THE THIRD WORLD WAR 13.4.3 The Norwegian Sea [AF, CG] The Norwegian Sea naval zone has a number of special rules governing its use. 13.4.3.1 Norwegian Sea Control During the Norwegian Sea control phase, the Pact player rolls two dice and consults the Norwegian Sea control table. The die roll is modified by +1 for each airfield hex in Norway (and not elsewhere) the Pact player controls. The result from the table determines which player controls the Norwegian Sea naval zone that turn. Place the Norwegian Sea Control marker on the map in the Norwegian Sea with the NATO side up if the Norwegian Sea is controlled by NATO, or with the Pact side up if controlled by the Pact. If Norwegian Sea control is disputed, simply move the marker off of the map for the current turn 13.4.3.2 Effects of Norwegian Sea Control A player may not use naval transport or make amphibious assaults in this zone if it is controlled by the other player. If the result is disputed control, neither side controls the zone and both sides may attempt to use naval transport and to make amphibious assaults in the zone. One die is rolled for each unit attempting to do one of these actions. Die roll: 1–4 the attempt is successful, and the unit arrives at its destination. 5–6
the attempt is turned back, and the unit returns to its port of origin; the unit may not otherwise move in the movement phase and may not attack in the following combat phase.
13.4.4 Adjacent Ports Units of either side may always use naval transport to move between adjacent friendly-controlled ports, regardless of naval zones. Also, communications may be traced across a sea hexside between adjacent friendly-controlled ports, regardless of naval zone. Example If the Pact player controls C-1137 and C-1238, then Pact units may use naval transport between the two ports and trace communications across the hexside, regardless of whether or not the Straits are open to the Pact to these ports.
14. WEATHER Since the game is assumed to take place in the late spring and early summer, weather does not have a profound effect on play. However, weather effects are not negligible, either, and so are considered.
14.1 Weather Determination
In each turn’s weather determination phase, roll a die separately for each air theater and consult the first column of the weather table. Two results are possible: clear or poor. Clear weather has no effect. If poor weather is rolled, roll again and consult the second column. Three results are possible: overcast, storms, and severe storms.
14.2 Weather Effects
Adverse weather can affect air units, air transport and assault, airmobile units and ZOCs, and amphibious assault. Poor weather affects the theaters differently. In the Persian Gulf theater, only overcast poor weather may occur. In all other theaters the full range of poor weather (overcast, storms, and severe storms) occurs. 14.2.1 Overcast Overcast weather affects only aircraft flying missions in the theater with overcast weather. All aircraft ratings which do not have allweather capability (denoted by black circle around the rating) are halved, rounding fractions down. (This precedes all other halvings performed on aircraft ratings.) Note that if the unit’s rating was 1, it is now 0, and a unit may not perform a mission for which its rating is 0. Example: An Su-24 has an air superiority rating of 1, a ground attack rating of 2, and a strike rating of 3. Only the strike rating has all-weather capability. Thus, in overcast the Su-24 would have an air superiority rating of 0 and could not perform air superiority missions. It would have a ground attack rating of 1 and a strike rating of 3. 14.2.2 Storms Air units in a theater with storm weather may only fly missions for which their ratings have all-weather capability. Example: The Su-24 cited above could fly only strike missions during storm turns. Storms also affect the ability of units to conduct amphibious and airborne assaults in the theater. Whenever the destination hex of a unit attempting such an assault is in a theater with storm weather, roll a die. On a roll of 1-3 the unit is turned back and must return to the city or port from which it came. The unit may not otherwise move in the movement phase and may not attack in the following combat phase. This die roll is made separately for each unit attempting such an assault. For air assaults, check for turning back before the other player assigns interceptors. 14.2.3 Severe Storms
• No aircraft may conduct any mission in a theater with severe storm weather. • No aircraft may transfer into or out of a theater with severe storms.
• No unit may conduct an amphibious or airborne assault with a destination hex in a theater with severe storms. • The movement allowances of all airmobile units that start in or enter a theater with severe storms are reduced to 3.
• All units with airmobile ZOCs in a theater with severe storms are instead considered to have only standard ZOCs. • No air transport is allowed into or out of a theater with severe storms.
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