Here's some specs:
ScenarioTension Campaign Game
Optional RulesEverything except Naval Game
With the original supply rules, WP and NATO units are fully supplied in the initial 3-4 turns, no matter what; this doesn't make any sense as a 1st line WP division doesn't take with us 6 days of supply (ammo, fuel, food, everything) while moving at full speed thru west germany.
Our house rule states that, even in the first 3 (WP) or 4 (NATO) turns, a division must trace a standard supply path to an HQ in order to be in full supply status. The HQ itself doesn't need to trace a supply path of any sort.
SSM delivered chemicals
SSM delivered chemicals are removed at the end of the ensuing air war phase. This way their effect extends even on airplanes in an airport, rendering them useless.
The SSM chemicals effect decreases over time in the following manner:
- war turn 1: airplanes in an airport hit by SSM chemicals cannot be used
- war turn 2: airplanes in an airport hit by SSM chemicals have 50% chance of being operational
- war turn 3: airplanes in an airport hit by SSM chemicals have 75% chance of being operational
- war turn 4 on: airplanes in an airport hit by SSM chemicals have 100% chance of being operational
Flak vs Helipcopter in ground combat defense
In a ground combat, all flak stacked with the attacking unit is considered to be at range 0 against defender helicopters used in combat air support.
This rule deny invulnerability to helicopters moving in ground defense support using NOE flying
Different Size Units
No +2 dice roll modifier for combat between different size units.
In our opinion, the difference in size is already simulated by the different combat values
NATO EW works with a die roll of 1-4
WP EW works with a die roll of 1-3