle (AP:4/AT:3(M)
  US Special Forces Delta Detachment 
  2 x Humvee w/snow tracks
  (No weapons fitted. Each Humvee may carry up to five
  passengers) 
  COLD WAR GONE HOT
  84
  © Osprey Publishing • www.ospreypublishing.com
  
  Team Zulu (Covering Group)
  1 x Operative w/M16A2 & M-72A3 LAW (AP:2/AT:3(H)
  1 x Operative w/M249 (Lt. AP:1/AT:0)
  1 x Operative w/M203 (Lt. AP:1/AT:0)
  Team X-Ray (Assault Team)
  1 x Operative w/suppressed CAR-15
  1 x Operative w/MP5SD
  1 x Operative w/MP5SD
  Team Yankee (Sniper Team) (Weapons Team)
  1 x Operative w/M82
  1 x Operative w/M16A2
  Special Rules
  Snow
  Areas marked as “Deep Snow” may only be moved
  through at Cautious speed on foot and only by specialist
  snow vehicles. Soviet BMD-1s may not exit the facility
  compound for fear of sinking into the snow.
  Terrain
  The area is covered with large ice boulders and rough
  ground providing plenty of cover. The wire fence
  surrounding the compound is breached in several
  locations from the VDV attack. Entry may only be made
  via the two entrances or the breaches. Alternatively
  either of the Snow-Trac vehicles may crush a section of
  fencing. Inside the compound should be a variety of
  crates, oil drums and various supplies giving plenty of
  cover to defenders. 
  Sentries
  Only Soviet sentries are moving in the area. The rest of
  the Soviet forces, including the vehicle crews, are asleep
  in the buildings. The sentries follow the route indicated
  on the map. They get a chance test to spot NATO troops
  at twice-optimum range and spot them automatically
  within optimum range. NATO can try and silently kill
  sentries if using suppressed weapons. However, both
  sentries in a pair must be down as casualties. If one
  remains up at the end of the turn, he raises the alarm.
  The location of dead sentries should be noted on the
  tabletop. Should another patrol pass within optimum
  range of them, they raise the alarm. Beginning the turn
  after an alarm is raised, the Soviet troops will act as
  normal. Sentries move along the patrol route at cautious
  speed each turn until the alarm is raised. Firing of any
  unsuppressed weapon automatically raises the alarm. 
  Vehicle Crew
  Soviet 
  vehicle 
  crew
  begin the game asleep.
  When the alarm is
  raised they race to
  their vehicle. Once
  there (if not killed
  or injured on the
  way) they must
  pass a TQ test
  in order to
  start the
  Cold War Fantasies
  85
  Sergeant,
  Company G 
  (Ranger),
  143rd 
  Infantry
  © Osprey Publishing • www.ospreypublishing.com
  
  COLD WAR GONE HOT
  86
  vehicle. If one of the crew is killed or suffers a serious
  wound, he may not be used to crew the vehicle. In this
  case the single crewman may elect to use either the
  driver’s or gunner’s position. 
  Hardened Killers
  The NATO special forces, due to their specialist training,
  force all Soviet first aid rolls to be made at -1 to the die
  roll to reflect the superior training and marksmanship
  of the NATO Special Forces. Both sniper teams give a -
  2 to the die roll. 
  Civilians
  All civilian personnel (4 in total) are held
  in building 1. Once a NATO unit
  reaches them they may escort them
  off the table to a vehicle at
  cautious speed and count as
  Dependents. Alternatively if
  all Soviet troops are
  killed or incapacitated
  by the games end,
  the 
  civilians
  automatically
  count 
  as
  released. 
  Demolition Charges
  The NATO force has four demolition charges that may
  be assigned to whichever units the player wishes. A unit
  must spend a turn in contact with the building during
  which they may do nothing but use reaction fire. If they
  pass a TQ test at the end of the turn the charge is
  successfully placed. The timed charge explodes at the
  end of the game so all buildings with a charge set at the
  end of the game count as destroyed for victory purposes.
  If charges are set and the NATO force secures the
  compound, they are deemed to be defused by the NATO
  side before they explode. 
  Snow-Trac
  SAS troops are using two Royal Marine Snow-Trac
  vehicles to move over the Arctic terrain. They use
  the following stats;
  Vehicle Class: Light
  Front Armor: 2D6
  Side Armor: 2D6
  Rear Armor: 2D6
  Deck Armor:
  1D6
  The Snow-
  Trac version with
  the L6 Wombat counts as ‘Open
  Topped’. 
  PFC, 3rd
  Battalion, 75th
  Ranger Regiment
  © Osprey Publishing • www.ospreypublishing.com
  
  The organizations presented below are rough
  guidelines for the forces they represent, not inviolable
  “army lists” handed down from on high. It is not
  uncommon for commanders to beef up a fireteam with
  extra men or assets or reduce a squad or fireteam by a
  third or more if lacking in manpower. Commanders
  may strip the machine-gunners from their squads to
  use as an ad hoc “weapons squad,” or rifle/grenade
  launchers may be replaced with regular rifles due to
  restrictive ROEs in an area. 
  In short, unit organizations are as fluid as the
  battlefields they fight on. Don’t get too caught up in
  canonical adherence to TO&Es. If you don’t have an
  organization chart for the Third Royal Etruscan
  Grenadiers, exercise a little common sense – chances are
  they’re organized along the lines of the Cold War Soviet
  WARPAC forces or similar to modern western forces.
  The following organization descriptions represent
  common units found on the battlefields represented in
  Cold War Gone Hot.
  This force list and the
  organization descriptions it includes are not exhaustive.
  They are tailored to reflect the assets and manpower that
  would be applied to a typical Force on Force mission, so
  they cut off at the Platoon (or equivalent) level.
  We have presented organizations as accurately as
  possible, but the period of the 1980s saw massive changes
  in troops and equipment for both NATO and Warsaw
  Pact members. These changes make research both
  challenging and difficult, with the added issues of
  available materials. While we strive to offer the correct
  organizations for the period, players may well find things
  that vary from their own research or experience. If you
  do, please drop by the Ambush Alley Games forum and
  share your knowledge with the rest of the community.
  FRG (FEDERAL REPUBLIC OF
  GERMANY) 
  FRG Force Basic Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/D8 to D10
  87
  SAMPLE ORGANIZATIONS
  FRG Mortar carriers in a well-camouflaged
  firing position
  German Leopard and Gepard crews
  take time out to warm themselves
  during a winter road march
  © Osprey Publishing • www.ospreypublishing.com
  
  Elements of a West German
  Mixed Panzerbatallion,
  c.1985–1986 
  Panzergrenadiere Zug (Platoon) 
  Panzergrenadier Zug (Platoon)
  1 x Panzergrenadier Zugführergruppe (Platoon HQ)
  2 x Panzergrenadier Gruppen (Squads)
  Panzergrenadier Gruppe (Squad) 
  1 x Truppführer (Fireteam Leader) w/G3A3 
  1 x Soldat w/MG3 GPMG (Med. AP:2/AT:0) 
  1 x Soldat w/Panzerfaust 44 “Leicht” (Med.
  AP:2/AT:4(M) and G3A3
  1 x Soldat w/G3ZF and HK69A1 Grenade Launcher
  40mm (Lt. AP:1/AT:0)
  2 x Soldat w/G3A3
  Additionally, the following Squad members remain in
  the Marder to man it:
  1 x Driver w/MP2 
  1 x Gunner w/MP2
  1 x Gruppenführer (Squad Leader) w/MP2,
  commanding the vehicle
  4 x MP2s were stored on board Marders so the crew
  could fight from the vehicle if need be. 
  Two Riflemen in the squad are trained to fire the Milan
  ATGM and may be formed into a Milan team if the
  scenario permits. They act as a separate Weapon Team in
  such an instance. A squad might also be equipped with
  Handflammpatronen 
  (one-shot, 
  disposable
  flamethrowers). Handflammpatronen have a firepower
  attack of AP:2/AT:2(M). They are Intimidating Weapons.
  Panzergrenadier Zugführergruppe (Platoon HQ)
  1 x Zugführer (Platoon Leader) w/MP2
  1 x Funker (radio operator) w/G3A3 and radio 
  1 x Soldat w/Panzerfaust 84mm (AP:3/AT:4(H) and G3A3
  2 x Soldat w/G3A3 
  Additionally, the following Squad members remain in
  the Marder to man it:
  1 x Driver w/MP2 
  1 x Gunner w/MP2
  1 x Zugtruppführer (Squad Leader for HQ) w/MP2,
  commanding the vehicle 
  4 x MP2s were stored on board Marders so the crew
  could fight from the vehicle if need be. 
  Note on Nomenclature:
  “MP2” is an UZI 
  “G3ZF” is a G3A3 rifle with attached scope 
  “Panzerfaust 84mm” is also known as Carl Gustav 
  Grenadiers fielded the “Marder” IFV in 1985, but there were
  some units mounted in M113 APCs. The “Dismounts” of the
  Panzergrenadiergruppe are the five riflemen and the fire team
  leader. The Gruppenführer (Squad Leader), Driver and
  Gunner man the Marder or M113 unless damage or other
  effects forces them to leave their vehicle.
  COLD WAR GONE HOT
  88
  A pair of SpÄhpanzer Luchs and a Gepard
  stand by in a reserve area
  © Osprey Publishing • www.ospreypublishing.com
  
  A Kompanie of Panzergrenadiere contained 11
  Marders and two Panzerkompanien 13 Leopards each.
  Panzerkompanie 
  1 x Leopard Command Tank
  3 x Zug (Platoons)
  Zug
  1 x Leopard Command Tank
  3 x Leopard Tanks
  CANADIAN ARMY
  ORGANIZATIONS, C.1985 
  Canadian Force Basic Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/D8 to D10
  Mechanized Infantry 
  Mechanized Infantry Platoon
  1 x Platoon HQ Section
  1 x Weapons Section
  3 x Infantry Sections
  Infantry Section
  1 x Squad Leader
  2 x Fireteams
  1 x M113 APC w/attached gunner & driver
  Infantry Fireteam
  1 x Fireteam w/C7
  1 x Gunner w/C9 SAW (Lt. AP:1/AT:0)
  2 x Riflemen w/C7s
  Based on mission tasking, each fireteam may be equipped
  with M72 LAWs. Earlier organizations featured the C1
  rifle (FN-FAL), C2 SAW (FN-FAL HB), and the C5 LMG
  (Browning .30 MG).
  Platoon HQ
  1 x Platoon Leader w/C7
  1 x Platoon Sgt. w/C7
  1 x Platoon RTO w/C7
  1 x Medic w/C7
  1 x M113 APC w/attached gunner & driver
  Weapons Section
  1 x Section Leader w/C7
  1 x Gunner w/C6 GPMG (Med. AP:2/AT:0)
  1 x Asst. Gunner w/C7
  2 x Riflemen w/C7s
  Tank Platoon 
  4 x Leopard 1 MBTs
  DANISH ARMY ORGANIZATIONS,
  C.1985 
  Danish Force Basic Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal 
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/D10 to D12
  Danish Armored Infantry
  Platoon 
  Armored Infantry Platoon
  1 x HQ Section
  3 x Infantry Sections
  Armored Infantry Section
  2 x Infantry Fireteams (A&B)
  Sample Organizations
  89
  © Osprey Publishing • www.ospreypublishing.com
  
  Infantry Fireteam A
  1 x Section Leader w/Gv M/66
  1 x Gunner w/Hovea M/49 SMG & Carl Gustav
  (AP:3/AT:4(H)
  1 x Asst. Gunner w/Gv M/66
  1 x Rifleman w/Gv M/66
  Infantry Fireteam B
  1 x Section Leader w/Gv M/66
  1 x Gunner w/Pistol & M/62 (Lt. AP:1/AT:0)
  1 x Asst. Gunner w/Gv M/66
  1 x Rifleman w/Gv M/66
  Platoon HQ Section (Can be broken into two
  Fireteams)
  1 x Platoon Leader w/Gv M/66
  1 x Asst. Platoon Leader w/GV M/66
  1 x RTO w/Gv M/66
  1 x Gunner w/Hovea M/49 SMG and Carl Gustav
  (AP:3/AT:4(H) 
  1 x Asst. Specialist w/Gv M/66
  1 x Gunner w/Pistol & M/62 (Lt. AP:1/AT:0)
  1 x Asst. Gunner w. Gv M/66
  1 x Riflemen w. Gv M/66
  Platoon travels in 4 x M113, each with Driver (Uzi) and
  Commander (Pistol). 
  Motorized Infantry Platoons are the same except they
  are mounted in Bedford RL trucks instead of M113s. 
  Armored Infantry Company 
  Armored Infantry Company
  1 x Company HQ
  3 x Armored Infantry Platoons
  Armored Infantry Company HQ
  1 x Company Leader w/Gv M/66
  1 x RTO w/Gv M/66
  1 x Asst. Company Leader w/Gv M/66
  1 x RTO w/Gv M/66
  1 x AA Gunner w/Redeye and Hovea M/49 SMG
  1 x Senior NCO w/Gv M/66
  1 x Rifleman w/scoped Gv M/66 (Treat as a Designated
  Marksman)
  1 x Medic
  1 x Gunner w/Hovea M/49 SMG and Carl Gustav
  (AP:3/AT:4(H) 
  1 x Rifleman w/Gv M/66 
  Mounted in 2x M113 APCs w/
  2 x Drivers with Hovea M/49 SMGs
  2 x Vehicle Commanders with Pistols
  Armored Infantry Mortar
  Platoon 
  2 x M106
  Mechanized Infantry formations had towed 120mm
  mortars (Heavy Mortars).
  Armored Infantry Anti-Tank
  Platoon 
  2 x M151 Jeep or Land Rover Half-Ton w. 106mm
  Recoilless Rifle
  or 
  2 x M151 Jeep or Land Rover Half-Ton w. TOW
  or
  2 x M113 TOW Carrier
  Tank Troop 
  3 x Leopard 1A3
  or
  3 x Centurion MK5 2DK
  Tanks in the Jutland Brigades were Leopard 1A3s while
  the Zealand Brigades used the Centurion MK5 2DK. 
  COLD WAR GONE HOT
  90
  © Osprey Publishing • www.ospreypublishing.com
  
