NATCON 2003 -
A Bridge Too Far
1/300th WRG Moderns

Umpire - Alastair Donald
Address - 16 Ryburn Road
              Mount Wellington
              Auckland
              Home Phone 09 276 6997
              Work DDI 09 355 8074
              Mobile  025 288 9321
email - [email protected] or [email protected]

Competition Details-

Wargames Research Group Modern Competition details

1)  Rules will be the Wargames Research Group "Wargames Rules
1950-2000", January 1993.

2)  Army lists will be based on 3500 points hasty defense.

3)  Tables will be 8’ x 6’ (2400mm by 1800mm).

4)  Six round Swiss chess tournament format.  The first round draw will
be based on last year's National’s results.

5)  Four and a half hour game time, including a maximum set-up time of
forty-five minutes.

6)  Results are a win, draw and loss.  A win is where a player has an
equal to or greater than ten percent margin.

7)  Climate is by mutual agreement, players being restricted to
historical climatic locations their formations fought or deployed in.
Failing that, the Umpire will decide or a dice throw made, the highest
choosing.

8)  Deciding the victor - this is reversed, so the player moving on
second gets to move and fire, the player moving on first shooting last.

9)  Army lists should be based on the WRG format lists available from
the umpire.  Otherwise, they may be loosely based on the Table Top
Games
(TTG) collection of lists.  It should be noted that the TTG lists are
rather outdated, inaccurate and not always suitable for the WRG rules
requirements.  Deviations may be made if supporting documentation is
supplied.  Reputable academic texts only, please.  Photocopies must
be included.  Army lists to note the TTG list edition, publication date
and page numbers where appropriate.  The umpire will be looking for
generic, representative lists rather than specially concocted affairs.

10)  Equipment in service up to and including 2000 as stated in the
rules may be used.  Note that points values and descriptions are not
necessarily correct in the rules.  Please ensure correct descriptions
are supplied and points values modified.  Gas and Nuclear weapons are
banned for the purposes of this competition.

11) INERT DEFENCE position on off-table elements/models:

a)  The rules state (page 15, paragraph 15) that "all supporting
artillery, SAM and all his fixed wing aircraft’s airfields must be on
table."

b)  Any points spent on specific off-table artillery batteries
purchased
in the HASTY DEFENCE base list are converted to the equivalent points
values of UNDER COMMAND on-table elements, including providing for
appropriate UNIT and SUB-UNIT commands for those.  Towing vehicles and
ammunition supply vehicles should also be provided where appropriate.
Inert defence army lists to note these clearly.

c)  On-table artillery SUB-UNITS must be deployed as described in the
SALVO mode description on page 20, para 2 for them to fire area fire.

d)  The INERT DEFENDer can spend further points from the INERT DEFENCE
N
supplement, not allocated to field defences, to purchase more UNDER
COMMAND artillery as the player sees fit provided it complies with army
lists or other organisational limitations.

e)  Off-table naval support remains off-table and is used as it would
under HASTY DEFENCE as they are naval support and not off-table
artillery.

f)  On-table naval support such as corvettes can only be deployed if a
coast exists in the INERT DEFENDER's deployment area, otherwise they
are
lost.

g)  Area defence off-table SAM must be deployed on-table, including
providing for appropriate UNIT and SUB-UNIT commands. Towing vehicles
should also be provided where appropriate or points paid for any
self-propelled features of the SAM battery.  Models are considered
elements in this case.

h)  The HASTY DEFENCE list’s off-table SRL’s greater than 140mm are
lost
as there is no provision to deploy them as on-table elements (see point
a) above).

i)  The INERT DEFENDER is allowed an airfield over and above their
terrain allowance to deploy their fixed wing air support (including
fighters) and this is deployed in the defenders zone before the
attacker
dices for potential flank or rear attack.  Tank scrapes can be
purchased
as revetments for single aircraft models or shelter tunnels for
Hardened
Aircraft Shelters.

