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Showing posts with label Able Archer Rules. Show all posts
Showing posts with label Able Archer Rules. Show all posts

Thursday, January 23, 2025

Able Archer Arab Israeli Wars - Syrian Armed Forces

 Syrian Able Archer list 1963-1990

 
Israel and Syria have technically at war since 1948 with the purple line 1973 ceasefire has remained. The scope of these lists are from 1963 with the socialist Ba’ath party achieved total control of the state, up until the end of the Lebanese civil war in October 1990. Syria fought the Israelis in the 1948, 1967 six day war,  and 1973 Yom Kippur war. 1970 Black September Jordan civil war, 1970-82 Muslim Brotherhood civil war, 

My Syrian Armed Forces are based on order of battle for 1973 up until 1990, for the sake of completeness for other able archer players I have added a list at the bottom from 1956-1990 equipment also. 

Syrian Structure for Rapid Fire Able Archer

Corps and Divisional Assets

Battle Group Command assets

1x BTR50PU with command Group 
1 x BTR50PU with Artillery Observation group 
AA platoon ZSU 23-4 (shilka) 
2 x SA9b + BTR 40b 

Supply assets 
3 x Zil 157 or Ural 375 trucks 

Engineering assets 
Field Engineer battalion 
BHQ Gaz46
1-4 coys 
KMT- 54 mine clearing tank on a T54 chassis (Armoured and motorised division) 

Bridging battalion 
BHQ
1-4 coys
MTU12 T54/T55  bridge layer

Anti tank assets 
Towed
2x D44 85mm anti tank gun, gun tractor Zil-157 4 crew 
Anti tank missile coy 
2x BDRM 2 9P122 ATGM

Anti Air Assets 

Praga 53/59 
BDRM Battery 
BDRM recon 
2 x BDRM 2 SA9 Gaskin 

S75 Regiment 
Zil 157 Command truck 
FNR75 Fan Song radar trailer mounted 
6 x SA 2 S 75 Dvina guideline truck mounted. 

SA3 Gia S125 Neva missile battery 
Zil 157 command truck P15 radar 
Zil-157 missile truck 

SA 6 2K12 Kub Gainful (attached to Armoured brigade) 
Zil 157 command truck P 15 Radar  
2 x SA6

Sam 5 battery ( Syrian Territory defence)
55k6e radar command truck 
3 x Sam5 s200 Gammon missile (delivery 1983) 

SA8 battery 
2 x SA8 9K33 Oska Gecko (1982) (infantry division support) 

Armoured brigade battle group 

Brigade HQ 
Officer commander + 2 medic, 2 radio, defence pltn 2
1 x T-62A (T340/85 or T54 or T55) 
1 x BTR 152 K ambulance 
1 x BTR 152 S command radio 

Tank battalion 
HQ 1x T62 (OC) Officer commanding 
1st Coy 2 x T62
2nd Coy 2 x T62
3rd Coy 2 x T62 

Armoured Reconnaissance Company 
1x BDRM1 Officer, 3 infantry and 1 x RPG 
1x PT-76 

Mechanised 

Armour options six day war 
PIV twenty five operational in 67 war 
Jadgpanzer IV 48 six purchased, deployed on Golan heights in the six day war one knocked out
StuG III G forty one purchased (24 in defiladed positions on the Golan heights six day war)
T34-85
T-54
T-55

Armour options 74 war 
T-62

Artillery Assets (off table normally) 

Each Syrian artillery battalion has two batteries, artillery may use the ammunition types listed for the year of manufacture if you want to get into the weeds of ammunition types. A radio truck must be used for more than one battery. Doctrine for brigade and division is to concentrate fire so one mission can include all tubes of a battery’s available but not split fire on the table. Corps artillery is assigned by the corps Observor attached at battle group level. Assigned as required for scenario, some of the heavy artillery and missiles are not required for a tabletop, I do like deploy the Forward Artillery Officer and vehicles, plus the command radio vehicles present (which can make the targets). I also like to have missile batteries for scenarios for commando type raids. 