  Recce Troop 
  2 x M41 Walker Bulldog
  1 x M113 with Infantry Section
  4 x M151 or Land Rover w. .50 Cal HMG
  1 x M125A1 Mortar Carrier
  Artillery 
  Direct artillery support for Force on Force games would
  most likely be supplied via the Mortar Platoon, which was
  an Infantry Battalion asset. General field support came
  from 155mm (M109 and towed guns). 
  Danish artillery observers used various forms of
  transport including M151 Jeeps, Land Rovers, M113 and
  the Hughes 500M helicopter. 
  ROYAL BELGIAN ARMY
  ORGANIZATIONS, C.1985 
  Belgian Force Basic Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal 
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/D10 to D12
  Mechanized Infantry
  Platoon 
  Mechanized Infantry Platoon
  1 x Platoon HQ Section
  1 x Platoon Weapons Section
  3 x Mechanized Infantry Section
  Mechanized Infantry Section
  1 x Driver w/Vigneron SMG
  1 x Vehicle Commander w/Pistol
  2 x Mechanized Infantry Teams (1 & 2)
  Mechanized Infantry Team 1
  1 x Section Leader w/FN-FAL
  3 x Riflemen w/FN-FAL
  Mechanized Infantry Team 2
  1 x Asst. Section Leader w/FN-FAL
  4 x Riflemen w/FN-FAL
  Platoon Weapons Section
  1 x RL-83 Blindicide (AP:2/AT:3(M)
  2 x FN-MAG (Med. AP:2/AT:0)
  1 x M19 60mm Mortar (Lt. AP:1/AT:0)
  8 x M72 LAW (AP:2/AT:2(M)
  Platoon HQ Section x 1
  1 x Platoon Leader w. FN-FAL
  1 x Assistant Platoon Leader w. FN-
  FAL
  1 x RTO w. Vigneron SMG
  3 x Riflemen w. FN-FAL
  A Belgian Mechanized Infantry
  Platoon travels in 4 x M75. The
  vehicle Drivers and Commanders
  are part of the squads but do not
  dismount. Platoon HQ carries all
  platoon support weapons that are
  then issued as needed to the squads.
  In some units the troops are
  equipped with the AMX-VCI
  and from 1985 units began to
  receive the AIFV-B. The Ardennes
  Rifles and the Guides were equipped with
  M113A1s. All Belgian forces intended for
  first line combat with NATO were classed
  as Mechanized. Interior Defense forces
  Sample Organizations
  91
  Sergeant, Norwegian Infantry
  © Osprey Publishing • www.ospreypublishing.com
  
  were likely to be equipped with trucks. From 1985 some units
  began to issue 1 x RL-83 Blindicide and 1 x FN-MAG to each
  infantry squad. 
  Mechanized Infantry Company 
  1 x Company HQ
  2 x M75
  1 x Company Leader with FN-FAL
  1 x Asst. Company Leader with FN-FAL
  1 x RTO with Vigneron SMG
  1 x Senior NCO with FN-FAL
  1 x Medic
  1 x Specialist with RL-83 Blindicide (AP:2/AT:3(M)
  and Vigneron SMG
  1 x Rifleman with FN-FAL 
  2 x Drivers with Vigneron SMG
  2 x Vehicle Commanders with Pistols
  3 x Mechanized Infantry Platoons
  Mechanized Infantry Anti-
  Tank Platoon 
  2 x M38 Jeep with ENTAC 
  or
  2 x M75 with Milan ATGW Team (3-man team)
  or
  4 x Jagdpanzer Kannone 
  Tank Troop 
  3 x Leopard 1A1
  Recce Squadron 
  3 x Scimitar
  2 x Scorpions
  3 x Spartans w/three Recon Teams
  Recon Teams consist of four men with FN-FALs and often
  with light Anti-Tank weapons such as the M72 LAW. 
  Artillery 
  Direct artillery support for Force on Force games would
  most likely be supplied via the Mortar Platoon. General
  field support came from 105mm (M108) and 155mm
  (M109 and towed guns). 
  Belgian artillery observers used various forms of
  transport including M38 Jeeps, Land Rovers, Spartans and
  the Allouette II helicopter. 
  ROYAL NETHERLANDS ARMY
  ORGANIZATIONS, C.1985 
  Dutch Force Basic Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal 
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/D10 to D12
  Dutch Infantry Platoon 
  Dutch Infantry Platoon
  1 x Platoon HQ Section
  3 x Infantry Sections
  COLD WAR GONE HOT
  92
  Dutch troops follow an Engineer M113A1
  across an exposed bridge
  © Osprey Publishing • www.ospreypublishing.com
  
  Infantry Section
  Team 1
  1 x Section Leader w/FN-FAL
  1 x Specialist w/UZI SMG and TLV (Carl Gustav
  84mm, AP:3/AT:4(H)
  1 x Asst. Specialist w/FN-FAL
  1 x Rifleman w/FN-FAL
  Team 2
  1 x Asst. Section Leader w/FN-FAL
  1 x Gunner w/Pistol and FN-MAG (Med. AP:2/AT:0)
  1 x Asst. Gunner w/FN-FAL
  1 x Rifleman w/FN-FAL
  Platoon HQ Section
  Team 1
  1 x Platoon Leader w/FN-FAL
  1 x RTO w/FN-FAL
  1 x Specialist w/UZI SMG and M47 Dragon
  (AP:4/AT:4(H), SACLOS
  1 x Asst. Specialist w/FN-FAL
  Team 2
  1 x Asst. Platoon Leader w/FN-FAL 
  1 x Gunner w/Pistol and FN-MAG (Med. AP:2/AT:0)
  1 x Asst. Gunner w/FN-FAL
  1 x Riflemen w/FN-FAL
  In both the HQ and Infantry sections, one of the Riflemen
  might carry rifle grenades, taking on the role of grenadier. 
  If Mechanized Infantry (Panzerinfanterie) the above
  would ride in;
  Up until 1985:
  YP408 (with .50 HMG)
  Additional crew would be Driver w/Uzi and
  Commander w/Pistol 
  From 1976 the infantry could also operate from:
  YPR765PRI (25mm Oerlikon Cannon)
  Additional crew would be Driver w/Uzi, Gunner w/Uzi
  and Commander (The commander is also the Infantry
  Section Leader)
  YP408 Mechanized Combat
  Company (1985) 
  1 x Land Rover (Long Wheel Base)
  1 x Company Leader w/FN-FAL
  1 x RTO w/FN-FAL
  2 x Despatch Riders w/UZI on Moto-Guzzi
  Motorcycles 
  2 x YP408 (Command, .50 HMG), each of:
  1 x Asst. Company Leader w/FN-FAL
  1 x RTO w/FN-FAL
  1 x AA Gunner w/Stinger and UZI 
  1 x Senior NCO w/FN-FAL
  2 x Rifleman w/FN-FAL 
  1 x Medic
  1 x Specialist with TLV (Carl Gustav 84mm, 
  AP:3/AT:4(H) and UZI
  1 x Driver w/UZI
  1 x Vehicle Commander w/Pistol
  12 x YP408 (.50 HMG) in three platoons of four sections
  (1 x HQ & 3 x Standard)
  From 1976 the company could field the following
  YPR765s:
  2 x YPR-765 PRCO-B
  12 x YPR-765 PRI
  Sample Organizations
  93
  © Osprey Publishing • www.ospreypublishing.com
  
  Mechanized Infantry Anti-Tank
  Platoon (Pantserondersteunings) 
  1 x YP408 Command
  6 x YP408 w/six TOW with ground mount and 8 rounds
  Tank Platoon 
  5 x Leopard 1-V
  or
  5 x Centurion 5/2 (before 1980, still in use till 1984 with
  reserve formations)
  or
  4 x Leopard 2 (from 1981)
  A Tank Company would have three tank platoons
  commanded by 2 x Leopard 1-V/Centurion 5/2 or 1 x
  Leopard 2 and a YPR765PRCO-C1
  Recce Platoon (from a
  Reconnaissance Battalion –
  Verkenningsbataljon) 
  5 x M113 C&R w/25mm Oerlikon Cannon Turret
  2 x Leopard (1-V or 2)
  1 x M106 (M113 Mortar Carrier)
  1 x M113 A1 (containing Infantry Section)
  Anti-Tank Platoon 
  Up until 1985;
  1 x YP408 Command
  6 x YP408 w/six TOW with ground mount and 8 rounds
  Artillery 
  Direct artillery support for Force on Force games would
  most likely be supplied via the 120mm Mortar Platoon,
  which was a Mechanized Infantry Battalion asset. General
  field support came from various self-propelled guns
  ranging from 155mm (M109) to 203mm (M110).
  Dutch artillery observers used various forms of
  transport including M38 Jeeps, YPR765 PRCO-C5 and the
  Allouette 111 helicopter. 
  UNITED KINGDOM 
  British Army of the Rhine
  (BAOR) 
  BAOR Corps Basic Force Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/D10 to D12
  BAOR Mechanized Rifle Platoon 
  The rifle section is organized either into a gun group and
  a rifle group or into two equal-sized fire teams, the section
  rides in an FV-432.
  Rifle Platoon (All mounted in FV-432s)
  1 x Platoon HQ
  3 x Infantry Sections
  Infantry Section
  2 x Rifle Fireteams (A&B) 
  or 
  1 x Gun Group & 1 x Rifle Group
  Rifle Fireteams
  Fireteam A
  1 x Section Commander w/L1A1 SLR
  1 x Gunner w/Sterling SMG & MAW (AP:3/AT:4(H)
  1 x Assistant Gunner w/L1A1 SLR
  1 x Rifleman w/L1A1 SLR
  COLD WAR GONE HOT
  94
  © Osprey Publishing • www.ospreypublishing.com
  
  Fireteam B
  1 x Section 2IC/Gun Controller w/L1A1 SLR
  1 x Gunner w/L7A1 GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/L1A1 SLR
  1 x Rifleman w/L1A1 SLR
  or
  Rifle & Gun Groups
  Rifle Group
  1 x Section Commander w/L1A1 SLR
  1 x Gunner w/Sterling SMG & MAW (AP:3/AT:4(H)
  1 x Assistant Gunner w/L1A1 SLR
  2 x Rifleman w/L1A1 SLR
  Gun Group
  1 x Section 2IC/Gun Controller w/L1A1 SLR
  1 x Gunner w/L7A1 GPMG (Med. AP:2/AT:o)
  1 x Assistant Gunner w/L1A1 SLR
  Platoon HQ
  1 x Platoon Commander (Subaltern) w/L1A1 SLR or
  Sterling SMG
  1 x Platoon Sergeant w/L1A1 SLR
  1 x Signaler (RTO) w/L1A1 SLR or Sterling SMG
  1 x Gunner w/Light Mortar (Lt. AP:1/AT:0)
  1 x Medic w/L1A1 SLR
  Mechanized Infantry Anti-Tank
  Section
  1 x Ferret with two-man command element
  2 x FV-432 with 4 x three-man Milan Teams
  (AP:4/AT:5(H), SACLOS
  This unit could also be comprised of four FV438 Swingfire
  (AP:5/AT:6(H), SACLOS) vehicles though these, originally
  operated by specialist anti-tank units of the Royal Artillery
  from their introduction during the 1970s, transferred to
  the Royal Armoured Corps during the late 1980s. While
  not part of a mechanized infantry battalion, the option is
  given for the sake of completeness. 
  Tank Troop
  4 x Chieftain Mk10
  or
  4 x Challenger 1
  Medium Reconnaissance
  Troop
  4 x Scorpion
  When attached to infantry formations this would be; 2 x
  Scorpion, 2 x Scimitar.
  Close Recon Troop
  4 x Scimitar
  Surveillance Troop
  1 x FV103 Spartan w/Platoon HQ
  4 x FV103 Spartan w/Rifle Section
  Artillery
  Direct artillery support for Force on Force games would
  most likely be supplied via the Mortar Platoon. General
  field support came from 105mm (FV-433) and 155mm
  (M109). 
  British artillery observers used various forms of
  transport including FV103 Spartans, FV432s, Land
  Rovers and Gazelle AH 1 helicopters. 
  Sample Organizations
  95
  © Osprey Publishing • www.ospreypublishing.com
  
  UNITED STATES FORCES 
  US Army 
  US Army Basic Force Attributes
  Initiative Level: D8 to D12
  Confidence Level: Confident to High
  Supply Level: Abundant
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8 to D10/D8 to D12
  Typical Unit Attributes:
  � Forward Observer
  � Tactical Air Controller
  � Medic
  General Notes: The M16A1 was the
  standard infantry weapon in the US
  Army 
  until 
  1986,
  when 
  the 
  M16A2
  began 
  to 
  appear.
  M16A1s remained in use
  into the 1990s at various
  levels, however. The
  M249 
  SAW 
  was
  introduced in 1982, in
  a configuration visibly
  different from its
  current 
  guise. 
  It
  primarily 
  replaced
  the M16A1 used by
  the 
  automatic
  rifleman. 
  Again 
  M16A1s
  remained in use for some time
  afterwards, and the product
  improvement kit for the
  M249 that was introduced
  in the late 1980s was not fitted to all weapons until the
  mid-1990s. Ranger and Special Forces units had access to
  other types of individual weapons, including “submachine
  gun” and carbine members of the AR-15/M16A1 family, to
  include the XM177E2 and Colt Model 653. The M72A3
  recoilless rocket launcher was adopted in 1986 to replace
  the various versions of the M72 LAW that remained in
  service. It too did not see issue to most units until well after
  that point. The M47 Dragon soldiered on well into the
  1990s, as did the M60 machine gun. Weapons specified
  are representative, but can be substituted for other systems
  within the appropriate time frames.
  Rifle Platoon (Light) 
  1 x Platoon Headquarters
  3 x Rifle Squad
  Rifle Squad
  1 x Squad Leader w/M16A1
  2 x Fireteams
  COLD WAR GONE HOT
  96
  Corporal, Danish 
  Commandos
  US A10 Thunderbolts savage a Soviet
  artillery park
  © Osprey Publishing • www.ospreypublishing.com
  
  Rifle Fireteam
  1 x Team Leader w/M16A1
  1 x Automatic Rifleman w/M249 SAW (Lt. AP:1/AT:0)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  Platoon Headquarters
  1 x Platoon Leader w/M16A1
  1 x Platoon Sergeant w/M16A1
  1 x Platoon RATELO w/M16A1
  2 x Machine Gunner w/M60 GPMG (Med. AP:2/AT:0)
  2 x Asst. Machine Gunner w/M16A1
  Machine Gunners and Asst. Gunners can be split into
  two GPMG Weapon Teams.
  Rifle Platoon (Including
  Airborne and Air Assault) 
  1 x Platoon Headquarters
  3 x Rifle Squad
  1 x Weapon Squad
  Platoon Headquarters
  1 x Platoon Leader w/M16A1
  1 x Platoon Sergeant w/M16A1
  1 x Platoon RATELO w/M16A1
  Rifle Squad
  1 x Squad Leader w/M16A1
  2 x Fireteams
  Rifle Fireteam
  1 x Team Leader w/M16A1
  1 x Automatic Rifleman w/M249 SAW (Lt. AP:1/AT:0)
  1 x Grenadier w/M16A1 and M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  Weapons Squad
  1 x Squad Leader w/M16A1
  2 x Machine Gun Teams, each of:
  1 x Machine Gunner w/M60 (Med. AP:2/AT:0)
  1 x Asst. Machine Gunner w/M16A1
  2 x AT Teams, each of:
  1 x Anti-Armor Gunner w/M47 Dragon
  (AP:4/AT:4(H)
  1 x Asst. Anti-Armor Gunner w/M16A1
  Mechanized Rifle Platoon (M113) 
  1 x Platoon Headquarters
  3 x Rifle Squad
  Rifle Squad (w/M113A2)
  1 x Squad Leader w/M16A1
  2 x Fireteams
  Fireteam
  1 x Team Leader w/M16A1
  1 x Automatic Rifleman w/M249 SAW (Lt. AP:1/AT:0)
  1 x Grenadier w/M16A1 and M203 (Lt. AP:1/AT:0)
  2 x Rifleman w/M16A1 
  One rifleman in the squad acts as the M113’s driver and
  another as its gunner when performing mounted
  operations. This reduces the dismounted fireteams to one
  Rifleman each (and a total of four Fireteam members).
  Platoon Headquarters (M113A2)
  1 x Platoon Leader w/M16A1
  1 x Platoon Sergeant w/M16A1
  1 x Asst. Platoon Sergeant w/M16A1
  1 x RTO w/M16A1
  1 x Carrier Driver w/M16A1
  Sample Organizations
  97
  © Osprey Publishing • www.ospreypublishing.com
  
