An Historical Simulation Game the time is: 0500 hrs., ‘‘M+1" 1976
A)
Operational Combat in Europe
inthe 1970's
re
ry
wwCe ee ne eee oT}
Publishers of Strategy & Tactics Magazine, Moves Magazine, Simulation Series Games, and S&T Series Games.
NATO ‘is the game that damonsutes the ‘* Units from fourteen different nations
Ghange. the. fooe cf Europe.” The. unis }¢ Tactical nuclear weapons
are on the brigade/divisional level '* Airmobile operations
apres 8 of the Warsaw Paci
Poland, Hungary, East
Germany, and Czechosiovakia) and the New? Operational Combat in Western Europe in the 1970's
Canad, Germany, UK, Denmark,
France, Belgium, the Netherlands, and lal
Four hundred die-cut playing “pieces are
provides, printed in three colors
The action course over the big 22" x 34
wo-color terrain map of northern Germany
Each hex represents. 16 kilometers, and. the
hexagonal grid is numbered using SPs unique
‘aging system that speeds seting up the game
‘and ads 0 by-mal play, The game can last up
to 25 Game-Tuins teach tuin represents two
unique
ules covering units,
Tactical nuclear weapons, Warsaw Paci
abit,” possible NATO-member neutral
. national’ supply organration, Chinese
plus 1" and "M plus
battlegioup forming m
the extent of NATO territory penetrated by the
Warsaw Pact forces, as well as the destruction
‘enemy units and “supply centers, th
sities, andthe fulfilment. ofOperational Combat in Europe
inthe 1970's
Copyint © 197, SimuaonePubicaton ne, New York, NY
1.0 wNTRODUCTION
20 GENERAL COURSE OF PLAY
30 GAME EQUIPMENT
531 The Gamo Map
52 The Playing Pos
23 Game Crane and Tables
534 Game Equpment Invenio
35 Gara Seale
440 SEQUENCE OF PLAY
“41 The Game-Tum
442 Sequence Outing
43 Gore Length
50 MOVEMENT
151 How to Move Units
52 Movernent Inhibition and Prohitons
53 Crechostovake Resttons
Ba Unte With Specol Movement Abies
{60 ZONES OF CONTROL
‘61 Movement Effects
62 Amobile Unite
63 Combat Efforts
64 Retroat Etocte
185 Supoy Efects
70 STACKING
721 Moverant Effect
12 Combat eect
73 Unit Buldup and Breakdown
0 comBar
‘81 Which Units May Attack
82 Mute Unt and Multhex Combat
£83 Combat Oa Caleulston
284 Effect on Combat Strength
25 NATO Battegraupe
90 COMBAT RESULTS TABLE
81 Explanation of Rosuts
82 How to Revest
83 Advanea star Combat
100 TERRAIN EFFECTS. CHART
110 SUPPLY
1141 Supply Source and Lines
11.2 Worsew Pact Supply Linasons
113 Suppty Une Movernent
11a Reinforcementa
115 Blocking Supay nes
116 Supply efocts Char
120 SPECIAL DENMARK RULES
121 Danish Of Map Retrost
122 Homeless Danes
123 Garnsonng Denmark
120 TERRITORIAL FORCES
121 Placement and Attain
122 General Movoment esttions
{40 TACTICAL NUCLEAR WARFARE
141 effact on Combat Strength
142 Nuclear Contamnation Markers
143 Nuclear Contamination Table
160 SETTING UP THE GAME
11 Rentrcements
182 Start of Hortlios
160 INTIAL PLACEMENT.
161 'M 1 Seon
162°M 2 31" Scenario
170 TURN RECORD/REINFORCEMENT CHART
{1 Warsaw Pact Supply Reiniorcements
180 VICTORY CONDITIONS.
181 Explanation of Vetry Conditions
180 SCENARIOS.
194 "M+ 1 Games
192°M 2 3" Gomes
1223 Notes on Sconaro Vorotons
19.4 Warsaw Pact Unrlbitty
195 NATO Neutrality
196 Chineer Intervention
200 SUMMARY OF WARSAW PACT GROUND
Forces:
210 DESIGN CREDITS,
[1.0] INTRODUCTION
NATO is a simulation on 2 brigade/divsion
level ata possible attempt by the Warsaw Pact
forces 10 "iberate” Western Europe from the
NATO \slianoe sometime in the 1970's. It
postulates that this ‘war in West Gormany
ould occur without 2 massive strategic
Pucloar holocaust. Essontialy, the game
progresses from "™M," the day" the Warsaw
het decides to launch an offensive, 10 day
M+ 50," when a decision of some type
(even a stalemated wat! is assumed to have
been’ reached. The game may be. played
Starting with "M+ 1," wath the forces as they