Dedicated Brigade Assets
HQ Gaz69 car - OC plus 2 
Gaz 69 car Forward artillery Observor plus 2 other ranks for FO team
BTR152S radio truck plus 3 Other Ranks

M43 120mm mortar (6 tubes per battery) 6 crew Gaz 66 truck
M56 160mm mortar (6 tubes per battery) 6 crew Gaz 66 truck (1956-85 normally infantry brigade)

HQ ACRV2 command vehicle
2S1 122mm self propelled Howitzer (6 tubes per battery)
 

Division Field Artillery Battalion 

HQ Gaz69 car - OC plus 2 
Gaz 69 car Forward artillery Observor plus 2 other ranks for FO team

BTR152S radio truck plus 3 Other Ranks
122mm Howitzer D20, Towed Ural 375 or Zil 131 - 6 tubes per battery
HQ ACRV2 command vehicle
152mm 2s3m Akatsiya Self propelled 6 tubes per battery 

HQ Gaz69 car - OC plus 2 
Gaz 69 car Forward artillery Observor plus 2 other ranks for FO team
BTR152S radio truck plus 3 Other Ranks

240mm M53 mortar towed Gaz 66, 6 crew, 6 tubes per battery 

Corps Artillery Assets

130mm M46 gun towed Zil-131, 6 crew 6 guns per battery
180mm S23 gun towed 

Bm-24
BM-27


Tuesday, November 19, 2024

Able Archer -Arab Israeli Wars - Morrocan Armed Forces

 Morrocan Army 1956 -1990

Moroccan Army organisation 

The Moroccan army was very different to its fellow Arab nations coming with western style professionally trained and officered by men who had attended the French Military schools and colleges, many of the senior Officers and Ncos had fought in the French army in the Congo, French Indochina, Algeria, and Western Sahara campaigns and then after independence constant border wars with Algeria and the conquest of Spanish Morocco. 

The Moroccan army follows the French “Javelot” divisional doctrine developed in the 50s. The infantry Brigade consisted of four or five regiments of Infantry with attached artillery and if motorised light armour, as required by the task. The infantry Regiment consisted of four to six companies with support elements with enough regimental HQ officers to form small or large subordinate combat sized/battalion teams as required. Each regiment consisted on paper of 812 officers and men and was commanded by a chef de battalion, the regimental support element had two sections of mortars, two sections of heavy machine guns and two sections of light recoilless rifles. Each combat team/battalion as assigned was commanded by a captain. Each platoon was commanded by a 1st lieutenant and sous lieutenant, it had two light 60mm mortars, two MMG teams, two manhandled anti tank weapon teams, and three rifle grenade teams, then typically broken into two fire and movement teams lead by Sergeants. Motorised and airborne regiments had an attached armoured car or light tank regiment, a motorised anti tank and motorised recoilless rifle platoon plus vehicles to carry the motorised infantry this bought the strength up to 1271 officers and men. Administration and Supply elements were only attached at the brigade level. 

The French Javelot structure was developed originally for nuclear war in Europe but proved its value in the 56 suez crisis, shocking the English with it combat teams approach. It was further developed by the French fighting experience in Indochina, Congo and Algeria and served its purpose for the frontier type fighting of the Moroccan army, during the 60s and 70s. 


Uniforms and equipment 

The infantry deployed for the Arab Israeli war were equipped with French uniforms, rank structure and unit structure. The uniform was either medium green or lizard camouflage, the French M51 (American m1) helmet, and French 1950s TAP infantry webbing equipment. 

Personal weapons were very mixed and included the MAS-36  (MAS-36 LG48 and MAS-36/51) and the rifle-grenade capable variants, the MAS-49/56 (airborne & infantry) , FN FAL rifles, AK-47 and the MAT-49 sub machine gun (Officers and Ncos). Squad automatic weapons included the French  AA-52 NF1, MAC 24/29 and the FN Mag-58 were also in service. Heavy machine guns include the American browning 30 cal and the M50 50 caliber HMG. Mortars were Brandt 60mm and the Brandt 27/31 81mm mortar. 

Troops arriving in Syria 


Moroccan Armour and vehicles


Moroccan operated T54s Yom Kippur War

The armour available to the Moroccan army for Yom Kippur War.

AMX13 FL 
One hundred and twenty French AMX 13 FL light tanks (4 AMX CD recovery) arrived in 1966 out of service by 1990. 

T-54 Main Battle Tank 
40 Russian T-54B D10 TG 100mm 
80 Czechoslovakian T-54B built models with the latest 100mm D10T2S stabilised gun
ten T-54AR 
Ten T54 AK command tanks. 