  COLD WAR GONE HOT
  Note: Each squad has an M60 machine gun and an M47
  Dragon missile system with no assigned gunner. When
  deployed, one automatic rifleman is equipped with the
  M60 and one of the squad’s riflemen is equipped with
  the M47 Dragon. Both weapons can be mounted on the
  M113A2 in addition to its standard .50 caliber M2
  machine gun. If mounted, the automatic rifleman
  reverts to his M249 SAW when the squad dismounts.
  When squads are mounted, one of the squad’s team
  leader’s is also designated as the carrier gunner, and
  remains in the track, along with the carrier driver, when
  the squad dismounts. 
  Typical Unit Attributes
  � Ground Huggers
  Mechanized Rifle Platoon (M2
  Bradley IFV) 
  Mounted Platoon
  2 x Vehicle Section
  2 x Rifle Squad
  Vehicle Section
  1 x Track Comander
  1 x Senior Gunner
  1 x Vehicle Driver
  2 x Rifle Squads
  2 x Teams (A & B)
  Rifle Squads
  1st Rifle Squad, Team A (M2/M2A1 Bradley IFV)
  1 x Platoon Leader w/M16A1
  1 x Team Leader w/M16A1
  1 x Automatic Rifleman w/M249 (Lt. AP:1/AT:0)
  1 x Grenadier w/M16A1 and M203 (Lt. AP:1/AT:0)
  1 x Anti-Armor Specialist w/M16A1 
  1 x Forward Observer w/M16A1
  1st Rifle Squad, Team B (M2/M2A1 Bradley IFV)
  1 x Squad Leader w/M16A1
  1 x Team Leader w/M16A1
  2 x Automatic Rifleman w/M249 (Lt. AP:1/AT:0)
  1 x Anti-Armor Specialist w/M16A1 (Lt. AP:1/AT:0)
  1 x Platoon RATELO w/M16A1
  2nd Rifle Squad, Team A (M2/M2A1 Bradley IFV)
  1x Team Leader w/M16A1
  1x Automatic Rifleman w/M249 (Lt. AP:1/AT:0)
  1x Grenadier w/M16A1 and M203 (Lt. AP:1/AT:0)
  1x Anti-Armor Specialist w/M16A1
  1x Forward Observer/RATELO w/M16A1
  2nd Rifle Squad, Team B (M2/M2A1 Bradley IFV)
  1x Squad Leader w/M16A1
  1x Team Leader w/M16A1
  2x Automatic Rifleman w/M249 (Lt. AP:1/AT:0)
  1x Anti-Armor Specialist w/M16A1
  Note: Anti-armor specialists may also be
  equipped with an M47 Dragon
  (AP:4/AT:3(M), 
  SACLOS) 
  or
  M72A3 LAW (AP:2/AT:2(M) in
  addition to their primary weapon.
  An Aidman is attached to the
  second rifle squad and rides with
  Team A. When the platoon
  operates
  dismounted, it is
  formed into two
  squads of nine
  men each, plus the
  98
  Corporal-Chef, 
  Canadian Royal 
  22e Regiment
  © Osprey Publishing • www.ospreypublishing.com
  
  Sample Organizations
  99
  platoon headquarters. The dismounted organization also
  has a five man machine gun section, with a section leader,
  two machine gunners with M60s (Med. AP:2/AT:0) and two
  assistant machine gunners with M16A1s.
  Typical Unit Attributes
  � Ground Huggers
  Scout Platoon (M113) 
  1 x Platoon Leader Scout Section
  1 x Platoon Sergeant Scout Section 
  1 x Scout Section 
  Platoon Leader Scout Section (M113A2)
  1 x Platoon Leader w/M16A1
  1 x RTO w/M16A1
  1 x Carrier Driver w/M16A1
  1 x Assistant Scout Team Leader w/M16A1
  1 x Scout w/M16A1 
  Scout Section (M113A2)
  1 x Section Team Leader w/M16A1
  1 x Carrier Driver w/M16A1
  1 x Assistant Scout Team Leader w/M16A1
  2 x Scout w/M16A1 
  Platoon Sergeant Scout Section (M113A2)
  1 x Platoon Sergeant w/M16A1
  1 x Carrier Driver w/M16A1
  1 x Assistant Scout Team Leader w/M16A1
  2 x Scout w/M16A1 
  Platoon Leader Scout Section (M901A1 ITV)
  1 x Vehicle Commander w/M16A1
  1 x Gunner w/M16A1
  2 x Assistant Gunners w/M16A1
  1 x Driver w/M16A1
  Platoon Sergeant Scout Section (M901A1 ITV)
  1 x Vehicle Commander w/M16A1
  1 x Gunner w/M16A1
  2 x Assistant Gunners w/M16A1
  1 x Driver w/M16A1
  Scout Section (M901A1 ITV)
  1 x Vehicle Commander w/M16A1
  1 x Gunner w/M16A1
  2 x Assistant Gunners w/M16A1
  1 x Driver w/M16A1
  Typical Unit Attributes
  � Stealthy
  � Forward Observer
  � Tactical Air Controller
  Note: Each section had an M47 Dragon missile system
  with no assigned gunner. When deployed, one scout can be
  equipped with the M47. The weapon can be mounted on
  the M113A2 in addition to its standard .50 caliber M2
  machine gun. When the scout sections dismount, the
  Platoon Sergeant and 2 Assistant Team Leaders are
  designated as the carrier TC/gunner, and remain in the
  track, along with the carrier driver.
  A US Army M901 ITV
  © Osprey Publishing • www.ospreypublishing.com
  
  Ranger Rifle Platoon 
  1 x Platoon Headquarters
  3 x Rifle Squad
  1 x Machine Gun Squad
  Rifle Squad
  1 x Squad Leader w/M16A1
  2 x Fireteams
  Rifle Fireteam
  1 x Team Leader w/M16A1
  1 x Automatic Rifleman w/M249 SAW (Lt. AP:1/AT:0)
  1 x Grenadier w/M16A1 and M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  Platoon Headquarters
  1 x Platoon Leader w/M16A1
  1 x Platoon Sergeant w/M16A1
  1 x RTO w/M16A1
  Machine Gun Squad
  1 x Squad Leader w/M16A1
  3 x Machine Gun Teams, each of:
  1 x Machine Gunner w/M60 (Med. AP:2, AT:0)
  1 x Asst. Machine Gunner w/M16A1
  1 x Ammo Bearer w/M16A1
  Long Range Surveillance
  Platoon, Long Range
  Surveillance Company 
  1 x Platoon Headquarters (Administrative only – not
  encountered in play)
  6 x Surveillance Team
  Surveillance Team
  1 x Team Leader w/M16A1
  1 x Asst. Team Leader w/M16A1
  3 x Observer w/M16A1
  1 x RATELO w/M16A1
  Note: The Long Range Surveillance Company was a Corps
  level asset. Long Range Surveillance Detachments, a
  platoon sized formation, were assigned to the Military 
  COLD WAR GONE HOT
  100
  The “CAR-15”
  A collapsible-stock version of the M16A1 was
  produced in this time period. It featured a
  shortened barrel and was famous for its
  ferocious muzzle-flash. This weapon was
  referred to generically as the “CAR-15” or
  “CAR,” but there were actually several versions
  of this type of weapon, including the
  XM177E1/E2, GAU-5/A, GAU-5A/A, and the
  Colt Model 653. For convenience sake, and in
  adherence with the flavor of the period, this type
  of weapon is referred to throughout these rules
  as a “CAR-15.”
  US M60A3 tanks on the march across
  West Germany
  © Osprey Publishing • www.ospreypublishing.com
  
  Intelligence Battalion in each Division. These formations
  had a Headquarters Section, Communications Section,
  and six Surveillance Teams. LRSDs assigned to Military
  Intelligence Battalions in Light Infantry Divisions had only
  four Surveillance Teams.
  Typical Unit Attributes
  � Stealthy
  � Forward Observer
  � Tactical Air Controller
  Special Forces Operational
  Detachment A 
  1 x Detachment Commander w/M16A1
  1 x Detachment Technician w/M16A1
  1 x Operations Sergeant w/M16A1
  1 x Asst. Operations and Intelligence Sergeant
  w/M16A1
  2 x Weapons Sergeant w/M16A1
  2 x Engineer Sergeant w/M16A1
  2 x Medical Sergeant w/M16A1
  2 x Communications Sergeant w/M16A1
  ODAs commonly divide into two or three equally sized
  teams of analogous capabilities. They are often equipped
  with mission specific gear, such as CAR-15s, and are
  trained to use Warsaw Pact weapons, which they may
  utilize if the mission requires or their own weapons are
  inoperable or depleted.
  Typical Unit Attributes
  � Stealthy
  � Forward Observer
  � Tactical Air Controller
  � Advanced Live Saving
  Tank Platoon (Armor or Cavalry) 
  4x M60A3, M1, IPM1, or M1A1 Tanks
  Typical Unit Attributes
  � Ground Huggers
  Cavalry Platoon 
  6 x M3 Bradley CFV
  Typical Unit Attributes
  � Ground Huggers
  US Marine Corps (USMC) 
  US Marine Corps Basic Force Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8 to D10/D10 to D12
  Typical Unit Attributes:
  � Forward Observer
  � Terminal Air Controller
  � Medic
  Sample Organizations
  101
  A US M1 Abrams kicks up dust as it
  moves to a new firing position
  © Osprey Publishing • www.ospreypublishing.com
  
  General Notes: The M16A1
  was the standard infantry weapon in the US Marine Corps
  until 1984, when the M16A2 began to appear. M16A1s
  remained in use into the 1990s at various levels. The M249
  SAW was introduced in 1982, in a configuration visibly
  different from its current guise. In the USMC it was to
  replace the M16A1 and the M16A1-based “Interim SAW”
  that had been used by the automatic rifleman. The
  USMC’s initial purchase of M249s was dramatically
  smaller than that of the US Army, and the M16A1s and
  Interim SAWs remained in use for some time afterwards.
  As with the US Army, the product improvement kit for the
  M249 was not fitted to all weapons until the mid-1990s.
  The M72A3 recoilless rocket launcher was adopted in 1986
  to replace the various versions of the M72 LAW that
  remained in service. It too did not see issue to most units
  until well after that point. The M47 Dragon soldiered on
  well into the 1990s. The Marines even developed a product
  improved Dragon II in the late 1980s. Also in the 1980s,
  the USMC adopted the M60E3, a lightweight version of the
  M60. The modifications adversely affected the weapon’s
  reliability, however, and by the early 1990s, it had begun to
  be replaced with the M240G. Weapons specified are
  representative, but can be substituted for other systems
  within the appropriate time frames.
  USMC Rifle Platoon 
  1 x Platoon Headquarters
  3 x Rifle Squad
  Rifle Squad
  1 x Squad Leader w/M16A1
  3 x Fireteams
  Rifle Fireteam
  1 x Fire Team Leader w/M16A1 and M203 (Lt. 
  AP:1/AT:0)
  1 x Automatic Rifleman w/M16A1 or Interim SAW 
  (Lt. AP:1/AT:0)
  1 x Asst. Automatic Rifleman w/M16A1 and M203 
  (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A1
  Platoon Headquarters
  1 x Platoon Leader w/M16A1
  1 x Platoon Sergeant w/M16A1
  1 x Platoon RATELO w/M16A1
  1 x Corpsman w/M16A1
  USMC Scout Sniper Platoon 
  1 x Headquarters Section
  3 x Scout Sniper Squad
  Headquarters Section
  1 x Platoon Commander w/M16A1
  1 x Platoon Sergeant w/M16A1
  1 x Repairman w/M16A1
  Scout Sniper Squad
  1 x Squad Leader w/M16A1
  5 x Sniper Teams
  COLD WAR GONE HOT
  102
  A USMC LAV25 in winter color
  © Osprey Publishing • www.ospreypublishing.com
  
  Sniper Team
  1 x Sniper Team Leader w/M40A1
  1 x Scout Observer w/M203 (Lt. AP:1/AT:0)
  Typical Attributes:
  � Forward Observer
  � Terminal Air Controller
  � Stealthy
  USMC Tank Platoon 
  4 x M60A3 or M1A1 Tank
  Typical Unit Attributes
  � Ground Huggers
  USSR 
  USSR Basic Force Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal
  Body Armor: Optional – See Cold War Era Body Armor
  Troop Quality/Morale: D8 to D10/D10 to D12
  TYPICAL UNIT ATTRIBUTES:
  � Inflexible Doctrine
  � Forward Observer
  � Terminal Air Controller
  � Medic
  Motorized Rifle Platoon
  (BTR) 
  1 x Platoon Headquarters
  3 x Motorized Rifle Squad (BTR)
  Motorized Rifle Squad (w/BTR-60/70/80)
  1 x Squad Leader (BTR Commander) w/AK-74*
  1 x BTR Driver/Mechanic w/PM*
  1 x BTR Machine Gunner w/PM*
  1 x Senior Rifleman/Asst. Squad
  Leader w/AK-74
  1 x Machine Gunner
  w/RPK-74 (Lt. AP:1/AT:0)
  1 x Grenadier w/RPG-7V
  (Med. AP:4/AT:0) or RPG-
  7 (Med. AP:2/AT:3(M)
  1 x Rifleman/Asst.
  Grenadier w/AK-74
  1 x Rifleman/Medic
  w/AK-74
  1 x Rifleman w/AK-74
  *These personnel did not
  dismount the vehicle.
  Platoon Headquarters
  1 x Platoon Leader w/PM
  1 x Asst. Platoon Leader
  w/AK-74
  Sample Organizations
  103
  BTR-60 (with a 9P122 Malyutka AT-3
  Sagger launcher vehicle in background)
  Sergeant, Belgian 2nd 
  Commando Battalion
  © Osprey Publishing • www.ospreypublishing.com
  
  Note: One squad per platoon equips the last rifleman in
  the squad with a Dragunov SVD. The Soviet Naval
  Infantry Platoons had 21 versus 16 AK-74s. It’s not
  clear how these additional weapons were distributed in
  the platoon.
  Motorized Rifle Platoon
  (BMP) 
  1 x Platoon Headquarters
  3 x Motorized Rifle Squad (BMP)
  Platoon Headquarters
  1 x Platoon Leader w/PM
  1 x Asst. Platoon Leader
  w/AK-74
  Motorized Rifle
  Squad (w/BMP-
  1/BMP-2)
  1 x Squad Leader
  (BMP
  Commander)
  w/AK-74*
  1 x Asst.
  Squad Leader
  (BMP Gunner) w/PM
  Pistol*
  1  x BMP
  Driver/Mechanic w/PM
  Pistol*
  1x Senior Rifleman
  w/AK-74
  1 x Machine Gunner
  w/RPK-74 (Lt.
  AP:1/AT:0)
  1 x Rifleman/Medic w/AK-74 
  1 x Grenadier w/RPG-7V (Med. AP:4) and PM Pistol
  1 x Rifleman/Asst. Grenadier w/AK-74
  1 x Rifleman w/AK-74
  *These personnel do not dismount the BMP.
  Note: One squad per platoon equips with the last rifleman
  in the squad with an SVD.
  Typical Unit Attributes:
  �
  Inflexible Doctrine
  Airborne Rifle Platoon
  (BMD) 
  1 x Platoon Headquarters
  3 x Airborne Rifle Squad (BMD)
  Airborne Rifle Squad (w/BMD/BMD-2)
  1 x Squad Leader (BMD Commander) w/AK-74*
  1 x BMD Driver/Mechanic w/PM Pistol*
  1 x BMD Gunner w/PM Pistol*
  1 x Asst. Squad Leader/Senior Rifleman w/AK-74
  1 x Machine Gunner w/RPK-74 (Lt. AP:1/AT:0)
  1 x Grenadier w/RPG-7 (Med. AP:2/AT:3(M) and PM
  Pistol
  1 x Rifleman/Asst. Grenadier w/AK-74
  *These personnel do not dismount the BMP.
  Platoon Headquarters
  1 x Platoon Leader w/PM
  1 x Asst. Platoon Leader w/AK-74S
  Typical Unit Attributes:
  �
  Inflexible Doctrine
  COLD WAR GONE HOT
  104
  Corporal, Dutch 104th Commando Company
  © Osprey Publishing • www.ospreypublishing.com
  
  Tank and Assault Gun
  Platoons (c.1984) 
  Tank Platoon, Tank Company, Independent Tank
  Battalion, Motor Rifle Division
  3 x T-80B Tank
  Tank Platoon, Tank Company, Tank Battalion, Tank
  Regiment
  3 x T-64BM or T-72A Tank
  Tank Platoon, Tank Company, Tank Battalion, Motor
  Rifle Regiment (BTR or BMP)
  4 x T-64BM or T-72A Tank
  ATGM Platoon, ATGM Battery, Motor Rifle
  Regiment (BTR or BMP)
  1 x BDRM-2
  1 x 9P137/9P148 (BDRM-2 w/AT-5)
  BMP Platoon, Reconnaissance Company, Motor Rifle
  Regiment (BTR or BMP)
  3 x BMP-1
  BDRM Platoon, Reconnaissance Company, Motor
  Rifle Regiment (BTR or BMP)
  4 x BDRM-2
  ASU Troop, ASU Battery, ASU Battalion, Airborne
  Division
  3 x ASU-85
  Typical Unit Attributes
  � Inflexible Doctrine
  WARSAW PACT VARIATIONS 
  While the members of the Warsaw Pact duplicated much
  of 
  the 
  Russian 
  Army’s
  equipment and organizations,
  some variants did exist.
  Notable exceptions to
  the norm are listed
  below:
  East Germany
  did 
  not 
  field
  BMP-2s (in the
  middle 
  80s,
  though 
  they
  would later), MT-
  LBs, T-62Ms or
  T-64BMs.
  Poland 
  and
  Czechoslovakia 
  did
  not field BMP-2s, T-
  62Ms, 
  T-64BMs, 
  and
  fielded the variants of the
  OT-62M and OT-64BM in
  place of the BTR series.
  Sample Organizations
  105
  Soviet T-72s on parade before the war
  Royal Marine Commando
  © Osprey Publishing • www.ospreypublishing.com
  
