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SITUATION
The time is the 1970 s ,
th e
age
of the
missile
an d
nuclear
The setting is the
confrontation
between
tw o
nuclear pow
a year
of
bickering and accusation, and
complete
failure b
politicians to find a peaceful solution, the military have t
initiative in on e country and are about
to
deliver a nuclea
They have three problems
to
solve:-
To
eliminate
t he e ne my s
defences and
then
rely
on
limited remaining missile s unimpeded attack to cau
sufficient damage.
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EQUIPMENT REQUIRED
The only additional equipment required
to
play the gam
measure and
two
ordinary dice
of
different colours pref
and black.
TYPE OF G ME
The
type
game played will
be
an
attack/defence
game
one side represents the
attacker
and
the other
the defen
SOLO G ME
The game
can
also
be
played
as
a
5010
game: on ce t he a t
written his orders they
cannot be
changed.
R NDOM F TOR
Where
in the
rules a random factor is called for throw
dice and count
the
score
as
minus and one black dice an
the score
as
plus.
Take
t he lower f rom
the
higher
of the
If the
higher score
is
a mi nus
the
random factor
is
minus
higher score is a plus the random factor is a plus.
SETTING THE G ME
The game
is
set up on any flat surface.
Draw a line across
the
playing area
at
least
12
fro
edge. This line represents
the
attacker s Fail Safe
and while his counters are behind this line they m
be engaged by the defender.
2
The defender positions his capital and
two
cities.
may be placed wit hin 200 mm
of
another
or
the c
and one ci ty
must
be placed within
500 mm of
t h
Safe Line .
3. The defender positions
all
his missile sites. The I
R
sites must be placed within 500
mm
of the Fail S
4
The defender places
s
9 radar stations on t he bo
5
The attacker lays out his counters face up on his s
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SUMMARY
OF COUNTERS
AVAILABLE
DEFENDER
ATTACKER
1
Capital
12 Strategic bom
2 Cities 4 ICBM missile
2
ICBM sites
2
ICBM MRV)
2
IRBM sites
6
IRBM missile
4 G round-to-air missiles
8
Stand-off bom
sites .with 8 missiles
8
Decoy missile
2
Anti-missile sites
with
4 anti-missile missiles
~
Radar stations
MOVEMENT
The followin g table gives the
maximum of
each
type of
and missile. No missile
may
move less
than
this figure d
move that it is in flight, unless ordered to do so in the g
factor table see later section).
All
the attacker s
missiles, including
stand-off
bombs,
b
ing decoy missiles,
must
travel
in
a straight line between
point
and its target, unless deviated
defence
action
Deviation). All the
defender s
missiles, and the attacker
missiles, will be under the control of the firing station a
fore may change
direction
in
order
to
intercept
enemy
aircraft.
Missile Maximum move Flight
dur
in mms in move
ICBM
150 10
ICBM MRV)
150
8
IRBM
120
8
Stand-off bomb
80
3
Anti-missile
150
4
Ground-to-air
100
4
ec v
100
3
STRATEGIC
BOMBERS
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WEAPON DETAILS
ICBM RVl
Inter-Continental Ballistic Missile multi re-entry vehic
warhead containing three stand-off bombs, each with
ton device. The missile will be directed to a particular
denoted by a Break-Up
counter
where it will release
Alf th ree SOBs mu st be laun ch ed a t the same time on
this point, but each may engage a different target.
NOTE: The Break-Up-Point
counters
may be placed o
at a measured distance from the Fail Safe
Line _ ll
f
may be placed on the board in an attempt to confuse
as to which is the
correct
BreakUp-Point.
When the missile reaches the marker remove the missi
and substitute three
SOB
counters. If
the
missile reach
Break-Up Point before
the
end of the move then move
SOB counters
the
remainder of the move in proportio
ICBM
InterContinental Ballistic,Missile with a single war-he
ilJg a 2 mega-ton device.
IRBM
Intermediate Range Ballistic Missile having a single wa
with a 6 megaton device.
S
Stand-Oft-Bomb, which is rocket propelled once it lea
carrier vehicle. These must be released by an aircraft a
ning of a move unless the aircraft
is
forced, by damage
its bombs over the target.
STRATEGIC BOMBER
Lonltrange bomber aircraft operating in flights
of
thre
craft in each flight being unarmed except for 3 decoy
use against enemy ground-to-air missiles. This Flight D
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NTI MISSILE MISSI LE
Missiles fired
the
defender against
th e
attacker s miss
They will
be
controlled
their firing
station and
each
a 3 mega-ton device.
DECOY MISSI LES
s s l ~ carried the Fli tlt Defence aircraft, and used
to decoy enemy ground-ta-air missiles away from i r c ~ f
Flight Defence aircraft will carry three decoy missiles an
launch
them at the start of
a move only. The aircraft ma
control up to
two of
these missiles a t a ny on e time.
If
th e
controlling aircraft is destroyed th e decoy missile
destroyed.
GROUND STATIONS
NTI MISSILE SITE
Ground sites which have 4 missiles each and have
th e
ab
fire and control one missile per move. Each missile will
move to prepare for firing and this may only be done w
frienqly radar station picks up the target missile.
The missile may only
be
fired when the target is picked
firing station, which has a radar range of
70 0
mm
Se e
R
Station
Details). A second missile may be prepared and
while
the
first
is
still
in
flight,
bu t th e
station will only
to control
up
to two missiles in fljght
at
th e same time.
may
be
detonated
at
any point along its flight, but if its
detonates
or
its controlling station is destroyed it will
d
that move.
GROUND
TO IR
MISSI LE SITE
These sites have 4 missiles each and are able 'to fire an
two missiles simultaneously.
