THE THIRD WORLD WAR
26. WINTER CONDITIONS [AF, CG] 27. TACTICAL ADVANTAGE (OPTIONAL)
(OPTIONAL)
The European Arctic has a long, harsh winter, which would have important effects on combat operations there. This rule assumes that the outbreak of war occurred while winter conditions still prevailed in the Arctic. The following effects apply to all hexes and units in the Arctic, while the weather table modifications apply to all of the Northern Theater.
26.1 Northern Theater Weather
When using the weather table, add two to both the first and second die rolls. For the first die roll, results above six mean poor weather. For the second die roll, results above 6 mean storms (but not severe storms).
26.2 Arctic Terrain
Arctic terrain has somewhat different effects on movement during the winter, due to extensive snow and cold. The changes to Arctic terrain (those hexes north of the Arctic Line) in winter are: 26.2.1 Swamp hexes and river hexsides are treated as clear terrain.
The possession, and use of, the Tactical Advantage marker allows the owning player to re-roll one die or dice roll by either player.
27.1 The Marker
The Pact player receives the Tactical Advantage marker starting in War Turn 1, unless specified otherwise in the scenario-specific rules.
27.2 Procedure
Immediately after a die or dice roll by either player, the player possessing the Tactical Advantage marker can state they are invoking Tactical Advantage. The die or dice are then re-rolled immediately and the result shown is final - whether advantageous or not to the player invoking Tactical Advantage. After the re-roll, the Tactical Advantage marker is passed to the opposing player, who may then use the marker starting anytime in the next game turn. If a player does not invoke Tactical Advantage during a turn, the marker is still passed to the opposing player at the end of the turn.
26.2.2 All movement point costs are increased by 1, except for overland units and ski units. 26.2.3 All wilderness terrain is prohibited to movement, except for overland units and ski units. 26.2.4 The maximum advance after combat is 1 hex, regardless of terrain.
Game Clarifications [clarification 6.6.1] add sentence at end of 6.6.1, "The reverse side of most counters has the proficiency value surrounded by a box; this represents one disruption." [addition 20.4.1.2] use two blank counters in Iranian Army colors to create diplomacy markers for placement on the influence track as follows: • Iranian Army Diplomacy • Iranian Centrist Diplomacy You can download these marker images from the Compass web site. Note: The Iran Diplomacy marker can be set aside or discarded since the Iranian Army Diplomacy marker replaces it. [correction 20.4.4.3] Soviet Diplomacy card #8 is missing the word "committed" in the header. It should read, "Prerequisite: Syria must be Soviet committed." [clarification] The replacement counters for the IRG 8P and 25P CdoD are shown with a brigade [X] unit size symbol; the correct unit size symbol should be division [XX]. The stacking points on these two counters (3) are correct.
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