  VEHICLES
  The vehicle “stats” for many of the AFVs presented in
  this book will differ from those presented for them in
  the original Force on Force rule book. One obvious
  difference is the removal of the Obsolete attribute (old
  clunkers in 2010+ were in their prime in the ‘80s). There
  are also some differences between the armor and AT
  values presented for some vehicles. These modifications,
  too, are meant to represent the vehicle’s relative
  performance to other vehicles from the era. 
  The vehicles presented in this book are limited to
  those featured in the scenarios and a few purely
  representational vehicles. If you are looking for
  descriptions for Cold War era vehicles that you can’t find
  in 
  this 
  book, 
  please 
  visit 
  our 
  website 
  at
  www.ambushalleygames.com, where we maintain a free
  Motor Pool resource. 
  106
  NATO SOFT-SKIN VEHICLES
  NAME
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes/
  Nation
  Land Rover 
  S
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+7
  UK
  M998
  HMMWV
  Cargo/Troop
  Carrier
  S
  W
  Pintle M2HB (Hvy.
  AP:4/AT:1(L)
  1D6
  1D6
  1D6
  1D6
  1+9
  Usually not armed
  USA
  M1043
  HMMWV
  Weapons
  Carrier
  S
  W
  M2HB (Hvy.
  AP:4/AT:1(L)
  or
  Mk.19 (Med. AP:3/AT:0)
  1D6
  (2D6 if
  Up-
  armored)
  1D6
  (2D6 if
  Up-
  armored)
  1D6
  (2D6 if
  Up-
  armored)
  1D6
  (1D6 if
  Up-
  armored)
  1+4
  Can be Up-Armored
  USA
  M151A2
  MUTT
  S
  W
  M2HB (Hvy.
  AP:4/AT:1(L)
  1D6
  1D6
  1D6
  1D6
  1+4
  USA
  M151A2
  w/TOW
  Launcher
  S
  W
  TOW II ATGM
  (AP:5/AT:7(H) SACLOS
  1D6
  1D6
  1D6
  1D6
  1+4
  USA
  NATO LIGHT VEHICLES
  NAME
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes/
  Nation
  M75 APC
  L
  T
  M2HB (Hvy.
  AP:4/AT:1(L)
  N/A
  2D8
  1D8
  1D6
  1D6
  2+11
  Obsolete
  USA
  M113A2 APC
  L
  T
  M2HB (Hvy.
  AP:4/AT:1(L)
  N/A
  2D8
  1D8
  1D6
  1D6
  2+11
  Obsolete
  Amphibious
  USA
  M163 PIVADS
  L
  T 
  20mm Vulcan
  (AP:5/AT:2M)
  N/A
  2D8
  1D8
  1D6
  1D6
  4
  Obsolete
  Advanced Optics/Sensors
  Amphibious
  USA
  M901A1 ITV
  L
  T 
  2 x TOW II ATGM
  (AP:5/AT:7(H) SACLOS
  N/A
  2D8
  1D8
  1D6
  1D6
  4
  Obsolete
  Advanced Optics/Sensors
  Amphibious
  USA
  NATO VEHICLES
  © Osprey Publishing • www.ospreypublishing.com
  
  107
  Vehicles
  M2 Bradley
  IFV
  L
  T
  25mm Chain Gun
  (AP:5/AT:3(M)
  TOW II ATGM
  (AP:5/AT:7(H) SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious (with
  preparation)
  Advanced Optics/Sensors
  Cannot fire Main Gun and
  ATGM same
  Activation/Reaction. USA
  M3 Bradley
  CFV
  L
  T
  25mm Chain Gun
  (AP:5/AT:3(M)
  TOW II ATGM
  (AP:5/AT:7(H) SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious (with
  preparation)
  Advanced Optics/Sensors
  Cannot fire Main Gun and
  ATGM same
  Activation/Reaction. USA
  M551A1 TTS
  Sherdian 
  L
  T
  152 mm Gun
  (AP:6/AT:4(H)
  M2HB (Hvy.
  AP:4/AT:1(L)
  Shillelagh ATGM
  (AP:5/AT:6(H) SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious (with
  preparation)
  Advanced Optics/Sensors
  Cannot fire Main Gun and
  ATGM same turn
  TQ Test required before
  each Shillelagh launch after
  the first. Failure indicates
  the delicate fire control
  system is broken and no
  more missiles can be fired
  for the duration of the game.
  USA
  Ferret Mk 2/5
  L
  W
  Twin 7.62 GPMG (Med.
  AP4/AT0)
  N/A
  3D8
  2D8
  2D6
  1D6
  2
  Smoke Generators
  UK
  Fox
  L
  W
  30mm Auto Cannon
  (AP:4/AT:3(L)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Amphibious
  Smoke Generators
  UK
  FV603 Saracen
  L
  W
  Twin 7.62 GPMG (Med.
  AP:4/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  2+9
  Smoke Generators
  UK
  FV601 Saladin
  L
  W
  76mm M32
  (AP:3/AT:3(H)
  Coax MG (Med.
  AP:3/AT:0)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Smoke Generators
  UK
  AT105 Saxon
  APC
  L
  W
  7.62 GPMG (Med.
  AP:3/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  2+10
  UK
  FV101
  Scorpion
  CVR(T)
  L
  T
  75mm (AP:3/AT:2(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Amphibious
  UK
  FV102 Striker
  CVR(T)
  L
  T
  Swingfire
  Launcher(AP:5/AT:6(H)
  SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Amphibious
  UK
  FV107
  Scimitar
  CVR(T)
  L
  T
  30mm Auto Cannon
  (AP:4/AT:3(L)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Amphibious
  Bar Armor
  UK
  FV103 Spartan
  APC
  L
  T
  7.62 GPMG (Med.
  Support, AP:3/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  2+5
  Amphibious
  UK
  FV103 Spartan
  MCT
  L
  T
  Milan Missile Launcher
  (AP:4/AT:5(H) Tandem
  Warhead ignores ERA;
  SACLOS
  7.62 GPMG (Med.
  AP:3/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  3
  Amphibious
  UK
  FV510
  Warrior IFV 
  L
  T
  30mm Auto Cannon
  (AP:4/AT:3(L)
  3D
  3D8
  (4D8 if
  Up-
  Armored)
  2D8
  (3D8 if
  Up-
  Armored)
  2D6
  (3D6 if
  Up-
  Armored)
  1D6
  (1D6 if
  Up-
  Armored)
  3+7
  Advanced Optics/Sensors
  Can be Up-Armored
  UK
  © Osprey Publishing • www.ospreypublishing.com
  
  COLD WAR GONE HOT
  108
  FV432
  L
  T
  7.62 GPMG (Med.
  AP:3/AT:0)
  Pintel Mounted – must
  be Unbuttoned to use.
  N/A
  3D8
  2D8
  2D6
  1D6
  2+11
  Amphibious
  UK
  FV432 w/Peak
  Turret
  L
  T
  Turret Mounted 7.62
  GPMG (Med.
  AP:3/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  2+11
  Amphibious
  UK
  Samaritan
  (FV104)
  L
  T
  Unarmed
  N/A
  3D8
  2D8
  2D6
  1D6
  2+6 
  Amphibious
  UK
  Sultan
  (FV105)
  L
  T
  7.62 GPMG (Med.
  AP:3/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  6
  Amphibious
  Command and Control (C2)
  Vehicle
  UK
  EBR-90
  L
  W
  90mm Cannon
  (AP:4/AT:3(M)
  7.62 GPMG (Med.
  AP:3/AT:0)
  4D
  3D8
  2D8
  2D6
  1D6
  4
  France
  AML-60
  L
  W
  60mm Breach Loading
  Mortar (AP:4/AT:2(M)
  7.62 GPMG (Med.
  AP:3/AT:0)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  France
  AML-90
  L
  W
  90mm Cannon
  (AP:4D/AT:3D(M)
  7.62 GPMG (Med.
  AP:3/AT:0)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  France
  ERC-90 Sagaie
  L
  W
  90mm Cannon
  (AP:4/AT:3(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  France
  AMX-VCI
  L
  T
  12.7mm HMG
  (AP:4/AT:1(L)
  N/A
  3D8
  2D8
  2D6
  1D6
  3+10
  France
  AMX 10P IFV
  L
  T 
  20mm Auto cannon
  (AP:3/AT:2(L)
  3D
  3D8
  (4D8 if
  Up-
  Armored)
  2D8
  (3D8 if
  Up-
  Armored)
  2D6
  (3D6 if
  Up-
  Armored)
  1D6
  (1D6 if
  Up-
  Armored)
  3+8
  Amphibious
  May be fitted with ERA
  Can be Up-Armored – loses
  Amphibious capability
  France
  AMX 10RC
  L
  T 
  105mm Cannon
  (AP:4/AT:5(H)
  7.62 GPMG (Med.
  AP:3/AT:0)
  3D
  3D8
  (4D8 if
  Up-
  Armored)
  2D8
  (3D8 if
  Up-
  Armored)
  2D6
  (3D6 if
  Up-
  Armored)
  1D6
  (1D6 if
  Up-
  Armored)
  3+8
  Amphibious
  May be fitted with ERA
  Can be Up-Armored – loses
  Amphibious capability
  France
  Panhard M3
  L
  W
  7.62mm MG (AP:3/AT:0)
  OR
  12.7mm HMG
  (AP:4/AT:1(L)
  N/A
  3D8
  2D8
  2D6
  1D6
  2 +10
  Amphibious
  France
  VAB VTT 4x4
  APC
  L
  W
  AA-52 GPMG (Lt.
  Support, AP:3/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  2+10
  Amphibious
  France
  AMX-13/105
  L
  T
  105mm Cannon
  (AP:4/AT:5(H)
  7.62 GPMG (Med.
  AP:3/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  3
  France
  AMX-13 HOT
  L
  T
  HOT ATGM Launcher
  (AP:5/AT:7(H) SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  3
  France
  AMX-13 TOW
  L
  T
  TOW ATGM Launcher
  (AP:4/AT:5(H) SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  3
  France
  Luchs
  L
  W
  20mm Autocannon
  (AP:3/AT:2(L)
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Amphibious
  Germany
  © Osprey Publishing • www.ospreypublishing.com
  
  Vehicles
  109
  Marder 1A1
  L
  T
  20mm Autocannon
  (AP:3/AT:2(L)
  Milan Missile Launcher
  (AP:4/AT:5(H) Tandem
  Warhead ignores ERA;
  SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Advanced Optics/Sensors
  Germany
  Jagdpanzer
  Rakete
  L
  T
  2 x SS11 ATGW
  Launcher (AP:4/AT:4(H)
  MCLOS
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Germany
  Jaguar 1
  L
  T
  HOT ATGM Launcher
  (AP:5/AT:7(H) SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Drum Launcher contains 8
  missiles.
  Germany
  Jaguar 2
  L
  T
  TOW ATGM Launcher
  (AP:4/AT:5(H) SACLOS
  3D
  4D8
  3D8
  3D6
  2D6
  4
  Up-Armored
  Germany
  Fuchs
  L
  W
  Milan Missile Launcher
  (AP:4/AT:5(H) Tandem
  Warhead ignores ERA;
  SACLOS
  3D
  3D8
  2D8
  2D6
  1D6
  2+10
  Amphibious
  Germany
  YPR-765
  L
  T
  25mm Chain Gun
  (AP:5/AT:3(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious
  Netherlands
  YP-408
  L
  W
  12.7mm HMG
  (AP:4/AT:1(L)
  3D
  3D8
  2D8
  2D6
  1D6
  2 + 9
  Amphibious
  Netherlands
  Lynx C&R
  L
  T
  12.7mm HMG
  (AP:4/AT:1(L)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Amphibious
  Netherlands & Canada
  LAV-25
  L
  W
  25mm Chain
  Gun(AP:5/AT:3(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3+6
  Amphibious
  Advanced Optics/Sensors
  USA (USMC)
  LAV-AT
  L
  W
  2 x TOW II ATGM
  (AP:5/AT:7(H)
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Amphibious
  Advanced Optics/Sensors
  USA (USMC)
  M901 ITV
  L
  T
  2 x TOW II ATGM
  (AP:5/AT:7(H)
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Amphibious
  Advanced Optics/Sensors
  USA (USMC)
  AAV-7A1
  L
  T
  M2HB (Hvy. :
  AP:4/AT:1(L)
  N/A
  3D8
  2D8
  2D6
  1D6
  3+25
  Amphibious
  USA (USMC)
  JadgPanzer
  Kanone 90mm
  L
  T
  90mm Cannon
  (AP:4D/AT:3D(M)
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Limited Traverse
  Poor Move & Fire
  Germany
  SpahPanzer
  Luchs
  L
  W
  20mm Autocannon
  (AP:3/AT:2(L)
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Germany
  NATO MEDIUM VEHICLES
  NAME
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes/
  Nation
  M48A5 Patton
  MBT
  M
  T
  105mm (AP:4/AT:5(H)
  M2HB (Hvy. :
  AP:4/AT:1(L)
  3D
  3D10
  2D10
  1D8
  1D6
  4
  Obsolete
  105mm APERS round 6D vs
  troops in open/light cover
  (TQ Test for availability)
  USA
  Centurion Mk
  5/2
  M
  T
  105mm (AP:4/AT:5(H)
  7.62 GPMG (Med.
  AP:3/AT:0)
  3D
  3D10
  2D10
  1D8
  1D6
  4
  Obsolete
  UK
  AMX-30B2
  MBT
  M
  T 
  105mm (AP:4/AT:5(H)
  20mm Coax
  (AP:3/AT:2(L)
  3D
  3D10
  2D10
  2D8
  1D6
  4
  Obsolete
  May be fitted with ERA
  France
  FlakPanzer
  Gepard
  M
  T
  2x 35mm Auto-cannon
  (AP:5, AT:3(L)
  3D10
  2D10
  1D8
  1D6
  3
  Germany
  © Osprey Publishing • www.ospreypublishing.com
  