M-48a3 main battle tank 
Twenty six M48a3 MBTs formed the first tank regiment vehicles by March 1974


SU 100 SP Anti tank - SP artillery 
Twenty six  Czech built SU-100 SP guns

M56 scorpion SP anti tank 
50 x American M56 scorpion 90mm Self propelled Anti tank guns, (I have not found any record of them being deployed in Syria)

SK105 kurassier 
Purchased 109 units in 1979 nine served in the Arab Israeli wars 

Armoured cars

Panhard EBR 75
Thirty six panhard EBR 75 

Panhard AML 90
one hundred and ninety  Panhard AML 90

AML 60-7
thirty AML60-7

M8 Armoured car
Forty M8 Armoured cars. 

Armoured personnel carriers 

OT- 64
ninety five Czech OT 64 

M5 and M3 halftracks 
forty American M5 and M3 halftracks (ex French stock) 

Panhard M3 VTT 
fifty Panard M3 VTT APCs. 

Soft Skins 

hotchkiss M201
(French made - American ww2 Jeep)

American mutt jeeps

Series II and series III Land Rover Santana (Spanish built) 

J40 Toyota landcruisers

mini Mokes armed with recoiless M20 75mm! 

Moroccan paratrooper mini moke with recoilless rifle and 30 cal. 


Trucks
Romanian Bucegi SR11 3t, Berliet GBD (6x6)
 American general M813a1 (6x6)
French ACMAT TPK 425 (4x4) 
TPK 640 (6x6) trucks 
I have seen some Simca Marmon also in a parade but nothing in export documents. 
Mack F900 heavy transport trucks for tank transport.

Anti armour 

M20 super bazooka 
RPG-7
 M20 75mm recoilless rifle
M40a1 106mm recoilless rifle 
D44 85mm AT gun
MGM 32A Entac missiles. (500)

Artillery 

Towed systems included -
twenty American M2A1 (now a M101A1) 
Thirty eight HM-2 105mm howitzers ( model 1924)
eighteen soviet M-46 122mm
twenty M114 155mm howitzers
Self propelled systems included :-
ninety eight Amx53 155mm sp howitzer
thirty self propelled AMX mk61 105mm howitzer
twenty self propelled M44 155mm howitzer
Thirty six BM-21 122mm rocket launchers 

Anti aircraft equipment 

Information for this part is taken from export lists, but also includes captured equipment. I have more research to do here, but I have types as follows.  
Towed systems :- 
ninety ZPU-2 14.5mm
nineteen  ZPU-4 14.5mm
ninety Zu 23-2 W23mm
thirty 50 cal M45 Qaud
sixty AZP S60 57mm
missile systems SA-7 Grail
French Hawksystem (cannot locate source for this but have a image of one deployed for the Algerian war in 73) 
I am not sure if the MIM-72 Chaparral launchers were available in time for the Yom Kippur war. 

The equipment available to the Moroccan army in 1956 was post ww2 American equipment, French and soviet equipment. New equipment was on order and started to arrive in early October 1973.
The major wars and engagements fought by Morroco include Angolan war of Independence (61-74), the Tuareg War (62-64),  Sand War (63-64), and October War (Yom Kippur), Green March (75), Western Saharan war (75-91), Shaba I (77)Shaba II (78) and the 1st Gulf War in 90-91. 


Captured equipment 

BTR 152

T-55

BMP 1

BTR 60


I will add more information as I find it 


Cheers

Matt


Saturday, July 20, 2024

Arab Israeli wars -Able Archer - Cold War Wargame Rules part 1.

Able Archer - Arab Israeli Wars 



The Arab Israeli wars loomed large on my TV as a kid, the Yom Kippur, the Iran Iraq war, then the Civil war in Lebanon, this sparked my lifelong interest in the Middle East wars. I have been using the Able Archer Rapid Fire rules for a the last ten years for the conflict starting originally with converted with plastic figs and now slowly switching over metal ranges. 

I was hoping for Ospreys ww3 rules were going to be published last year, but they held off due to the war in Ukraine. I thought I had better transfer my paper Able Archer Arab Israeli wars document to a digital location and share it along with my thoughts.

