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Red Star/White Star
The SPI board game of 1972, subtitled Tactical Combat in Europe in the 1970's

There are 10 turns.
  1. First player turn
    1. Offensive Fire/Air Strike Phase
      1. Initial Helicopter Movement Segment – 6 hexes
      2. "LG" and "AP" Fire Segment
      3. "HE", Fire Allocation Segment
      4. "HE", Fire Resolution Segment
      5. Final Helicopter Movement SEgment. MA – 6
    2. Movement Phase (also Build-up and Breakdown)
      (Non-phasing Player Fire Attacks)
    3. Close Assault (C.A.) Phase
    4. Disruption Record Phase
    5. Defensive Fire Phase
  2. Second player turn
  3. Game Turn Indication
Movement Rules notes
  1. Units may not move after firing.
  2. When Friendly units leave an enemy's zone of control (ZOC) they may be attacked.
  3. Stacking rules apply at all times.
  4. Road movement applies only if the unit enters the road on a road hex side. Enemy units negate the terrain benefits or road hexes when they occupy such hexes. Only 1 stacking-point-sized unit may use the road movement rate.
Combat – Fire, Close Assault (Airstrike)
  1. All units (except HP and helicopter gunships) may triple their attack strengths once and after that are eliminated.
  2. A unit cannot attack more than once in the entire turn.
  3. Considerations before attacking:
    1. Range
    2. Weapon Category – AP, HE, LG, MX
    3. Blocking Terrain
    4. Condition of Target – Terrain of Target
    5. Attack Odds
    6. Target Type – Hard [6] or Soft 6
  4. Only units with an HE Weapon can use Indirect Fire.
  5. The range of Direct Fire never exceeds 10 hexes. It may go into, but not through blocking terrain.
  6. Blocking Terrain is Woods, Town, and Hills. Units in Woods or Town are in covering terrain, which may be fired into, but not through.
  7. Unit may always fire on targets on a ill, unless blocked by another hill (only).
  8. You have to spot an enemy unit to use Indirect Fire. A unit is spotted if (1) if fires and an enemy unit is within 10 hexes. All other friendly units in a hex ae also vulnerable to attack; and (2) An enemy unit can track a line of sight less than 10 hexes.
  9. Indirect Fire is allowed through Blocking Terrain and for more than 10 hexes. It can be combined with Direct Fire. Russians can only use I.F. before the first time they move. Only AE units can use IF.
  10. Attack stacks-
    • Such units can be attacked singly or all as one so long as no unit is attacked more than once per phase.
    • Add up defense strengths in Woods and Towns and if in such a case a Hard Target is present, consider the whole stack to be a Hard Target.
    • HE weapons may attack the whole stack or each unit in a stack, one by one.
  11. Only infantry and i-accompanied units may close assault. HE units may not.
  12. In Close Assault Attacks, disregard Weapon Effectiveness, combine Defense strengths and ignore target type.
  13. Defenders against C.A. in Towns have defense doubled.
  14. Non-i, non-i-accompanied units defending against C.A. have strengths reduced to 1.
  15. Units making C.A. can only be fired on if they come from a non-Woods, non-Town hex.
Other notes
Wed Jan 31 04:29:25 UTC 2024
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