  COLD WAR GONE HOT
  110
  NATO HEAVY VEHICLES
  NAME
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes/
  Nation
  M60A1 Patton
  RISE Passive
  MBT
  H
  T
  105mm (AP:4/AT:5(H)
  M2HB (Hvy.
  AP:4/AT:1(L)
  3D
  4D10
  3D10
  2D8
  2D6
  4
  May be fitted with ERA
  (Blazer ERA)
  Advanced Optics/Sensors
  USA
  M60A3 TTS
  Patton MBT
  H
  T
  105mm (AP:5/AT:6(H)
  M2HB (Hvy.
  AP:4/AT:1(L)
  4D
  4D10
  3D10
  2D8
  2D6
  4
  May be fitted with ERA
  (Blazer ERA)
  Advanced Optics/Sensors
  Enhanced Fire Control
  Improved MGs
  USA
  M1/IPM1
  Abrams MBT
  H
  T
  105mm (AP:5/AT:6(H)
  M2HB (Hvy.
  AP:4/AT:1(L)
  4D
  4D12
  3D12
  3D10
  2D8
  4
  Advanced Armor
  Improved MGs 
  Enhanced Fire Control
  Advanced Optics/Sensors
  USA
  M1A1 Abrams
  MBT
  H
  T
  120mm (AP:6D/AT:
  9(H)
  M2HB (Hvy.
  AP:4/AT:1(L)
  4D
  4D12
  3D12
  3D10
  2D8
  4
  Heavy Hitter
  Advanced Armor
  Improved MGs
  Enhanced Fire Control
  Lifesaver
  Safe Haven 
  USA
  Chieftain
  MBT (FV
  4201)
  H
  T
  120mm Rifled (AP:4/AT:
  6(H)
  M2HB (Hvy.
  AP:4/AT:1(L)
  3D
  4D10
  3D10
  2D8
  2D8
  4
  HESH rounds give +1
  Firepower die vs. structures
  UK
  Challenger I
  MBT
  (FV4030/4)
  H
  T
  120mm (AP:5/AT:8(H)
  3D
  4D12
  3D12
  2D10
  2D8
  4
  HESH rounds give +1
  Firepower die vs. structures
  Advanced Armor
  Enhanced Fire Control
  UK
  Leopard 1V
  H
  T
  105mm (AP:4/AT:5(H)
  7.62 M3 Mg (Med.
  AP:4/AT:0) 
  3D
  5D8
  4D8
  3D6
  2D6
  4
  Poor Armor
  Up-Armored AFV
  Dutch version of Leopard I,
  armor upgrades similar to
  Leopard 1A1 + armored
  skirts.
  Germany
  Leopard 1A3
  MBT
  H
  T
  105mm (AP:4/AT:5(H)
  7.62 M3 Mg (Med.
  AP:4/AT:0) 
  3D
  4D10
  3D10
  2D8
  2D8
  4
  Advanced Optics/Sensors
  Germany
  Leopard 1A4
  MBT
  H
  T
  105mm (AP:5/AT:6(H)
  7.62 M3 Mg (Med.
  AP:4/AT:0) 
  3D
  4D10
  3D10
  2D8
  2D8
  4
  Enhanced Fire Control
  Advanced Optics/Sensors
  Germany
  Leopard 2A1
  MBT
  H
  T
  120mm (AP:5D/AT:
  8(H)
  7.62 M3 Mg (Med.
  AP:4/AT:0) 
  4D
  4D12
  3D12
  3D10
  2D8
  4
  Safe Haven 
  Lifesaver
  Enhanced Fire Control
  Advanced Optics/Sensors
  Advanced Armor
  Germany
  S-Tank
  H
  T
  105mm Cannon
  (AP:4/AT:5(H)
  4D
  4D10
  3D10
  2D10
  2D6
  3
  Amphibious (with
  preparation)
  Sweden
  © Osprey Publishing • www.ospreypublishing.com
  
  WARSAW PACT VEHICLES
  Vehicles
  111
  WARSAW PACT SOFT-SKIN VEHICLES
  NAME
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  UAZ-469
  S
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+4
  Zil 157
  Specialty Van
  S
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+13
  WARSAW PACT LIGHT VEHICLES
  NAME
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  BRDM-2
  L
  W
  14.5mm HMG (Hvy.
  AP:4/AT:1(L)
  3D
  3D6
  2D6
  1D6 
  1D6
  4
  Amphibious
  Poor Armor
  BRDM-AT
  L
  W
  ATGM (AT-3)
  (AP:4/AT:4(H) MCLOS 
  OR
  ATGM (AT-4/5)
  (AP:3/AT:4*(H),
  SACLOS
  *Ignores ERA, -1 Defense
  Die vs. Advanced ERA
  3D
  3D6
  2D6
  1D6 
  1D6
  4
  Amphibious
  Poor Armor
  BRM-1 
  (BMP-R)
  L
  T
  73mm (AP:4/AT:2(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious
  Poor Armor
  BMD-1
  L
  T 
  73mm (AP:4/AT:2(M)
  ATGM (AT-3)
  (AP:4/AT:4(H) MCLOS
  3D
  3D6
  2D6
  1D6 
  1D6
  3+5
  Amphibious
  Poor Armor
  Main Gun & ATGM may not
  be fired at the same time
  BMD-2
  L
  T
  30mm Cannon
  (AP:3/AT:2(M)
  ATGM (AT-4/5)
  (AP:3/AT:4*(H),
  SACLOS
  *Ignores ERA, -1 Defense
  Die vs. Advanced ERA
  3D
  3D6
  2D6
  1D6 
  1D6
  3+4
  Amphibious
  Poor Armor
  Main Gun & ATGM may not
  be fired at the same time
  BMP-2D
  30mm Cannon
  (AP:3/AT:2(M)
  ATGM (AT-4/5)
  (AP:3/AT:4*(H),
  SACLOS
  *Ignores ERA, -1 Defense
  Die vs. Advanced ERA
  3D
  3D8
  2D8
  2D6 
  1D6
  3+4
  Amphibious
  Main Gun & ATGM may not
  be fired at the same time
  BMP-1
  L
  T 
  73mm (AP:4/AT:2(M)
  ATGM (AT-3)
  (AP:3/AT:4(H)
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious
  Poor Armor
  BMP-1 AA
  Variant
  L 
  T
  2x 57mm Auto-cannon
  (AP:5, AT:3(M)
  N/A
  3D8
  2D8
  2D6
  1D6
  5
  Amphibious
  Poor Armor
  BMP-2
  L
  T
  30mm Cannon
  (AP:3/AT:2(M)
  ATGM (AT-4/5)
  (AP:3/AT:4*(H)
  *Ignores ERA, -1 Defense
  Die vs. Advanced ERA
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious
  Main Gun & ATGM may not
  be fired at the same time
  9P137/9P138
  L
  W
  14.5mm HMG (Hvy.
  AP:4/AT:1(L)
  ATGM (AT-3)
  (AP:4/AT:4(H) MCLOS
  3D
  3D6
  2D6
  1D6 
  1D6
  2
  Poor Armor
  © Osprey Publishing • www.ospreypublishing.com
  
  112
  BTR-50P
  L
  T
  ZiS-2 50mm AT Gun
  (AP:3/AT:3(L)
  3D6
  2D6
  1D6 
  1D6
  4
  Amphibious
  Poor Armor
  BTR-60PA
  L
  T
  Pintel Mounted MG
  (Med. AP:3/AT:0)
  N/A
  3D6
  2D6
  1D6 
  1D6
  2+14
  Amphibious
  Poor Armor
  Open Top
  BTR-60PB
  L
  T
  14.5mm HMG (Hvy.
  AP:4/AT:1(L)
  3D6
  3D6
  2D6
  1D6 
  1D6
  3+8
  Amphibious
  Poor Armor
  BTR-70
  L
  T
  14.5mm HMG (Hvy.
  AP:4/AT:1(L)
  3D6
  3D6
  2D6
  1D6 
  1D6
  3+8
  Amphibious
  Poor Armor
  MT-LB
  L
  T
  Turrent Mounted MG
  (Med. AP:3/AT:0)
  N/A
  3D6
  2D6
  1D6 
  1D6
  2+11
  Amphibious
  Poor Armor
  ASU-85
  L
  T
  SD-44 85mm Cannon
  (AP:4/AT:4(M)
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Poor Move & Fire
  Limited Traverse
  OT-62 (Topaz)
  L
  T
  82mm Recoilless Gun
  (AT:3/AP3:(M)
  3D
  3D6
  2D6
  1D6 
  1D6
  2 + 16
  Exposed Gunner (Gunner
  must exit vehicle to reload
  gun between shots)
  Poor Armor
  OT-64 (SKOT)
  L
  W
  14.5mm HMG (Hvy.
  AP:4/AT:1(L)
  3D
  3D6
  2D6
  1D6 
  1D6
  2 + 18
  (2 + 10 in
  airborne
  versions)
  Amphibious
  Poor Armor
  PT-76
  L
  T
  D56-T 76.2mm Cannon
  (AT:3/AP:3(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Amphibious
  ZSU-23-4
  L
  T
  4x 23mm Auto-cannon
  (AP:4, AT:3(M)
  3D8
  2D8
  2D6
  1D6
  4 
  ZSU 57-2
  L
  T
  2x 57mm Auto-cannon
  (AP:5, AT:3(M)
  3D8
  2D8
  2D6
  1D6
  6 
  9K31 Strela-1
  (SA-9 Gaskin)
  L
  T
  4 x 9m31 Surface to Air
  Missiles
  3D8
  2D8
  2D6
  1D6
  3 
  WARSAW PACT HEAVY VEHICLES
  NAME
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  T-55A
  H
  T
  100mm (AP:5/AT:4(H)
  12.57 HMG (Hvy.
  Support: AP4/AT1(L)
  3D
  3D8
  2D8
  1D8
  1D6
  4
  Obsolete
  Light for Class
  T-62M
  H
  T
  115mm (AP:4/AT:5(H)
  12.57 HMG (Hvy.
  Support: AP4/AT1(L)
  AT-10 Stabber
  (AP:4/AT:5(H), SACLOS
  3D
  4D8
  3D8
  2D8
  1D6
  4
  Obsolete
  Up-Armored AFV
  Light for Class
  Main gun and AT missile
  cannot be fired in the same
  turn.
  T-64BM
  H
  T
  125mm (AP:4/AT:6(H)
  12.57 HMG (Med
  Support: AP4/AT1)
  3D
  4D10
  3D10
  2D8
  2D6
  4
  May be fitted with ERA
  Advanced Optics/Sensors
  T-72A
  H
  T
  125mm (AP:4/AT:6(H)
  12.57 HMG (Hvy.
  Support: AP4/AT1(L)
  ATGM (AT-4/5)
  (AP:3/AT:4*(H)
  *Ignores ERA, -1 Defense
  Die vs. Advanced ERA
  3D
  4D10
  3D10
  2D8
  2D6
  3
  May be fitted with ERA
  Death trap
  Advanced Optics/Sensors
  Gun and ATGM may not be
  fired in same turn
  T-80B
  H
  T
  125mm (AP:4/AT:6(H)
  12.57 HMG (Hvy.
  Support: AP4/AT1(L)
  ATGM (AT-8)
  (AP:4/AT:6(H)* SACLOS
  *Ignores ERA, -1 Defense
  Die vs. Advanced ERA
  3D
  4D10
  3D10
  2D8
  2D6
  3
  May be fitted with ERA
  Death trap
  Advanced Optics/Sensors
  Gun and ATGM may not be
  fired in same turn
  COLD WAR GONE HOT
  © Osprey Publishing • www.ospreypublishing.com
  
  ATGMS & SHOULDER LAUNCHED AT WEAPONS
  113
  EQUIVALENT NATO WEAPONS
  Type
  Weapon
  Rating
  Common
  Name
  Belgium
  Canada
  Denmark
  FRG
  Nether-
  lands
  UK
  USA
  5.56x45mm
  LMG
  Lt. AP:1/AT:0
  FN Minimi
  FN Minimi
  C9
  Minimi
  5.56x45mm
  rifle
  Small Arms
  M16 types
  C7
  M16
  M16A1/A2
  7.62x51mm
  LMG
  Med.
  AP:2/AT:0
  M1919
  types
  C5/C5A1
  7.62x51mm
  MG
  Med.
  AP:2/AT:0
  MG42 types
  Mg M/62
  MG3
  7.62x51mm
  MG
  Med.
  AP:2/AT:0
  FN MAG-
  58
  FN MAG-
  58
  C6
  L7A1
  7.62x51mm
  rifle
  Small Arms
  G3 types
  Gv M/66 /
  M/75
  G3A3/G3Z
  F/G3A4
  7.62x51mm
  rifle
  Small Arms
  FN FAL
  C1/C1A1
  FAL
  L1A1 SLR
  84mm RR
  AP:3/AT:3(M)
  Carl Gustav
  M2/M3
  Dykn M/79
  / M/85
  Pzf 84mm
  TLV
  L14A1
  M3
  RAAWS
  9mm SMG
  SMG
  Uzi
  MP2/MP2
  A1
  Uzi
  9mm SMG
  SMG
  MP5 types
  Mp M/85
  MP5A2/A3
  MP5A3
  9mm SMG
  SMG
  MP5SD
  types
  Mp
  M/85LD
  MP5SD3
  MP5SD3
  NATO ATGMS
  Missile Name
  Attack
  Nation(s) of
  Service
  Years in
  Service
  Guidance
  Notes
  ENTAC
  (AP:4/AT:4(M)
  France
  1957-74
  MCLOS
  Long arming distance 
  SS-10
  (AP:3/AT:3(M)
  France
  1955-62
  MCLOS
  Long arming distance 
  SS-11
  (AP:4/AT:4(M)
  France (Used by NATO
  nations)
  1953-80s
  MCLOS, but later Harpon
  version is SACLOS
  Long arming distance 
  Milan
  (AP:4/AT:5(H)
  NATO ex-US
  1972 on
  SACLOS
  Long arming distance 
  HOT
  (AP:5/AT:6(H)
  France/Germany
  1977 on
  SACLOS
  Cobra
  (AP:3/AT:3(H)
  Germany
  1957-68
  MCLOS
  Mosquito
  (AP:4/AT:4(H)
  Italy
  1961-early 80s
  MCLOS
  Long arming distance 
  Swingfire
  (AP:5/AT:6(H)
  UK/Belgium
  1966-95
  MCLOS, later improved to
  SACLOS
  Dragon
  (AP:4/AT:4(H)
  US/Netherlands
  1975-95
  SACLOS
  TOW-1
  (AP:4/AT:4(H)
  NATO wide
  1970 on
  SACLOS
  I-TOW
  (AP:4/AT:5(H)
  US
  1981 on 
  SACLOS
  TOW-2
  (AP:5/AT:6(H)
  US/NATO 
  1983 on 
  SACLOS
  TOW-2A
  (AP:5/AT:6(H)
  US/NATO 
  1987 on 
  SACLOS
  Hellfire
  (AP:6/AT:7(H)
  US
  1984 on
  SACLOS (SALH)
  Long arming distance 
  Shillelagh
  (AP:5/AT:6(H)
  US only
  1971 to 1990s
  IR SACLOS
  Long arming distance 
  © Osprey Publishing • www.ospreypublishing.com
  