‘actualy ate in peacetime, oat "M+ 31,
ater both sides have! reached plannéd
suength
‘Theincrement of forces, ag NATO transfers its
scattered strength and Warsaw Pact sends
forth additional member and Russian gartson
dwvsions, 18 Tully charted between the two
‘gameversions. NATO depicts the essential
Clements of modem warfare leven fuluee
Worferel with "unusual elements such a8
J-ransportabe units, Amable unite and the
few Tecap (rile capability) divisions
[2.0] GENERAL COURSE
OF PLAY
NATO is basically a tworplayer game. Each
Player moves hi units and executes atacks on
Enemy unis in tun, attempting to Tf the
Cnittons of victory To move fom one hex 10
‘another, each unit expends a portion of its
Movement Allowance. Combat is resolved by
‘comparing the Total Combat Strength Points
ff adjacent opposing units and expressing the
comparison as @ simplified probability ratio.
Todds Adie ts rolled and the outcome
Indated on the Combat Resuts Table Is
‘sophie to the units involved
[3.0] GAME EQUIPMENT
3.11 THE GAME MAP: the 22” x 38”
‘mapsheet portays the area of Western Europe
{tom East Germany to France and the North
Sea. A’hexagonal grid is superposed upon
the mapsheet to regularize movement and
combat of the playing pieces, ‘acing the
Supply. tines “and. delineating the Yerain
Imposed on the map.
[92] THE PLAYING PIECES: Two diferent
colored sets of playing pieces thenceforth
known 35 units) are supplied. They represent
the various units ofthe opposing forces that
willbe avaiabein the campaign. The opposing
forces in each of the varying “Orders of
Battle” are composed by selecting units from
‘ose provided on the unit sheet. tis strongly
tecommended thatthe Players sort theit units
by type and color, and keep them segregated
Ths greaty faciitates setting Up the game
The playing pieces are distinguished by Type,
strength, and_mobilty, as represented” by
various. numbers. and ‘symbols. printed on
the faces,
rau SAMPLE UNIT
Craton Se Symbol UE Type Symbol
ras aa8l
nt sot ee
Detone Stenath
(3221 SUMMARY OF UNIT TYPES
vel =
124 “Mechanized Mountain | 338)
el" [ei
33:8) Alrmose-semotie 1-2-8
= oa
338 ensign] 22-8
S—] Arwen monty
sha ses
142 ese site] 22-8
3." soa:
S58) os umenl 438
mov Recnasne [—
. z
128 pans 01-3
ORGANZATIONAL SiZE SYMBOLS
X= Bignse
(3.23) DEFINITION OF TERMS
‘Attack Strengths the basic atacking strength
ff 2 unit quantified In Stiength Ponts,
Defense Strength is the basic defending
strength of unit quantified in Stength
Pots
‘Movement Allowance is the basic movement
abiity ofa unit quantified in Movement Points,
inmost cases, a unit expends one Movement
Point of 1s total Movernent Allowance for
‘each hex entered
193] GAME CHARTS AND TABLES
Various visual aids are provided for the Players
to simply and. iisiate certain game
functions. These are. the Combat” Results
Tobie, the Turn Recora/Reinforcament Chart,
and the Tersin Eiscts Chart. Each of these is
fully explained where presented
[a4] GAME EQUIPMENT INVENTORY
‘A-complete set of NATO should include the
folowing parts:
(One Game Map
One set of Game RulesOne set of die-cut counters
One de
One shoet of Charts and Tables
[38] GAME SCALE
ach Game-Turn represents two days. and
feach hex is equivalent 10 16 kiometers in
stance,
[4.0] SEQUENCE OF PLAY
(4.1) THE GAME-TURN
NATO is played in turns called Game. Tums
Each Game-Turn is composed of two
Proyer-Tums. Each Ployer-Turn is composed of
thee Phases. The Player whose Payer-Turn is
In progress 16 called the Phasing Player Each
Game-Turn proceeds as follows.
[42] SEQUENCE OUTLINE
{A FIRST PLAYER-TURN [Soviet Player-Turnl
1. Initia’ Movement Phase. The Phasing Player
may move lof isunislexception, se 113) 9
any direction upto the imit of their Movement
‘Allowanes within the restrictions outlined 1a
fhe Movement and Supply rues.