Able Archer is the Cold War fan version of the popular WW2 Rapid Fire second edition rules. All of these additional rules for Cold War gaming are of course optional for your rules. We generally fight on a 4.6m or 15.1ft (181 inches) long table at my house or at the club a 12ft table x 6ft, although the games can be played on a smaller table if required, it really depends upon the scenario. I prefer to play down the length of the table as the opportunity to fire the long ranges really comes into use with modern weapons, so ground and terrain becomes very important. 

Upcoming blog articles will cover the Cold War Arabian peninsula Army vehicle lists I use. These lists cover the Israeli, French, British, American, UN Peace keepers, plus all of the Arab armies from the suez crisis 1956 all the way up to 1991, which is my cut off for most of my armies including the Iran-Iraq war and the first Iraq war. 

I regulary play scenarios that are linked, a special forces strike to commence with,  then attack, counter attack games, the losses carry over to the next game. The changes I have made to the Able Archer European and Arabian peninsula rules reflect weather, MBT ranges, Air to Air combat and campaign system. The changes come from my experience serving in arid and desert areas during my military career.  

Weather rules

Weather has changes from Able Archer 2019 set and Rapid Fire :- these are optional rules

Wind storm - Dust being a major problem in the Sinai and the southern Arabian peninsula we often have line of sight blocked by dust storms. This can be settled at the beginning of a game with a five rolls. 

  • Turn arrival - roll a D10 or D12  depending upon number of turns for the scenario. This is the turn the storm arrives. 
  • GW direction dice,  roll the direction dice from the centre or a table edge this gives the wind direction on the table for dust. 
  • Storm width - roll using a D6, the roll is the number of Dust sections. (East section is 4 inches)
  • Wind strength - roll on a D6 +2 this is the movement per turn (unless stationary roll on GW direction Dice). The storm can blow off the table edge. 
  • Duration - roll a D6 turn duration dice. This is the number of turns the dust storm remains on the table. 
You will need to make some dust markers, I used sofa stuffing that has been airbrushed in a khaki colour 4 inches long and two inches wide. 

Rain Storm

Rain storms were also a feature, particularly on the Golan heights ( Yom Kippur war heavy rain was experienced on the Golan for three days and in the six day war a heavy rain storm prevented an Egyptian counter attack on the eastern side of the Nile) they roll in from the coast and can often drop a large amount of rain in a short period particularly on the Golan heights during wet season. 

  • Rain storm - Roll a D10 on a 8, 9 or 10 a rain storm and heavy downfall arrives. 
  • Duration - Roll a D6 this is the length of the storm. 
  • Turns arrival - D10-12 depending upon scenario length, the number is the arrival turn of the storm. 
The storm prevents any air cover arriving, halves effective observation distance except if vehicles are using ISS or TTS. Halves effectiveness of mortar fire less than 81mm size after the first turn of rain until the storm ends. Smoke generation impossible unless generated by white phosphorus artillery rounds. 

Main Battle tanks and vehicles.

Observation rules

The changing technology of image assistance equipment changes a lot over the 40 odd years covered from the 1950s to the late 80s. Each tank is listed with its options on the tank equipment card. 

Search lights (SL) - gives normal visibility up to medium range during the night, however enemy can also spot you. 

Illumination shell (IS) - illuminates a 12 inch area, normal target rules apply HE for dropping illumination shell. 

IR sights (IR) - grants enhanced observation during the night, however can be spotted by IR detection and IR users. 

Image intensive sight (IIS) -gives enhanced observation in daylight, dark or dust storms, but not through white phosphorus smoke or smoke generators.

Tank Thermal Sight (TTS) -  a temperature based system normal observation in all conditions day and night, +1 observation chance for hull down vehicles, cannot see through phosphorus smoke shell but can through smoke generators. Only available on Magach 7 and Merkava after 1981. 

Gun Values 

Each main battle tank or vehicle has a main armament, a secondary machine gun and possibly a mortar or smoke discharger also. Gun values are treated similarly to a rapid fire, however main difference is D10 chart for firing and of course the technology changes to sights, rounds and gun stabilizers. The gun values from 1 to 7 with 1 being the highest value. New antitank rounds also different from ww2 and are APCBC, APDS, APFSDS, APHE & HEAT. The respective army MBT chart and data card will list variants for each army and its dates it comes into use. 