  SOVIET ATGMS
  Missile Name
  Attack
  Entered 
  Service
  Launch Platform
  Guidance
  Notes
  AT-1 Snapper
  (AP:3/AT:3(M)
  1960
  Gaz Truck, BRDM-1
  MCLOS
  Long arming distance 
  AT-2 Swatter
  (AP:3/AT:3(M)
  1964
  Mi-8, Mi-24 and 25,
  BRDM-1 and 2
  MCLOS, C model
  upgraded to SACLOS
  Long arming distance 
  AT-3 Sagger
  (AP:3/AT:4(M)
  1963
  BMP-1, BRDM-2, Mi-2,
  MI-8, Mi-24, man portable
  MCLOS (A/B models),
  SACLOS (C version)
  Long arming distance 
  AT-4 Spigot
  (AP:4/AT:4(H)
  1970
  BMP-1P, BTR-D, UAZ-469,
  Manportable
  SACLOS
  AT-5 Spandrel
  (AP:4/AT:4(H)
  1974
  BMP-2, BRDM-2, BMD-2
  SACLOS
  Tandem Warhead:
  Ignores ERA
  AT-6 Spiral
  (AP:4/AT:4(H)
  1976
  Mi-24, 9P149 Shturm-S
  SACLOS
  Long arming distance 
  AT-7 Saxhorn
  (AP:4/AT:4(H)
  1979
  Manportable; Can be fired
  from enclosed space
  SACLOS
  AT-8 Songster
  (AP:4/AT:4(H)
  1980
  T-64/80 Tanks; Can engage
  Must be reloaded from
  outside vehicle.
  SACLOS
  Suffers a -1 Die Shift
  to TQ if fired at
  targets within 24”
  AT-10 Stabber
  (AP:4/AT:4(H)
  1983
  MT-12 ATG, T-55
  SACLOS
  Long arming distance 
  AT-11 Sniper
  (AP:4/AT:6(H)
  1980s
  T-72/T-80 tanks
  SACLOS
  Suffers a -1 Die Shift
  to TQ if fired at
  targets within 24”
  AT-12
  (AP:4/AT:4(H)
  1980s
  T-62 tanks
  SACLOS
  Long arming distance
  NATO AT LAUNCHERS
  Weapon System
  Firepower
  In Service
  Country of Origin
  Notes
  Carl Gustav
  AP:3/AT:4(H)
  1948
  Sweden
  Armbrust
  AP:2/AT:3(H)
  1980s
  Germany
  Panzerfaust 44
  AP:2/AT:4(M)
  1961
  Germany
  M72 LAW
  AP:2/AT:2(M)
  1963
  US
  M72A2/M72A3 LAW
  AP:2/AT:3(H)
  1977
  US
  Aris IV
  AP:2/AT:3(H)
  1984
  Greece
  L6 Wombat
  AP:4/AT:4(M)
  1950s
  Great Britain
  M136 (AT4)
  AP:3/AT:3(H)
  1980s 
  Sweden
  SOVIET AT LAUNCHERS
  Weapon System
  AP
  In Service
  Country of Origin
  Notes
  RPG-2
  AP:2/AT:2(M)
  1949
  USSR
  RPG-7
  AP:2/AT:3(M)
  1961
  USSR
  OG-7V Warhead
  AP:4/AT:0
  Used in RPG-7
  USSR
  PG-7VL Warhead
  AP:4/AT:4(H)
  Used in RPG-7
  USSR
  PG-7VR Tandem
  AP:4/AT:4(H)
  Used in RPG-7
  USSR
  Ignores ERA/Reactive Armor
  RPG-16
  AP:2/AT:3(H)
  1970
  USSR
  RPG-18
  AP:2/AT:4(H)
  1970s
  USSR
  Loses 1 extra firepower dice against targets
  with ERA/Reactive Armor
  RPG-22
  AP:2/AT:4(H)
  1980s
  USSR
  RPG-26
  AP:3/AT:4(H)
  1980s
  USSR
  RPG-27
  AP:3/AT:4(H)
  Late 1980s
  USSR
  Ignores ERA/Reactive Armor
  RPG-29 Vampir
  AP:4/AT:5(H)
  1989
  USSR
  SPG-82
  AP:2/AT:2(M)
  1944
  USSR
  114
  COLD WAR GONE HOT
  © Osprey Publishing • www.ospreypublishing.com
  
  There is no shortage of miniatures in several scales
  available to fill the needs of Cold War Gone Hot gamers.
  Below is a list of manufacturers with great lines of Cold
  War miniatures!
  15mm Miniatures
  Irregular Miniatures – www.irregularminiatures.co.uk
  Peter Pig Miniatures – www.peterpig.co.uk/
  QRF Miniatures – quickreactionforce.co.uk*
  Rebel Minis – www.rebelminis.com*
  20mm Miniatures
  Elhiem Figures – www.elhiemfigures.com*
  Britannia Miniatures – www.grubbytanks.com
  Hobby Den – www.thehobbyden.com
  S&S Miniatures – www.sandsmodels.com*
  Platoon 20 – shop.eastridingminiatures.co.uk
  28mm Miniatures
  Eureka Miniatures – eurekamin.com.au*
  MoFo (Gripping Beast) – www.grippingbeast.com
  Mongrel Miniatures – www.newlinedesigns.co.uk
  Red Star Miniatures – www.redstarminiatures.eu *
  S&S Models – www.sandsmodels.com*
  Sloppy Jalopy – www.sloppyjalopy.com
  The Assault Group (TAG) – www.theassaultgroup.com
  *Special Operations Group (SOG) Supporting Vendors –
  please see http://ambushalleygames.com/sog/welcome
  for more information on the SOG Subscription Plan.
  115
  MINIATURES FOR 
  COLD WAR GONE HOT
  We’d like to thank the following manufacturers
  for creating the excellent figures and models
  shown in the photos in Cold War Gone Hot:
  Elhiem Figures
  Platoon 20 
  FAA
  S & S Models
  Britannia Miniatures
  Italeri
  ESCI
  Revell
  Matchbox
  Ace
  Jadar
  Armo
  Skytrex
  Hobbyden
  Cromwell
  CMSC
  Airfix
  BW Models
  Kingfisher
  These models were from the collections of Piers
  ‘Big P’ Brand, Johan ‘Gunbird’ van Ooji, John
  ‘Sepp’ Dowman, Matt ‘Elhiem’ Hingley, Andy
  ‘Comrade’ Rix, John ‘Target’ Green, Yekta
  ‘Yekke’ Destlund, Jez ‘Pretty Boy’ Harris, Richard
  ‘VDV’ Blacklock, Thomas ‘Nid’ Hannigan, Brian
  ‘Speed Bump’ Walsh, Brian ‘Skip’ McAfee and
  Rob ‘Gepard’ Rowell. Our thanks to all of them
  for contributing their painting and modeling
  skills to Cold War Gone Hot.
  Miniatures Used In This Book
  © Osprey Publishing • www.ospreypublishing.com
  
  GLOSSARY OF TERMS & ACRONYMS 
  AGL: 
  Automatic Grenade Launcher
  AK-74: 
  Avtomat Kalashnikova; Kalashnikov
  automatic rifle
  ALS: 
  Advanced Life Saving
  AP: 
  Anti-Personnel
  AT: 
  Anti-Tank
  ATGM: 
  Anti-Tank Guided Missile
  BDA: 
  Battle Damage Assessment
  CASEVAC: 
  Casualty Evactuation
  CCP: 
  Casualty Collection Point
  CCT: 
  Combat Control Team
  COIN: 
  Counter Insurgency
  CSAR: 
  Combat Search and Rescue
  DEVGRU: 
  Naval Special Warfare Development Group 
  DShK: 
  Degtyarov-Shpagin Krupnokalibernyj;
  Degtyarov-Shpagin Large Caliber; Russian
  heavy machine gun
  EOD: 
  Explosive Ordinance Demolition – the “bomb
  squad”
  ETAC: 
  Enlisted Terminal Attack Controller
  FO: 
  Forward Observer. A spotter for artillery fires
  FSG: 
  Fire Support Group
  FTL: 
  Fireteam Leader
  GMG: 
  Grenade Machine Gun (See AGL)
  GPMG: 
  General Purpose Machine Gun
  HLS: 
  Helicopter Landing Site
  HLZ: 
  Helicopter Landing Zone
  HMG: 
  Heavy Machine Gun
  HMMWV: 
  High Mobility Multipurpose Vehicle. The
  ubiquitous “Hummer” or “Humvee”
  HUMINT: 
  Human Intelligence
  IED: 
  Improvised Explosive Device
  JDAM: 
  Joint Direct Attack Munition
  JTAC: 
  Joint Terminal Air Controller
  KIA: 
  Killed in Action
  LMG: 
  Light Machine Gun
  M2HB: 
  M2 Heavy Barreled Machine Gun (.50 Caliber
  Browning MG)
  MEDEVAC: 
  Medical evacuation
  MFC: 
  Mortar Fire Controller
  MG: 
  Machine Gun
  ODA: 
  Operational Detachment Alpha. SF “A-Team”
  OP: 
  Observation Post
  OP: 
  Operation
  PJ: 
  US Para-Jumper. Elite USAF rescue and
  combat medicine experts
  PKM: 
  Pulyemyet Kalashnikova Modernezerovanoi:
  Kalashnikov Modernized Machine Gun; a
  Russian GPMG
  QRF: 
  Quick Reaction Force
  RGL: 
  Rifle Grenade Launcher
  RPG: 
  Rocket Propelled Grenade 
  RWS: 
  Remote Weapon System – usually a top
  mounted weapon system that can be
  controlled within the vehicle without exposing
  the gunner
  SAW: 
  Squad Automatic Weapon
  SEAL: 
  Sea, Air, and Land. Naval special operations
  Forces
  SF: 
  Army Special Forces. “Green Berets”
  SIGINT: 
  Signal Intelligence
  SMU: 
  Special Mission Unit
  SOF: 
  Special Operations Forces
  SQL: 
  Squad Leader
  TAC: 
  Terminal Air Controller
  TACP: 
  Tactical Air Control Party
  TF: 
  Task Force
  TQ: 
  Troop Quality
  UGL: 
  Under-slung Grenade Launcher (See RGL)
  VPB: 
  Vehicle Patrol Base
  WIA: 
  Wounded in Action
  116
  © Osprey Publishing • www.ospreypublishing.com
  
  A Cardboard Castle? An Inside History of the Warsaw Pact 1955-1991,
  Mastny, Vojtech and Byrne, Malcom (eds.), Central European
  Press, 2005
  A New Model Army, Yardley, Michael & Sewell, Dennis, 1989
  Air Battle Central Europe, Price, A, Sidgwick & Jackson Ltd., 1986
  Anti-Armour Warfare, Messenger, C, Ian Allan Ltd.,1985
  Armies of NATO’s Central Front, Isby, David C. and Kamps, Charles Jr.
  Janes, 1985 
  Arsenal For Aggression, LeVerve, Eric, Concord, 1999
  BAOR in Reforger Vehicles of the British Army of the Rhine, Tankograd
  Publishing, 2004
  Before the Day After – Can NATO Defend Europe? Martin, Laurence,
  Hamlyn, 1985
  BMP Infantry Fighting Vehicle 1967–1994, Zaloga, Steven J, Osprey
  Publishing, Ltd., 1994
  Challenger 2 Main Battle Tank 1987–2006, Dunstan, Simon, Osprey
  Publishing, Ltd., 2006
  Chieftain Main Battle Tank 1965–2003, Dunstan, Simon, Osprey
  Publishing, Ltd., 2003
  Chieftains, Forrest-Webb, F, Futura, 1982
  Claws of the Bear by Brian Moynahan, Mifflin, 1989
  Cold War Armoured Fighting Vehicles by George Bradford, Stackpole,
  2010
  Cold War Hot by Peter Tsouras, Greenhill, 2003
  Fighting Armies-NATO and the Warsaw Pact, A Combat Assessment,
  *Gabriel, Richard A. Greenwood Press, 1983
  First Clash – Combat Close-up In World War Three, Macksey, Kenneth,
  Berkley Books, 1988
  FM 200-2-1 The Soviet Army, Operations and Tactics, US Army
  Training and Doctrine Command, 1984 
  FM 200-2-3 The Soviet Army, Troops, Organization and Equipment, US
  Army Training and Doctrine Command, 1984
  HMMWV Humvee 1980–2005, Zaloga, Steven J, Osprey Publishing,
  Ltd., 2006
  Inside the Blue Berets, Zaloga, Steven J., Presidio, 1995
  Inside the Soviet Army Today, Zaloga, Steven J., Osprey Publishing
  Ltd., 1987
  Inside the Soviet Army by Victor Suvarov, Hamish Hamilton, 1982
  Inside the US Army, Rottman, Gordon L, Osprey Publishing, Ltd.,
  1988
  Leopard 1 Main Battle Tank, 1965–1995, Jerchel, Michael, Osprey
  Publishing, Ltd., 1995
  Leopard 2 Main Battle Tank 1979–1998, Schnellbacher, Jerchel, and
  Badrocke, Osprey Publishing, Ltd., 1998
  M1 Abrams Main Battle Tank 1982–92, Zaloga, Steven J, Osprey
  Publishing, Ltd., 1993
  M2/M3 Bradley Infantry Fighting Vehicle 1983–95, Zaloga, Steven J,
  Osprey Publishing, Ltd., 1996
  M24 Chaffee Light Tank 1943–85, Zaloga, Steven, Osprey Publishing,
  Ltd., 2003
  M60 Main Battle Tank 1960–91, Lathrop and McDonald, Osprey
  Publishing, Ltd., 2003
  NATO Armies 1949–87, Thomas, Nigel, Osprey Publishing, Ltd., 1987
  Operation Spetsnaz, Welham, M & Quarrie, B, Patrick Stephens Ltd, 1989
  Red Army, Peters, R, W H Allen, 1989
  Red Army, Peters, Ralph, Pocket, 1990
  Red Storm Rising, Clancy, T, Collins, 1987
  Red Thrust: Attack on the Central Front, Soviet Tactics and Capabilities
  in the 1990s, Zaloga, Steven J. 1989 
  Salisbury Plain Training Area British Army Vehicles on SPTA 1970s to
  Today, Tankograd Publishing, 2005
  Scorpion Reconnaissance Vehicle 1972–94, Foss, C and Dunstan, S,
  Osprey Publishing Ltd., 1995
  Small Unit Leadership: A Commonsense Approach, Col. Malone,
  Dandridge M., Presido Press, 1983
  Soviet Bloc Elite Forces, Zaloga and Loop, Osprey Publishing, Ltd.,
  1985
  Soviet Weapon-System Acquisition, James H. Irvine, Naval Weapons
  Center, 1991
  Strategic Geography: NATO, The Warsaw Pact and the Superpowers.
  Hugh Faringdon London: Routledge, 2nd edn, 1989
  T-54 and T-55A Main Battle Tanks 1944–2004, Zaloga, Steven J,
  Osprey Publishing, Ltd., 2004
  T-72A Main Battle Tank 1974–1993, Zaloga, Steven J, Osprey
  Publishing, Ltd., 1993
  T-80B Standard Tank, Zaloga, Steven J, Osprey Publishing, Ltd., 2009
  Tank War – Central Front Nato vs. Warsaw Pact, Zaloga and
  McCouaig, Osprey Publishing, Ltd., 1989
  Tanks and Combat Vehicles Recognition Guide, Foss, Christopher F.,
  Janes, 2002
  Team Yankee, Coyle, H, W H Allen, 1988
  Ten Million Bayonets: Inside the Armies of the Soviet Union, Isby, David
  C., Arms and Armor Press, 1988
  The Bear Went Over the Mountain: Soviet Combat Tactics in
  Afghanistan, Grau, Lester W., National Defense University Press
  The Berlin Wall and the Intra-German Border 1961–89, Rottman,
  Gordon L, Osprey Publishing, Ltd., 2008
  The British Army in the 1980s, Chappel, Mike, Osprey Publishing, Ltd.,
  1987
  The Leopard Family Scheibert, Michael, Schiffer, 1989
  The Third World War – August 1985, General Sir John Hackett,
  Sphere, 1981
  117
  BIBLIOGRAPHY
  © Osprey Publishing • www.ospreypublishing.com
  