2. Combat Phase. The Phasing Player may
attack Enemy units adjacent to Friendly units
{this option combat i resolved as outlined in
the Combat rues.
3. Second Movement Phase. The Phasing
Player may move all of his units in any
direction up 10 the limit of their Movement
Bilowance within the restrictions outlined in
the Movement Fules.
B. SECOND PLAYER-TURN (NATO Payer:
Turnh
Repeat chases 1 through 3 for the NATO
Player, who beoomes the Phasing Player and
moves his own Units,
C. GAME-TURN INDICATION
The Game-Tuin marker is advenced on the
Gamo: Turn Wack, signaling he start of @ new
Game-Turn
(43) GAME LENGTH
Repeat steps A through C for the number of
Game-Turs indicated by the scenario. At the
fend of the last Game-Turn, the game is over,
{and the Players’ performances ae evaluated
terms of the Victory Condtions.
[5.0] MOVEMENT
GENERAL RULES:
During the Movement Phase, the Phasing
Player may move as many or as few of his units
ase wishes. During each Friendly Movement
Phase, each unit may be moved as many oF a5,
fea hows 98 the Phasing Plover desires, 95
Tong as. ts Movement. Allowance is "not
‘exceeded ina single Movement Phaso. Unusod
Movement Points, however, may not be
‘accumulated from Phase to Phase nor tans
Terted rom unit to unt
PROCEDURE:
Move each unitindvidualy, tracing the path of
its movement through the hexagonal rid
Once a unit has Been moved and the Player's
hand withdrawn, the unit may not be moved
‘gain, nor the path retraced andlor changed
during that Movement Phase
cases:
(6.1) HOW TO MOVE UNITS
(5.111 During 8 Movement Phese only the
Phasing Players units are moved, al some, of
one of his units may be moved. No Enemy
Favement, and ne combat, may occur dung
8 Movement Phase
(6.12) Movement is calculated in terms of
Movement Points. Basically each unit expends
fone Movement Point of its total Movement
‘Allowances for each hex it enters
[5.2] MOVEMENT INHIBITIONS
AND PROHIBITIONS,
[5.211 A units Movement Allowance may be
decreased by supply considerations, lowering
the number of Movement Points that may
expend ina given Movement Phase (see
Supply). The number of Movement Points 0
tentera given hex accumultes by addition, 12.
to enter 2 woods hex whle crossing 2 rivet
hesside would cost three Movement Points
two forthe woods hex, and one for crossing
the rver (See the Terran Effects Chart. All
bets of reducing avaiable Movement Points
fang increasing the number of Movement
Points 10 enter @ given hex are cumulative
(5.221 unit may always move a single hexin a
given Movernent Phase 25 long a8 A is not
Feaving one Enemy controled hex and directly
entering another, and is pot entering 9 sea Rex
br crossing a sea hexside (Exceptions: see 5.4
16.23] Units may never enter hexes containing
Enemy units. Units may. never enter allea
exes ot pase tough al-sea hoxsides (See
the Terrain Elects Chat
[5.3] CZECHOSLOVAK RESTRICTIONS
I5.31) All Crochosiovak. units. are intially
placed in Czechslovakia. They may never leave
that country unless otherwise stated in the
seonario, ether by crossing the Start Line, oF
into East Germany, They may, however, attack
hhoxes adjacent to Czechoslovakia.
[5.4] UNITS WITH SPECIAL MOVEMENT
AAILITIES,
8] aire
MOBILE
Division
TRICAP DIVISION
[5.41] Aimobile Units. There aro two types of
farmobils units Aimobile sisions (composed
of one base. element and. two amoble
Slements) and Tricap dvisions (composed of
‘one base element and one armobie slement
‘The atmobie element of these units may
ignare al eects of the frst Enemy controled
fox they enter in any Friendly Movement
Phase, as Tong as they didnot begin that
Movement Phave n an Enemy Controlled hex.