Artillery Organisations

12)  Gun and howitzer artillery support (page 8).  Each army list may
have up to:

a)  ONE battery of a regiment/battalion in DIRECT SUPPORT and the rest
of the regiment/battalion in REINFORCEMENT;

b)  In all but DELIBERATE ATTACK lists - ONE battery in GENERAL SUPPORT
with the rest of the regiment/battalion in REINFORCEMENT,or ALL
batteries in GENERAL SUPPORT;

c)  DELIBERATE ATTACK lists - Up to TWO regiments/battalions in GENERAL
SUPPORT with one of the batteries in GENERAL SUPPORT and the rest of
the
regiment/battalion in REINFORCEMENT, or  ALL batteries in GENERAL
SUPPORT of one or both regiments/battalions;

d)  ONE battery of each of the above regiment/battalion(s)
REINFORCEMENT
batteries may be upgraded to COUNTERBATTERY at the appropriate cost;

e)  Only the following can have counterbattery or counter-mortar radars
fron the noted dates:

Counterbattery radar: USA (1980), USSR (c1980), Greece (1986),
Netherlands (1984), Spain (1986), Turkey (1986), Egypt (1986), Jordan
(1984), Saudi Arabia (1984), Japan (1984), Pakistan (1986), Sri Lanka
(1986), Australia (1986), South Korea (1986), Singapore (1986),
Thailand
(1986), Israel, (1988), PRC (1989) Bulgaria (1986), Hungary (1986),
Poland (1986), DDR (1986), Romania (1986), Czechoslovakia (1986),
Yugoslavia (1986).
 
Countermortar radar: (1970's unless noted) Belgium, Germany, Sweden,
India, Argentina, South Africa, Norway, UK (1950), Finland, Iraq, NZ,
Syria, Libya, Iraq, Cuba, Vietnam, North Korea.

f)  No counter-battery or counter-mortar artillery radar may support
any
battery but the one it is attached to.

g)  In ATTACK lists - Russian and Warsaw Pact pattern armies may have
ONE battery of six self-propelled 122mm guns on table under command.
 

13)  Salvo Rocket Launcher (SRL) support (page 8).  Each list may have
up to:
a)  ONE battery of a regiment/battalion in DIRECT SUPPORT and the rest
as reinforcement;

b)  In all but DELIBERATE ATTACK lists - ONE battery in GENERAL
SUPPORT;

c)  In DELIBERATE ATTACK lists - Up to THREE batteries in GENERAL
SUPPORT ; and

d)  ONE battery in COUNTERBATTERY.  Counter-mortar and
counter-artillery
radar (if allowed) may be purchased to support this battery.

14)  Tactical SSM support (page 8).  Lists may have up to ONE battery,
however, this must be contrived so that an army may have only a maximum
of ONE battery per game.

15)  Fighter strength (page 9).  Army lists may purchase up to the
following air superiority:

Country Strength
Russia  Ensure
United States   Ensure
China   Obtain
Egypt   Obtain
Unified Germany Obtain
France  Obtain
India   Obtain
Israel  Obtain
Poland  Obtain
Sweden  Obtain
United Kingdom  Obtain
Canada  Dispute
Czech   Dispute
Germany (West)  Dispute
Iraq    Dispute
Italy   Dispute
Japan   Dispute
Lybia   Dispute
North Korea     Dispute
Romania Dispute
South Korea     Dispute
Turkey  Dispute
Vietnam Dispute
Algeria Mitigate
Argentina       Mitigate
Australia       Mitigate
Belgium Mitigate
Bulgaria        Mitigate
Cuba    Mitigate
Denmark Mitigate
Dutch   Mitigate
Germany (East)  Mitigate
Greece  Mitigate
Hungary Mitigate
Jordan  Mitigate
Norway  Mitigate
Pakistan        Mitigate
Saudi Arabia    Mitigate
South Africa    Mitigate
Spain   Mitigate
Switzerland     Mitigate
Syria   Mitigate
Yugoslavia      Mitigate
Afganistan      None
Albania None
Angola  None
Austria None
Bahrain None
Bolivia None
Brazil  None
Brunei  None
Burma   None
Chile   None
Ethiopia        None
Finland None
Iran    None
Kuwait  None
Malaysia        None
Morocco None
Mozambique      None
New Zealand     None
North Yemen     None
Oman    None
Paraguay        None
Peru    None
Portugal        None
Somalia None
South Yemen     None
Sri Lanka       None
Sudan   None
Tanzania        None
Thailand        None
Tunisia None
Tunisia None
UAE     None
Uganda  None
Venezuela       None
Zambia  None
Zimbabwe        None