  COLD WAR GONE HOT
  118
  The Untold Story, Hackett, J, Sidgwick & Jackson Ltd., 1982
  US Army Airborne 1940–90, Rottman, Gordon L, Osprey Publishing,
  Ltd., 1990
  US Army Rangers and LRRP Units 1942–87, Rottman, Gordon L,
  Osprey Publishing, Ltd., 1987
  Warsaw Pact Ground Forces, Rottman, Gordon L, Osprey Publishing,
  Ltd., 1987
  Weapons and Tactics of the Soviet Army, Isby, David C., Janes, 1981 
  Internet resources for supplemental Order of Battle information:
  Chico’s T2K File Dump: http://mysite.verizon.net/vzeedox4/id18.html 
  Federation of American Scientists: www.FAS.org
  GlobalSecurity.Org: www.globalsecurity.org
  Microarmormayhem.com: http://microarmormayhem.com
  TO&E Yahoo Group:
  http://games.groups.yahoo.com/group/TOandEs
  p.6
  Private, 3rd Battalion, Parachute Regiment, by by Kevin Lyles ©
  Osprey Publishing Ltd. Taken from Elite 1: The Paras 1940–84
  p.9
  British Light Infantry Radio Operator, by Angus McBride © Osprey
  Publishing Ltd. Taken from Men-At-Arms 71: The British Army
  1965–80
  p.12
  Private, 3rd Battalion, Parachute Regiment, by Mike Chappell ©
  Osprey Publishing Ltd. Taken from Men-At-Arms 133: Battle for the
  Falklands (1): Land Forces
  p.19
  Royal Marine Commando, by Mike Chappell © Osprey Publishing
  Ltd. Taken from Men-At-Arms 133: Battle for the Falklands (1): Land
  Forces
  p.21
  Lance-Corporal, 2nd Battalion, Parachute Regiment, by Kevin
  Lyles © Osprey Publishing Ltd. Taken from Elite 1: The Paras
  1940–84
  p.24
  USMC Grenadier, by Andy Carroll © Osprey Publishing Ltd. Taken
  from Elite 2: The US Marine Corps since 1945
  p.27
  NCO, Delta Force, by Ronald Volstad © Osprey Publishing Ltd. Taken
  from Elite 4: US Army Special Forces 1952–84
  p.28
  KGB Border Guard, by Ronald Volstad © Osprey Publishing Ltd.
  Taken from Elite 5: Soviet Bloc Elite Forces
  p.31
  Soviet Naval Infantry, by Ronald Volstad © Osprey Publishing Ltd.
  Taken from Elite 5: Soviet Bloc Elite Forces
  p.40
  Captain 2nd Rank, Soviet Naval Infantry, by Ronald Volstad © Osprey
  Publishing Ltd. Taken from Elite 5: Soviet Bloc Elite Forces
  p.43 Officer, Polish 6th Pomeranian Air Assault Division, by Ronald
  Volstad © Osprey Publishing Ltd. Taken from Elite 5: Soviet Bloc
  Elite
  Forces
  p.45
  Officer, Czechoslovak 22nd Airborne Regiment, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from Elite 5: Soviet Bloc Elite Forces
  p.48
  Paratrooper, NVA 40th Airborne Battalion, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from Elite 5: Soviet Bloc Elite Forces
  p.54
  Romanian Mountain Infantryman, by Ronald Volstad © Osprey
  Publishing Ltd. Taken from Elite 5: Soviet Bloc Elite Forces
  p.57
  French Foreign Legion Paratrooper, 2e REP, by Kevin Lyles © Osprey
  Publishing Ltd. Taken from Elite 6: French Foreign Legion Paratroops
  p.60
  Soviet Motor Rifleman, by Ronald Volstad © Osprey Publishing Ltd.
  Taken from Elite 12: Inside the Soviet Army
  p.62
  Soviet Motor Rifleman, by Ronald Volstad © Osprey Publishing Ltd.
  Taken from Elite 12: Inside the Soviet Army
  p.63
  Soviet Motor Rifleman, by Ronald Volstad © Osprey Publishing Ltd.
  Taken from Elite 12: Inside the Soviet Army
  p.65
  Soviet Chemical Recce Trooper, by Ronald Volstad © Osprey
  Publishing Ltd. Taken from Elite 12: Inside the Soviet Army
  p.66
  Corporal, Czechoslovak Motor Rifles, by Ronald Volstad © Osprey
  Publishing Ltd. Taken from Elite 10: Warsaw Pact Ground Forces
  p.67
  Junior Sergeant, Czechoslovak Border Guard, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from Elite 10: Warsaw Pact Ground Forces
  p.70
  Corporal, Bulgarian Motor Rifles, by Ronald Volstad © Osprey
  Publishing Ltd. Taken from Elite 10: Warsaw Pact Ground Forces
  p.73
  Private, Bulgarian Motor Rifles, by Ronald Volstad © Osprey
  Publishing Ltd. Taken from Elite 10: Warsaw Pact Ground Forces
  p.76
  Senior Private, Hungarian Motor Rifles, by Ronald Volstad © Osprey
  Publishing Ltd. Taken from Elite 10: Warsaw Pact Ground Forces
  p.82
  Hungarian Motor Rifleman, by Ronald Volstad © Osprey Publishing
  Ltd. Taken from Elite 10: Warsaw Pact Ground Forces
  p.85
  Sergeant, Company G (Ranger), 143rd Infantry, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from Elite 13: US Army Rangers &
  LRRP Units 1942–87
  p.86
  PFC, 3rd Battalion, 75th Ranger Regiment, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from Elite 13: US Army Rangers &
  LRRP Units 1942–87
  p.91
  Sergeant, Norwegian Infantry, by Ronald Volstad © Osprey Publishing
  Ltd. Taken from Elite 16: NATO Armies 1949–87
  p.96
  Corporal, Danish Commandos, by Ronald Volstad © Osprey
  Publishing Ltd. Taken from Elite 16: NATO Armies 1949–87
  p.98
  Corporal-Chef, Canadian Royal 22e Regiment, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from Elite 16: NATO Armies 1949–87
  p.103 Sergeant, Belgian 2nd Commando Battalion, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from Elite 16: NATO Armies 1949–87
  p.104 Corporal, Dutch 104th Commando Company, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from Elite 16: NATO Armies 1949–87
  p.105 Royal Marine Commando, by Paul Hannon © Osprey Publishing Ltd.
  Taken from Elite 57: The Royal Marines 1939–93
  ARTWORK REFERENCES
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  AN EXCELLENT POSITION 
  One of your units has found an
  excellent position that affords them
  unexpected protection from enemy fire!
  You may designate which of your units
  has located this “excellent position.”
  As long as the unit stays in its current
  position it receives an additional
  Defense die over and above any Cover
  or Armor dice. If the unit moves, it
  loses this advantage. Other units
  moving into the same position will not
  receive the additional Defense die.
  This card may not be played on a
  fortified position.
  This card is played immediately.
  AN EXCELLENT POSITION 
  One of your units has found an
  excellent position that affords them
  unexpected protection from enemy fire!
  You may designate which of your units
  has located this “excellent position.”
  As long as the unit stays in its current
  position it receives an additional
  Defense die over and above any Cover
  or Armor dice. If the unit moves, it
  loses this advantage. Other units
  moving into the same position will not
  receive the additional Defense die.
  This card may not be played on a
  fortified position.
  This card is played immediately.
  FOR WHOM THE BELL TOLLS 
  The company net informs you that
  soldiers from your company have been
  injured or killed in another
  engagement. Roll 1D6 to determine
  how the news affects them:
  1-3: Your force becomes despondent
  and demoralized. Lower your force’s
  Morale die by one type (i.e., D8 Morale
  is reduced to D6). Morale cannot be
  lowered beyond D6.
  4-6: Your force is fired up and hungry
  for some pay-back! Raise the Morale of
  every unit in your force by one die type
  (i.e., D8 Morale is raised to D10).
  Morale cannot be raised above D12.
  This card is played immediately.
  YOU’RE GROUNDED! 
  A ferocious storm blows up, grounding
  all air assets.
  All units have their Optimum Range
  reduced to 6”.
  This card is played immediately.
  AMMO CONDITION BLACK 
  A supply snafu has left your units low
  on ammo. Your force is now considered
  to be Poorly Supplied.
  This card is played immediately.
  AMMO CONDITION BLACK 
  A supply snafu has left your units low
  on ammo. Your force is now considered
  to be Poorly Supplied.
  This card is played immediately.
  BLUE ON BLUE! 
  One of your units has been struck by
  friendly fire, either from an errant
  aircraft or off target indirect fire.
  Randomly determine which unit has
  been struck. If it is an infantry unit,
  each figure in the unit must roll a 4+ to
  avoid becoming a casualty. If a vehicle is
  struck, roll on the 2 Hits column of the
  Vehicle Damage Results chart.
  If you had air assets, they are grounded
  as a result of the attack and lost for the
  rest of the game.
  This card is played immediately.
  BLUE ON BLUE! 
  One of your units has been struck by
  friendly fire, either from an errant
  aircraft or off target indirect fire.
  Randomly determine which unit has
  been struck. If it is an infantry unit,
  each figure in the unit must roll a 4+ to
  avoid becoming a casualty. If a vehicle is
  struck, roll on the 2 Hits column of the
  Vehicle Damage Results chart.
  If you had air assets, they are grounded
  as a result of the attack and lost for the
  rest of the game.
  This card is played immediately.
  ECM 
  Your force has managed to mount
  a successful ECM attack against the
  enemy, temporarily shutting down their
  radio communications. 
  The opposing player loses one Initiative
  die on the next Initiative check.
  This card may be held and played later.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  ECM 
  Your force has managed to mount
  a successful ECM attack against the
  enemy, temporarily shutting down their
  radio communications. 
  The opposing player loses one Initiative
  die on the next Initiative check.
  This card may be held and played later.
  AIR STRIKE! 
  One of your units is hit by an enemy air
  strike! The randomly determined unit
  immediately suffers an AP:8/AT:6(H)
  Firepower attack.
  This card is played immediately.
  AIR STRIKE! 
  One of your units is hit by an enemy air
  strike! The randomly determined unit
  immediately suffers an AP:8/AT:6(H)
  Firepower attack.
  This card is played immediately.
  WHERE ARE YOU GOING? 
  One asset of your opponent’s choice is
  recalled by higher command or is
  required to support a sister unit in
  contact. “Assets” include AFVs, attached
  weapon teams, or air/artillery support.
  Roll 1D6: 
  1-2: Leaves immediately, even if
  activated this turn. 
  3-4: Leaves next time it activates. 
  5-6: Agrees to stick around 1 more turn.
  Roll again at the end of your next turn.
  This card is played immediately.
  THE 10,000 MILE
  SCREWDRIVER... 
  An officer in the lofty realms of the chain of
  command takes a personal interest in your
  operation and decides he knows better than
  any mere grunt on the ground. His confusing
  and poorly considered commands, passed
  down through the company net, have robbed
  your force of its tactical initiative.
  Your force loses Initiative (if you had it) and
  you cannot regain Initiative until General
  Confusion loses interest in your operation.
  Roll a D6 at the end of each turn. On a 5 or 6
  the General has lost interest and you can test
  for Initiative on the following turn.
  Otherwise, your opponent automatically
  gains Initiative.
  This card is played immediately.
  CRACK ON! 
  A unit of your choice is in the zone!
  They’re clicking along like a well-oiled
  machine and nothing can stand in 
  their way!
  The selected unit’s TQ and Morale are
  raised by one die type and they are
  treated as if they have High Confidence
  for the duration of the turn (at the end
  of the turn, all values return to normal).
  This card is played immediately.
  MAN DOWN! 
  A randomly selected unit in your force
  has suffered a non-combat casualty.
  Immediately treat the unit as if it has
  taken a casualty. Roll on the First Aid
  table appropriate to the unit to
  determine the severity of the 
  casualty’s injuries.
  This card is played immediately.
  MAN DOWN! 
  A randomly selected unit in your force
  has suffered a non-combat casualty.
  Immediately treat the unit as if it has
  taken a casualty. Roll on the First Aid
  table appropriate to the unit to
  determine the severity of the 
  casualty’s injuries.
  This card is played immediately.
  THE COST OF THE LOWEST
  BIDDER 
  A randomly determined vehicle in your
  force suffers a breakdown of some sort.
  Roll a D6:
  1 – Electrical system failure. Vehicle
  completely disabled
  2 – 3: Mobility failure – vehicle is
  immobilized
  4 – 5: MGs or AGLs are so jam prone
  that they cannot lay down effective fire
  6 – Main gun disabled
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  THE COST OF THE LOWEST
  BIDDER 
  A randomly determined vehicle in your
  force suffers a breakdown of some sort.
  Roll a D6:
  1 – Electrical system failure. Vehicle
  completely disabled
  2 – 3: Mobility failure – vehicle is
  immobilized
  4 – 5: MGs or AGLs are so jam prone
  that they cannot lay down effective fire
  6 – Main gun disabled
  This card is played immediately.
  SHUFFLING THE STACK 
  New fast-air assets are arriving while
  those that are bingo on fuel withdraw.
  JTACs/FACs need some time to orient
  the new pilots to troop positions on the
  ground to avoid de-confliction and a
  possible friendly fire incident. 
  Your force may not call for any further
  air strikes from the time this card is
  drawn until the end of the next turn.
  This card is played immediately.
  SHUFFLING THE STACK 
  New fast-air assets are arriving while
  those that are bingo on fuel withdraw.
  JTACs/FACs need some time to orient
  the new pilots to troop positions on the
  ground to avoid de-confliction and a
  possible friendly fire incident. 
  Your force may not call for any further
  air strikes from the time this card is
  drawn until the end of the next turn.
  This card is played immediately.
  AMPED UP! 
  Your force’s squad and platoon level
  leaders are doing a fine job of focusing
  your men’s attention on the job at hand
  – their situational awareness is so
  amped up that it’s highly unlikely
  anyone will get the jump on them!
  Your units receive a +1 to all Reaction
  tests for the duration of the game.
  This card is played immediately.
  AMPED UP! 
  Your force’s squad and platoon level
  leaders are doing a fine job of focusing
  your men’s attention on the job at hand
  – their situational awareness is so
  amped up that it’s highly unlikely
  anyone will get the jump on them!
  Your units receive a +1 to all Reaction
  tests for the duration of the game.
  This card is played immediately.
  THE GOLDEN BB 
  This card may be played by any AT
  capable weapon at the time that it
  engages a vehicular target. The vehicle
  engaged is automatically destroyed,
  brewing up in such a dramatic fashion
  that it raises the morale of the AT
  weapon’s force by one die type and
  lowers the morale of the opposing 
  force one die type for the duration 
  of the current turn.
  This card may be held by the drawing
  player until their next AT fire at a
  vehicle, then it must be played. 
  I JUST GAVE IT A GOOD SMACK! 
  An enterprising crew member is able to
  put his mechanical skills to good use
  and restore one of your broken-down
  vehicles to action!
  If your Force has suffered any Fog of
  War induced vehicle breakdowns (not
  combat damage), this card will restore
  one of them to action. Randomly
  determine which vehicle is repaired.
  This card may be held and played later.
  I JUST GAVE IT A GOOD SMACK! 
  An enterprising crew member is able to
  put his mechanical skills to good use
  and restore one of your broken-down
  vehicles to action!
  If your Force has suffered any Fog of
  War induced vehicle breakdowns (not
  combat damage), this card will restore
  one of them to action. Randomly
  determine which vehicle is repaired.
  This card may be held and played later.
  WHO GOES THERE? 
  A storm descends upon the battlefield,
  obscuring vision and muting sound.
  All fire is treated as if it is outside
  Optimum Range and units more than
  18” away may not be engaged at all.
  All units on both sides may only make
  Tactical moves for fear of drawing
  friendly fire. All air assets are grounded.
  Vehicles with advanced thermal optics
  function normally.
  This effect remains in play for the
  duration of the game unless a Fog of
  War card negating it is drawn.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  A BREAK IN THE CLOUDS 
  The sun breaks through the clouds and
  momentarily drives away the dust,
  sandstorm or any other negative
  weather effect currently in play. 
  This card negates any weather related
  Fog of War or scenario effects for the
  duration of the game or until a new
  weather Fog of War card is drawn.
  This card is played immediately.
  SORRY GUYS, EVERYTHING’S
  TASKED... 
  Sometimes, close air support is
  stretched thin and even urgent requests
  cannot be met immediately. 
  Play this card to automatically block one
  of your opponent’s CAS strike requests. 
  This card may be held and played later.
  SORRY GUYS, EVERYTHING’S
  TASKED... 
  Sometimes, close air support is
  stretched thin and even urgent requests
  cannot be met immediately. 
  Play this card to automatically block one
  of your opponent’s CAS strike requests. 
  This card may be held and played later.
  ABORT! ABORT! 
  Sometimes TACs or FOs make such
  egregious errors in the heat of combat
  that no amount of fail-safes can save
  them. This is one of those times.
  Someone’s managed to mix up the GPS
  grids to potentially tragic results… 
  Play this card when one of your
  opponent’s JTACs or FOs calls in an air
  strike or artillery/mortar/MLRS salvo.
  Instead of its intended target, the strike
  will land squarely on the unit that
  requested it.
  This card may be held and played later.
  IT’S A BAD DAY TO DIE 
  One of your units is seized by a sense of
  impending doom that fills them with
  dread and melancholy. 
  A randomly determined unit in your
  force suffers a -1 Negative Die Shift to
  their Morale (cannot be reduced below
  D6 by this card) and loses one level of
  Confidence (cannot be reduced below
  Poor Confidence with this card) for the
  duration of the game or until countered
  by another Fog of War card.
  This card is played immediately.
  IT’S A GOOD DAY TO DIE 
  One of your units is filled with a gallant
  disregard for their own safety and
  intense desire to “get the job done.”
  A randomly determined unit in your
  force receives a +1 Positive Die Shift to
  their Morale (cannot be raised above
  D12 by this card) and gains one level of
  Confidence (cannot be raised above
  High Confidence with this card) for the
  duration of the game or until countered
  by another Fog of War card.
  This card is played immediately.
  SMOKE ‘EM IF YOU GOT ‘EM! 
  The exertion of combat and the heavy
  loads carried by the troops has taken its
  toll on an infantry unit belonging to the
  initiative player. A randomly
  determined infantry unit which has not
  yet been activated must spend the
  duration of the turn recovering from
  their efforts. It may react to enemy fire,
  but with a -1 die roll modifier to its
  Reaction test die-roll. The unit’s
  firepower is halved. 
  This card is played immediately.
  SMOKE ‘EM IF YOU GOT ‘EM! 
  The exertion of combat and the heavy
  loads carried by the troops has taken its
  toll on an infantry unit belonging to the
  initiative player. A randomly
  determined infantry unit which has not
  yet been activated must spend the
  duration of the turn recovering from
  their efforts. It may react to enemy fire,
  but with a -1 die roll modifier to its
  Reaction test die-roll. The unit’s
  firepower is halved. 
  This card is played immediately.
  CAUGHT NAPPING! 
  Lack of sleep, heat and constant stress
  or a case of D&V has taken its toll on an
  infantry unit belonging to the non-
  initiative player. A randomly
  determined Non-Initiative infantry unit
  which has not yet failed a Reaction test
  (i.e., is still eligible to React) loses its
  ability to React to enemy units. The unit
  may react to enemy fire directed at it,
  but with a -1 die roll modifier to its
  Reaction test die-roll. The unit’s
  firepower is halved.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  CAUGHT NAPPING! 
  Lack of sleep, heat and constant stress
  or a case of D&V has taken its toll on an
  infantry unit belonging to the non-
  initiative player. A randomly
  determined Non-Initiative infantry unit
  which has not yet failed a Reaction test
  (i.e., is still eligible to React) loses its
  ability to React to enemy units. The unit
  may react to enemy fire directed at it,
  but with a -1 die roll modifier to its
  Reaction test die-roll. The unit’s
  firepower is halved.
  This card is played immediately.
  WHERE’D THEY COME FROM? 
  A base of displaced civilians appears in
  the middle of the battlespace.
  Randomly determine direction by
  rolling for table edge. The civilians will
  then continue across the board in a
  straight line at 3” movement per turn
  until they exit the board or are
  dispersed by NATO forces. 
  This card is played immediately.
  WHERE’D THEY COME FROM? 
  A base of displaced civilians appears in
  the middle of the battlespace.
  Randomly determine direction by
  rolling for table edge. The civilians will
  then continue across the board in a
  straight line at 3” movement per turn
  until they exit the board or are
  dispersed by NATO forces. 
  This card is played immediately.
  IS THAT A CIVIE? 
  A base of civilians appears in the
  middle of the battlespace in a randomly
  determined structure or building. They
  will attempt to flee the contact as per
  the Displaced Civilian rules or until
  they are dispersed by NATO forces. 
  This card is played immediately.
  IS THAT A CIVIE? 
  A base of civilians appears in the
  middle of the battlespace in a randomly
  determined structure or building. They
  will attempt to flee the contact as per
  the Displaced Civilian rules or until
  they are dispersed by NATO forces. 
  This card is played immediately.
  RENDER AID 
  A base of civilians carrying a wounded
  child who has been caught in the
  crossfire appears within 6” of a
  randomly determined NATO unit.
  The NATO unit must provide basic
  medical care or call forward their
  medic/Corpsman to do so for one full
  turn before sending the civilians to the
  rear – they will walk at 3” per turn
  toward the safest, logical table edge. 
  This card is played immediately.
  RENDER AID 
  A base of civilians carrying a wounded
  child who has been caught in the
  crossfire appears within 6” of a
  randomly determined NATO unit.
  The NATO unit must provide basic
  medical care or call forward their
  medic/Corpsman to do so for one full
  turn before sending the civilians to the
  rear – they will walk at 3” per turn
  toward the safest, logical table edge. 
  This card is played immediately.
  PATROL LINK UP 
  A nearby patrol monitoring your
  frequency has arrived to assist. Roll 1D8
  to see who has arrived:
  1-4: Two fireteams of infantry with a
  section/squad leader (nine personnel) 
  5-6: A light vehicle mounted patrol of 2
  light vehicles
  7-8: A medium vehicle mounted patrol
  of 1 medium AFV 
  Choose any suitable model from your
  collection. They may be deployed on
  any table edge no further than 12” from
  another friendly element. The vehicle
  crew or infantry have a Troop
  Quality/Morale of D8/D10 Confident.
  This card is played immediately.
  SF’S COMING IN 
  A patrol of four special operators on a
  special reconnaissance tasking in the
  area links up with your force. They
  attach themselves to a unit you
  designate. They are Stealthy and have
  Night Vision. They are armed with
  assault rifles with UGLs and one SAW
  and 1D body armor. They are all
  Advanced First Aid trained and can call
  in air support with the SF bonus. They
  have a Troop Quality/Morale of
  D10/D12. They may be separated from
  the unit to act on their own if desired.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  SNIPERS HAVE EYES ON 
  An off-board sniper team chimes onto your
  net and announces they have eyes on your
  operation. These stealthy hunters will add a
  little punch to your force! On each turn, you
  may pick one enemy unit for the off-board
  sniper teams to engage.
  Roll 1D6 to determine if the sniper team is in
  position to effectively engage the target unit:
  1: Sniper team can’t engage the target unit.
  2-3: Sniper team engages target w/5D10
  Firepower. Cannot designate leaders/support
  weapons as casualties.
  4-5: Sniper team engages target w/5D10
  Firepower. Can designate leaders/support
  weapons as casualties.
  6: Sniper team has been recalled. No fire this
  turn. Discard this card immediately.
  Off board teams may not be fired upon.
  This card is played immediately.
  SNIPERS HAVE EYES ON 
  An off-board sniper team chimes onto your
  net and announces they have eyes on your
  operation. These stealthy hunters will add a
  little punch to your force! On each turn, you
  may pick one enemy unit for the off-board
  sniper teams to engage.
  Roll 1D6 to determine if the sniper team is in
  position to effectively engage the target unit:
  1: Sniper team can’t engage the target unit.
  2-3: Sniper team engages target w/5D10
  Firepower. Cannot designate leaders/support
  weapons as casualties.
  4-5: Sniper team engages target w/5D10
  Firepower. Can designate leaders/support
  weapons as casualties.
  6: Sniper team has been recalled. No fire this
  turn. Discard this card immediately.
  Off board teams may not be fired upon.
  This card is played immediately.
  THAT’S A MEDAL OF HONOR
  RIGHT THERE!
  A member of one of your units
  performs an act of self-sacrificing valor
  to save the lives of his comrades. This
  card can be played when an infantry
  unit receives multiple casualties in a
  single round of fire. The number of
  casualties taken, however many there
  were, is reduced to 1 (randomly roll
  which one remains a casualty). This
  card may be held and played later.
  STOPPAGE! 
  A randomly determined support
  weapon in a randomly determined unit
  in your force seizes up and cannot be
  restored to action for the duration of
  the game (unless the “I Just Gave it a
  Good Smack” card is played).
  This card is played immediately.
  STOPPAGE! 
  A randomly determined support
  weapon in a randomly determined unit
  in your force seizes up and cannot be
  restored to action for the duration of
  the game (unless the “I Just Gave it a
  Good Smack” card is played).
  This card is played immediately.
  TIME OUT FOR LOOTING
  (WARSAW PACT ONLY) 
  One Warsaw Pact unit (either fire team
  or squad depending on organization)
  out of LOS of the platoon level
  leadership and not in contact with the
  enemy spends their activation
  stationary and unable to initiate
  reaction fire while they gather up 
  some tasty Western loot.
  This card is played immediately.
  TIME OUT FOR LOOTING
  (WARSAW PACT ONLY) 
  One Warsaw Pact unit (either fire team
  or squad depending on organization)
  out of LOS of the platoon level
  leadership and not in contact with the
  enemy spends their activation
  stationary and unable to initiate
  reaction fire while they gather up 
  some tasty Western loot.
  This card is played immediately.
  FIRE! FIRE! 
  Your rounds have struck something
  flammable and set a structure ablaze!
  You may designate any building within
  LOS of one of your units (or anywhere
  on the table if you have air support with
  offensive capabilities) and declare that it
  is burning. Any figures in the building
  must immediately evacuate to a point at
  least 4” from the building. They may be
  fired on by units that are on Overwatch
  or by Defensive Fire if appropriate. 
  The building is impassable for the
  duration of the game.
  This card is played immediately.
  FIRE! FIRE! 
  Your rounds have struck something
  flammable and set a structure ablaze!
  You may designate any building within
  LOS of one of your units (or anywhere
  on the table if you have air support with
  offensive capabilities) and declare that it
  is burning. Any figures in the building
  must immediately evacuate to a point at
  least 4” from the building. They may be
  fired on by units that are on Overwatch
  or by Defensive Fire if appropriate. 
  The building is impassable for the
  duration of the game.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  INCOMING! 
  One of your units is struck by a random
  barrage of mortar fire.
  Randomly determine the unit that is hit
  by the mortar rounds. The affected unit
  is struck with an attack of
  AP:6D6/AT:2D6.
  This card is played immediately.
  INCOMING! 
  One of your units is struck by a random
  barrage of mortar fire.
  Randomly determine the unit that is hit
  by the mortar rounds. The affected unit
  is struck with an attack of
  AP:6D6/AT:2D6.
  This card is played immediately.
  GAS! GAS! GAS! 
  New intelligence indicates that an attack
  with chemical weapons is imminent.
  Your force must don its chem gear and
  fight on as best they can.
  All infantry units in your force receive a
  -1 to their Reaction Test rolls and suffer
  a 1 die type reduction to their Troop
  Quality (units cannot be reduced below
  D6). These penalties apply until the end
  of the game or until countered by
  another FoW card draw.
  This card is played immediately.
  GAS! GAS! GAS! 
  New intelligence indicates that an attack
  with chemical weapons is imminent.
  Your force must don its chem gear and
  fight on as best they can.
  All infantry units in your force receive a
  -1 to their Reaction Test rolls and suffer
  a 1 die type reduction to their Troop
  Quality (units cannot be reduced below
  D6). These penalties apply until the end
  of the game or until countered by
  another FoW card draw.
  This card is played immediately.
  ALL CLEAR! 
  This card negates the effects of the Gas!
  Gas! Gas! Fog of War card. 
  This card may be held and played later.
  ALL CLEAR! 
  This card negates the effects of the Gas!
  Gas! Gas! Fog of War card. 
  This card may be held and played later.
  SHOULD WE TURN THIS ON? 
  GSR, or Ground Surveillance Radar,
  was a mixed blessing. It could reveal the
  enemy, but it also acted as a beacon for
  enemy artillery and airstrikes. 
  The drawing player must make a TQ
  test with their highest echelon leader.
  If the test is passed, the enemy player
  may not use Out of Contact movement
  for the rest of the game. If failed,
  opposing player gets one free fire
  mission form a heavy artillery battery
  (AP:10/AT:3(H) Deck Attack, 8”
  radius). This salvo is in addition to any
  artillery assets granted by the scenario
  and does not require an FO.
  WAS THAT FLASH HAMBURG!? 
  Rumors have reached your units that
  tactical nuclear warfare has broken out.
  Make a TQ roll for each unit on your
  side. If the unit fails, it must move
  towards the nearest cover and remain
  there for the entire next turn. 
  This card can only be played once per
  game and must be played immediately.
  BRATS AND SCHNAPPS 
  One NATO unit (either fire team or
  squad depending on organization) out
  of LOS of platoon level leadership and
  not in contact with the enemy spends
  their activation stationary and unable to
  initiate reaction fire while they partake
  in some local culinary culture.
  © Osprey Publishing • www.ospreypublishing.com
  
