Strategy & Tactics issue no. 224

Game Title: Variants for Previously Published S&T Games

Date of Publication: September 2004

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. Discussion folders for this game are located on Consimworld.com's discussion board.

S&T MAGAZINE GAME VARIANTS
by Joseph Miranda

INDO-PAKISTANI WAR VARIANT
 (S&T 174)
	These units are used when playing the New World Order scenario, which is now assumed to be taking place within the next decade. Gamers can experiment with their own scenarios. Some possibilities include:
(1) US versus a Pakistani-Taliban alliance.
(2) Unilateral US intervention to destroy Pakistani weapons of mass destruction. 
(3) A US-Russian meeting engagement as both sides race to gain control of nuclear facilities following a Pakistani government collapse.
Additional US units (white on green): these include two special operations aviations groups, five cruise missiles, one special operations battalion (Delta), one special operations group (CIA), three military police groups, seven advanced air groups, one bomber group, two STEALTH groups, one special operations group (Pred), three military police brigades, three forward observer teams, one logistics unit (contcom), one special operations brigade (contractor), and three paramilitary brigades (contractor, these have the non-airborne special operations symbol).
CIA, Pred (Predator) and Delta Force: These are used only when playing scenarios in which the enemy controls Terrorist units. These are treated as other US units, except if one is involved in an attack against a hex containing enemy terrorist units, then the US player receives an additional column shift to the right (a maximum of one shift, even if both are used). The Pred unit has an extended ZOC (the unit is equipped with attack drones).
US Special Operations Air Wings: these are treated in all respects as other US air units.
Cruise missiles: Cruise missiles are used to make stand-off weapons attacks anywhere on the map, and may be used only once each for conventional or special weapons attacks. They do not need to be “fired” from any other units and they may not be intercepted.
US Forward Observer Teams: if one or more of these units are adjacent to a hex that is the target of a US air strike, add an additional +2 to the die roll. This does not apply to stand-off weapons attacks. They are treated as special operations units in all other respects.
US and Contractor Military Police and Paramilitary units: enemy guerilla and special operations units pay normal movement costs for moving through the ZOCs of these units. This is an exception to rule 10.1.
US Contractor units: These represent civilian forces hired by the US government. Since they are not part of the normal chain of command, there is less of a political impact for their involvement in operations. They are treated in all respects as if they were US units, except:
1) the enemy receives only “1” victory point for each contract unit eliminated. 
2) if all attacking land units are contract units, the US receives only “1” victory point for each enemy unit eliminated.
3) the US contractor air unit may make special weapons attacks. This gives the enemy player 20 points for the first use, and 1 point for each use thereafter.
4) If US contract units are the only units occupying an objective hex, the US receives only half the victory points for it (round fractions up).
British units: these include an armored division, a special operations battalion and an air group. They are treated as US units for all game purposes.
Terrorist units (white on black): there are three types of terrorist units: bases (with the triangle symbol), commando groups, and a recon brigade. Terrorist units trace a normal line of supply to Terrorist bases. When eliminated in combat, the enemy player gets the following number of Victory Points:
Terrorist base: 	10
Terrorist commando or recon group: 	5
Islamic Volunteer Divisions (black on white): there are two of these divisions, plus two special operations brigades). They may be added to any scenarios. They trace supply to any friendly supply source. 
Prestige Points: If all attacking land units are terrorist or Islamic volunteer units, double any victory points received for eliminating enemy units. Additionally, they gain “1” victory point for any combat result that retreats or disrupts the defender. That’s one point regardless of the number of defenders. This is in addition to normal victory points received.
Pakistani Guerrillas: if the US is fighting against Pakistani forces, the Pakistani player receives one guerrilla unit per turn as a reinforcement, placed on any hex in Pakistan not containing an enemy unit or ZOC. Use the Mukti Bahini guerrillas from the original game for these forces.
UN Peacekeepers (white on blue). These can be added to either player’s order of battle. They have the following special rules:
1) they may not attack unless attacked by enemy units first, at which point they engage in combat normally;
2) the enemy player gets three victory points for eliminating a UN peacekeeper unit; 
3) UN peacekeepers otherwise are treated as part of the controlling player’s forces; and
4) they are heavy units.