IW thoy aid begin in an Enemy conti hex,
‘thay may only enter another Enemy controled
hx (even an sojacent one}. Thus aitmobile
ements have limited ability 10 "move
‘througiy” Enemy controlled hexes.
sggt
11:2
(5.42) Air Transportable Units. These Units
have the Unique abilty to move without regard
fo Movement lowance and the hex gid. At
the eginning of any. Friendly Movement
Phase, any supplied Air-Transportable unit not
in an Enemy controlled hex may be removed
ftom the map and placed on any other hex
with four restrictions
1) They may not be placed in Enemy
cccupied or controlled hexes
2) They may not be placed on Al-Sea or
AlLake hexes;
3) They may only be placed of hexes from
wiich'a line of unblocked contiguous
Fexesne longer than twelve hexes may
be traced to any Friendly supply unit
Hexes are” blocked "by impassable
terran, Enemy occupied exes. and
Enemy. controlled hexes not occupied
by Friendly unis
44) They may only at transport from one
Gar terrain hex to another cleat
terrain ex
[6.0] ZONES OF CONTROL
GENERAL RULE:
‘The six hexagons immediately surrounding @
hex constitute the Zone of Contr of any units
in that hox. Hexes upon which a unit exerts a
Zone of Contral ate called convaled nexes,
‘and inhiit the movement of Enemy units. All
Units exer @: Zone of Control
(6.1) MOVEMENT EFFECTS
{6.111 Upon entering an Enemy controied hex
2 unit must stop and may not move again in
that Movement Phase (Exception see 6.21,
However, units expend no additional Move-
‘ent Points to enter an Enemy contoled hex
{only the normal terrain costs).
[6.121 Aunit may never move from one Enemy
controled hex directly to. another Enemy
Eontroled hex (Exception see 6.2).
[6.13] Aunit hat stats its Movement Phase in
fan Enemy contolieg hex may move oUt and
‘Senter another Enemy controlled hex, pro
viding it does not move Grectly fram one
another. It must fist enter ‘at least one
man-contrliad hex
[6.2] AIRMOBILE UNITS
[6.21] The Airmobile cloments of Airmobile
{and Tricap units may move from one Enemy
Controlled hex directly to another Enemy
Controlled hex once per Movement Phase (se
Sah, They are the only units wath this ability
(6.3) COMBAT EFFECTS
[6.31] Zones of Contol do not affect combet;
attacking is completely voluntary and. the
presence of @ unis Zone of Contol in 8
Frendly occupied hex does not force combs
(6a) RETREAT EFFECTS.
[681} Units may not retest (due to combat;
see the Combat Results Table) into or through
fan Enemy controled hex, unless. another
Friendly unit seady occupies the controlled
hex Thus, for reteat purposes, Enemy
‘conirolled hexes are negated by Friendly units
(65] SUPPLY EFFECTS
[6.51] Supply tines may not be traced through
Enemy Controlled hexes unless that hex. is
‘occupied by Friendly unt, Thus, for supply
purposes, Friendly units negate Enemy eon.
froled hee.(7.0] STACKING
GENERAL RULE:
The Soviets may stack 8 maximum of wo
units of any type per hex, while the NATO
player may stack only one division (XX) oF is
quvalont (ree Brigades). A supply unit
Counts as a dvision-szed unit for both sides
where stacking is concerned,
CASES:
(7.1) MOVEMENT EFFECT
17.111 Units may not move theough hexes in
Violation of the stacking limtations.. The
Stacking mit apples at all times during the
Frendly Movement Phase. Units. may. not
overstock valuntariy. Thus a unit could not be
‘maved into or through 8 hex tho somaination
Of the moving ‘and. stationary unit violated
Stacking imitations (see 9.2)
72] COMBAT EFFECT
(7.211 ll units which are in hex under attack
must be stlocked; their separate Detense
Strengths ae totaled and the entre combined
Strength must be attacked. Unis stacked
together may not be attacked separately. If
‘one unit ina Stack of unis attacking a given
hex, the remaining units are under no
Compulsion to jon in the attack. They may
attack different hoxes, or not attack at all
{73} UNIT BUILDUP AND BREAKOOWN
{7:3] The NATO Player may, at his option,
break down (ie, create moro, smaller units
fom 9 single uni) or buld up Ihe. combine
several smaller units into one sttonger unit
Certain unis into ather configurations. Units t0
be combined must be of the same nationality
‘and must start the Movement Phase stacked
Together. “Units when broken down are
Teplaced in the same hex withthe equivalent
Uns of the same nationsity. Combing oF
breaking down requires the expenditure of all
fight 16) Movement Points from the inniating
Unis Units may never chenge nationality
‘when breaking down ar building up. Oni the
NATO payer may ‘break down or combine
units. Bulling up or breaking. down takes
piace at the. beginning of the Friendly
Movement Phase, and al movement is denied
‘any units that engage in ether operation, Unt
types. have na ellect on Bulding. ‘up of
Broaking Down, only the units’ Stiengths and
Allowance
17.32] The following substitutions can be
made
BREAKING DOWN
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