16)  Historical modifications to the above Strengths by reference to
actual combat situations may apply if warranted.  In that case, then
ALL
lists must use the same Strength rating.  These may only apply if
combat
took place and involve an evaluation of the total conflict.  For
example, Gulf war (1991) Coalition (United Kingdom, French, Kuwaiti,
Saudi Qatari and Egyptian) forces; Falkland Island (1982) British; and
Israeli forces in the Seven Day war (1967) will have ENSURE.  The test
is where the opponents were overwhelmed or avoided the effort to
challenge air superiority.  It does not necessarily mean total air
domination, but reflects the historical opponent’s effect on your
nation’s air support.

17)  Terrain may be laid using either the terrain module, individual
terrain features formats as described on page 11 or by mutual
agreement.  No method is preferred.  In the case of dispute, each
player
will throw a die and the highest will chose.  However, terrain on the
terrain modules and that chosen by mutual agreement must conform to the
size and description of terrain types as described in the section
"Types
and Effects of Terrain" on pages 12 and 13 of the rules.  This is not
negotiable.

18)  Only armoured troops described in the "AFV Characteristics and
Cost" section on pages 51 through 61 of the rules classified as RECCE
vehicles may use RECCE orders.  Other vehicles, while belonging to
reconnaissance units, may not.  Infantry and support elements are not
affected.

19)  Groups of elements making up UNIT and FORMATION HQ's act and
respond as sub-units in their own right, but do not affect the maximum
sub-units that can be controlled by the appropriate UNIT.

20)  FORMATION HQ's act as elements, sub-units, units and formations.
They, therefore, can have sections and share acquisitions between the
sub-unit elements making up the Formation HQ, and can have directly
attached sections and sub-units.

21)  UNIT HQ's act as elements, sub-units and units.  They, therefore,
can have sections and share acquisitions between the sub-unit elements
making up the Unit HQ, and can have directly attached sections.

22)  ATTACK orders can only be given to UNITS to attack known enemy
positions, which may or may not be terrain features.  However, players
may not issue ATTACK orders, using a terrain feature as the target,
when
the player does not know whether enemy are on the terrain feature or
not.

23)  To unpin a sub-unit, the pinned sub-unit, as a whole, must see an
ENTIRE sub-unit of its own unit advance within its vision arc before
becoming unpinned.

24)   EW capability is a separate capability, carried in a separately
purchased vehicle.  The player must pay 100 points for each capability,
ie, to intercept and locate costs 200 points, not 100. To jam only
costs
100, points, to jam and locate costs 200 points, etc.  Jamming also
affects mode changes within a sub-unit each turn.  However, the player
cannot purchase jam and intercept (as a system could not jam a
frequency
AND listen to the conversation), neither can all three (jam, intercept
and locate) be purchased.

25)  Helicopters can chose SKIRMISH mode, fire an ATGW, and then move
in
one bound.  However, return ground fire can be directed on the
helicopter as it was hovering while firing the ATGW and can be called
back by surviving enemy, in much the same way as if it was a shot at
the
'short halt'.

26)  Helicopter weapons deemed 'aircraft weapons'(page 24, para 12) are
the 'air weapons' (page 44, para 8) and always attack side armour,
other
weapons (ATGW, cannon, HMG) attack as per ground fire.

27)  Bounce factors for interceptors - agile fighters have a +1, slow
fighters have a -1.
 

Notes on the rules, air support and interpretations are available from
the umpire:

Registrations so far : 6 : Last updated 15 April 2003
 
 

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