  First published in Great Britain in 2011 by Osprey Publishing Ltd.
  © 2011 Osprey Publishing Ltd. and Ambush Alley Games LLC.
  Osprey Publishing
  Midland House, West Way, Botley, Oxford, OX2 0PH, UK
  44–02 23rd St, Suite 219, Long Island City, NY 11101, USA
  E-mail: info@ospreypublishing.com
  Ambush Alley Games LLC
  1792 Denim Lane, Enid, OK 73703, USA
  E-mail: info@ambushalleygames.com
  All rights reserved. Apart from any fair dealing for the purpose of private study, research, criticism or review, as
  permitted under the Copyright, Designs and Patents Act, 1988, no part of this publication may be reproduced,
  stored in a retrieval system, or transmitted in any form or by any means, electronic, electrical, chemical,
  mechanical, optical, photocopying, recording or otherwise, without the prior written permission of the
  copyright owner. Inquiries should be addressed to the Publishers.
  A CIP catalog record for this book is available from the British Library
  Print ISBN: 978 1 84908 536 6
  PDF e-book ISBN: 978 1 84908 537 3
  Authors: Jim Roots, Jim Wonacott, Rich Chambers, Shawn Carpenter
  AAG Editor: Shawn Carpenter
  Additional Editing: Peggy Carpenter, Kathy Morgan, Tom Konczal
  Special Thanks to Piers Brand for the Ice Flow scenario! BRRR!
  Play-Testers: Andy Rix, Chris Mihlan, Christopher Maes, Donogh McCarthy, Eric Emerson, Jake Rose, Jason
  Weiser, Jay Arnold, Jim Roots, Jim Wonacott, Joe Trevithick, Michael Moore, Mid-America Wargamers, Piers
  Brand, Rene Raap, Rich Chambers, Robby Carpenter, Rob Adams, Rutger van Marissing, Steve Roots, Tim
  Spakowski, Tom Konczal, Will Roots, Jon Walters, Ken Wicke. To anyone we’ve omitted – our heartfelt thanks
  and apologies for the oversight!
  Most of the pictures in this book were taken during the 2010 Guild Big Game and feature models from the
  collections of Piers ‘Big P’ Brand, Johan ‘Gunbird’ van Ooji, John ‘Sepp’ Dowman, Matt ‘Elhiem’ Hingley, Andy
  ‘Comrade’ Rix, John ‘Target’ Green, Yekta ‘Yekke’ Destlund, Jez ‘Pretty Boy’ Harris, Richard ‘VDV’ Blacklock,
  Thomas ‘Nid’ Hannigan, Brian ‘Speed Bump’ Walsh, Brian ‘Skip’ McAfee and Rob ‘Gepard’ Rowell. Thank you,
  guys!
  Other Photos by US Dept. of Defense
  Maps by Dixie McCartney
  Cover concept and page layout by Myriam Bell Design, France
  Cover artwork by Ramiro Bujeiro
  Typeset in Bank Gothic and Minion Pro
  Originated by PDQ Media, UK
  Printed in China through Worldprint Ltd
  11 12 13 14 15
  10 9 8 7 6 5 4 3 2 1
  Osprey Publishing is supporting the Woodland Trust, the UK’s leading woodland conservation charity, by
  funding the dedication of trees.
  www.ospreypublishing.com
  For more information on Force on Force and other products, please visit www.ambushalleygames.com
  © Osprey Publishing. Access to this book is not digitally restricted. In return, we ask you that you use it for
  personal, non-commercial purposes only. Please don’t upload this pdf to a peer-to-peer site, email it to everyone
  you know, or resell it. Osprey Publishing reserves all rights to its digital content and no part of these products may
  be copied, stored in a retrieval system or transmitted in any form by any means, electronic, mechanical, recording
  or otherwise (except as permitted here), without the written permission of the publisher. Please support our
  continuing book publishing programme by using this pdf responsibly.
  © Osprey Publishing • www.ospreypublishing.com
  
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