Gun Modifiers 

  • - 2 Extreme Range + 60 inches.
  • - 1 long range 42-60 inches
  • - 1 to hit vehicle in hull down position, full cover or rough ground (shrubs and rocky rough ground etc)
  • - 1 moving target except Magach 7 and Merkava post 82. 
  • - 1 firer moving except if gun stabilized
  • -1 if moved firing ATGM
  • - 1 APHE Armoured Piercing High explosive, SAPHC Semi Armoured piercing High  Explosive, APCR Armoured Piercing Composite Rigid  vs ERA or Blazer armour. 
  • + 1 short range under 12 inches
  • + 1 firing at rear
  •  +1 recoilless rifle if spotting round fired previous turn (eg recoilless M40 rifle with rifle round)  
  • +1 APDS Armoured Piercing discarding sabot. 
  • +2 APFSDS Armoured Piercing Fin stabilised discarding sabot. 
  • + 1 Elite crew
  • - 1 poor crew

Armour 

Effectively the armour values are still rated from A to F, A being highest rating, Each vehicle has variants of additional armour that may be added. Main battle tanks fitted with Blazer or ERA armour upgrade receive better protection. All modifiers are listed in the main battle tank or the armoured vehicle in the lists.

Blazer spaced armour. A negative 1 on the D6 damage roll for vehicle, ground mounted anti-armour weapons, guided missile, and hand held anti tank weapons. 

ERA armour. A negative 1 on the D6 damage roll for vehicle, ground mounted anti-armour weapons, guided missile, and hand held anti tank weapons.  RPG can only cause heavy damage and disable a Tank, not destroy vehicle unless it is at point blank. 

Fuel 

A optional rule we use is fuel type as we tend to play linked games in a small campaign. Early in the wars petrol was common particularly in the Sherman’s, M48a1, M48a2 and the armored cars, then diesel motors then became more common by Yom Kippur. Petrol motor vehicles and tanks have a -1 value on the armour chart, later in the wars due to the problem of even a light hit by rpg or bazooka can lead to a catastrophic kill. 

Campaign effects 

When playing campaigns we like to record MBT losses, light damage return to action next game, heavy damage two games to repair, destroyed no recovery, however destroyed vehicles become Propaganda Victory point to opposing player. 

Aviation  

Major changes for aviation compared to normal Rapid Fire. The jet age was in full swing, and some prop aircraft were in use for artillery spotting and target acquisition plus ground attack role. Air superiority was a major factor however so was anti aircraft missiles. I am a big fan of jet aircraft and possibly have too much really for the games we play. I also enjoy commando type operations or reserves arriving via helicopter so to give that uncertainty I like to roll for their arrival and ability to be shot down or driven off.  

Air Sorties

The air war was mixed with results of local or sector control, and I like to have air superiority rolls for each turn therefore I use these rules five dice rolls commence at the beginning of each game. This includes helicopter support, helicopter assaults, spotter aircraft, ground support and fighters. You require four coloured D10 dice for this, or roll separately for each type.  

Types 
Prop driven Fighter.
Prop driven fighter bomber 
Jet Fighter 
Jet Fighter bomber 
Bomber
Spotter 
Helicopter attack ground support 
Transport helicopter 

Rules 

  • Roll 1 - Scenario attacking side Roll a D 12 this is your number of sorties possible. Allocate your aircraft types and number of each type. Single or multiples of type may be taken ie two fighters,  three fighter bombers, three helicopters, four fighters etc. 
  • Roll 2 - The Attacking side uses a D10 or D12 (depending upon scenario length) for each aircraft type in support. The Dice should designate a colour ie Red fighters, Blue ground support, white helicopter, green artillery spotter, black bomber or roll separately for each aircraft type. The attacking player then rolls the allocated D10s, each number corresponds to the turn the aircraft may be over the table to support the ground troops. Mark this down on a piece paper 
  • Roll 3 - Defending player rolls a D10 only, this is your sorties available. Allocate your aircraft types and number of each type. Single or multiples of type may be taken ie two fighters,  three fighter bombers, three helicopters, four fighters etc. 
  • Roll 4 -  The defending player then allocates aircraft type. Rolls D10 in corresponding colour, this is the turn arrival of air support. Mark on paper
  • Roll 5 - Players compare notes, turns may occur were opposing aircraft meet, then follow these guidelines 

Air Superiority Guideline 

This is used when each side rolls the same arrival sortie. 
  • Fighter vs Fighter - D10 roll highest wins if difference more than 8+ enemy fighter shot down, no more fighter sorties unless two fighters elected in Air support. 
  • Fighter vs bomber - D 10 roll highest wins, on 6 plus by  bomber shot down, no more sorties from that aircraft type unless two elected. If failed the bomber may drop bombs on ground target. 
  • Fighter vs Fighter bomber - D 10 roll highest wins, on 8 plus fighter or fighter bomber shot down, no more sorties from that aircraft type unless two are taken of that type Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Fighter bomber vs fighter bomber D 10 roll highest wins, on 8 plus fighter or fighter bomber shot down, no more sorties from that aircraft type unless two are taken of that type. Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Fighter/fighter bomber vs spotter - fighter rolls a D10, shoots down spotter on 7 plus, other result the spotter is driven off otherwise. The Fighter bomber May drop bomb or fire rockets at ground target if it is successful in shooting down the spotter. 
  • Fighter/ fighter bomber  vs Helicopter - fighter vs helicopter, helicopter shot down on a 6+, if not shot down the helicopter is driven off. Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Ground attack Helicopter vs ground attack Helicopter shot down 6+ ,  if not shot down the losing helicopter is driven off. Helicopter may fire rockets or machine guns ground target if it is successful in the combat. 
  • Ground attack Helicopter vs transport Helicopter shot down 5+ ,  if not shot down the losing helicopter is driven off. Helicopter may fire rockets or machine guns ground target if it is successful in the combat and has them. Transport helicopter may drop troops if not shot down. 

Aircraft Movement 

In a turn a aircraft arrives on the players table edge then must fly from that point to the target, we have limited prop aircraft and helicopters to speed, so they will be over the table for two turns in some cases to reach the point of entry to the target. Jet aircraft have full table entry and exit ability in one turn but must enter from your own lines to attack the target flying directly over the enemy anti air or ground fire which had the option to shoot down or drive off the air attack. 

Anti Aircraft fire 

The period seen a huge growth in anti aircraft ability for foot troops and an anti air umbrella. Four types of anti aircraft fire for the Arab Israeli Wargame rules. 

  • Infantry Fire - Infantry battalion fire can use personal weapons on low flying ground attack aircraft, attack helicopter’s and transport helicopters. Roll a D10 on the roll of 9 aircraft driven off, on a D10 possible kill. 
  • Heavy weapons on vehicles - roll a D10 on the roll of a 9 aircraft driven off, on a 10 possible kill. 
  • Dedicated anti aircraft cannon systems ground or self propelled. Roll per Barrel a D10 on the roll of a 9 aircraft driven off, on a 10 possible kill.
  • Missile system - roll a D10 on the roll of an 7 aircraft driven off, on a 9 or 10 possible kill. 
If a successful hit is scored on a D10, roll a D6 
1-3 no effect
4 light damage, if transport helicopter must put down within 12 inches of strike
5 heavy damage trailing smoke, if transport helicopter must put down within 8 of strike location. 
6 spectacular destruction of aircraft, if helicopter all lives lost. 

Modifiers to result of D6 
-1 using non dedicated anti aircraft weapons if target aircraft fast jet. 
-1 if firer is target of aircraft attack 
+ 1 if second missile fired at enemy aircraft that turn 
+ 2 if missile battery fired at enemy aircraft that turn (three missiles or more) 

Campaign effects 

When playing campaigns we like to record air losses, light damage return to action next game, heavy damage two games to repair, destroyed no recovery, but Propaganda Victory point to opposing player. 


Propaganda Victory points

The rise of media has also lead to propaganda victory’s, the news media sways public opinion which can lead to support for your cause,  cease fires or pressure from foreign nations or the UN. I have written some rules relating to propaganda victory points predominantly for campaign games but can be used in a regular game also to determine victory points. 

  • + 2 points for a destroyed tank
  • + 2 points for destroyed aircraft 
  • + 1 point for each surrendered enemy company. 
  • + 2 points enemy rocket battery 
  • + 2 points for removing enemy commander 
  • -1 destroyed buildings 
  • -1 to damaged or destroyed ambulance 
  • -2 destroyed or damaged hospital. 
  • -2 refugee or civilian casualties. 

Conclusion 

Hopefully that has been of some interest, coming up are data cards and vehicles for each nation. 

Cheers
Matt