It will take the site one move to prepare tw o missiles
and a second pair may
be
prepared
but no t
fired while
pair are in fli tlt.
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R R STATIONS
These stations have a radar range of 600 mm and may
either high or low level scan. If on high level scan they
matically pick
up
any missiles
or
high level bombers. O
on low scan will they pick
up
low flying aircraft, if the
to
locate
them or
maintain tracking
of them
see later
These stations may lock onto a target and track it,
in o
increase
the
effectiveness
of the
defender s electronic c
measures see later section).
Use
a L oc ke d
On
marker
to
indicate which target
the
is
locked
onto.
Place this marker alongside
the
target
c
and when
the
station stops tracking it replace
the
mark
the ground station counter.
NOTE: If
the
station is tracking a flight
of
aircraft, an
aircraft.in
the
flight are within 20 mm of each other, t
station will be classed as tracking all three. If only two
are within 20 mm then the station will only be classed
those two. The
20
mm
is
measuredfrom any
point
on
counter.)
OTHER GROUND SITES
Other ground stations, such as
I M
and IRBM miss
capital and
the
two cities, will all
be
unarmed except
electronic defences, which are detailed later.
These sites are
the
prime targets for
the
attacker,
wh
p oint for their damage.
If the
attacker causes no dam
missile sites this will count against him, as it is assum
has left the de fe nd er with a high re talitory c apabili ty
range for each site will
be 5
mm.
DESTRUCTION OF GROUND TARGETS
Ground targets will
be
classed as destroyed when
the
m
damage on them exceeds the figures below:
Radar site 12
Ground-to-air site 18
Anti-missile site 20
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DECIDING THE WINNER
The winner of
the
game will be decided when
all the
a
aircraft and missiles have
completed
their attack.
Add together
the
megaton damage inflicted
on
all
the
stations, then add or
subtract
the following:
10 per groundtoair missile destroyed on the groun
25 per antimissile missile destroyed on the ground.
- 10 per bomber destroyed
5 per bomber damaged.
1 per undamaged
point
on each IRBM and
ICBM
s
RESULT
the attacker s score
is
150 to
300
he is the victor. If
is less than 150 it is a victory to the defender.
ATTACKER S ORDERS
The attacker writes orders fo all his missiles and aircr
as the game is set up . He will fill in details on his order
covering the following:
The target for each missile, including the positio
the BreakUpPoint markers.
2) The target for each SOB carried by the ICBM M
3) The number, and war head size, of each aircraft
lead, and also each attack aircraft s primary and
ary targets. ,
4) The order in which he will launch his missiles an
craft. The attacker may launch two flights of air
and
two
missiles,
or one
flight o f ai rc raft a nd t hr
missiles, at the beginning of each
of
his moves. I
aircraft are launcheej then up
to
3 missiles only m
be launched.
DEFENDER S ORDERS
Initially the only orders that th e defender must write
radar stations are on low level scan.
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G M ST RT ND MOV S ~ U N
The game will
start
when t he a tt ac ke r moves his first u
Fail Safe Line ,
Each game move will be t ak en
in
th e
following sequen
Attacker launches or moves any decoy missiles
a
mines their
effect
on enemy ground-to-air missil
2 Determine
th e
effect
of
any nuclear
detonations
range
upon
th e
attacker s
missiles guidance syst
aircraft.
3 Determine
the
effect
of the
defender s electroni
directed
at th e
attackers missiles.
4
Attacker
moves all his missiles and launches any
missiles, then moves
or
launches any aircraft flig
5 Determine the effect of any attacker s missiles d
nating
on
ground targets.
6 Place defender s missile
counters
against ground
which have prepared them for firing.
7 The defender determines
th e
effect
on
his missil
systems
of
any nuclear
detonations
within range
8
Determine if
th e
defender s low scanning radar
s
u p any low flying air craf t, o r, if radar o r missile
tracking low level flights last move,
determine
if
maintain
th e
track.
9 Move defender s ground
station
Locked
On
ma
stations which are changing targets this move.
10 Move defender s missiles and detonate
them as
r
NOTE
on
defender s missiles:
These missiles may be
detonates at
any
point
their move, this being determined by
th e
defe
player. Ground-to-air missiles, which
must in
a
decoy
missile, may
not
be
detonated
until
t
th e
decoy missile or the decoy missile loses
c
with them.
W
FlYING IR R FT
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RADAR
CHANCE
FACTOR
only
against low level
airc
To determine if a lo w scan radar station picks up
or
main
track
of lo w
level
aircraft
throw one dice and
consult
the
ing table:
Range in
o
to
to
2 to
3 to 4
2 4
6
Dice throw
to p ick up
2 3
4
5 6
Add 1 to the dice throw if the station is a ground-to-air s
attempting
to
pick up
a
flight
which
has
already been loc
by
a radar station.
Add 2 if the station or ground-ta-air missile site
was
trac
the flight last move.
Once an
aircraft
has been
picked
up, each
station or
site
it
must
dice each move to determine if it maintains the c
A ground-to-air missile site must
pick up
a lo w
flying air
before
it
can fir e its missiles at it .
If
the site loses contac
m s s ~ s may
be
guided to their target by a locked on rad
station.
If contact
is not recognised and there is
no
radar
station
locked on, the missiles
will
detonate that move.
MISSILE
GUIDANCE FACTOR
Every missile excelJt decoy missiles, has an initial guidan
representing the missiles ability to reach its target throug
electronic defences and areas
of
nuclear
detonation.
As t
guidance factor falls record the levels on the Missile
Con
Chart) the missile
will
become more susceptible to the de
electronic defences. he nthe
factor
falls to Zero or less
missile will detonate.
INITIAL FACTOR
ICBM MRV and ICBM .
IRBM
.
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MISSILE
DEVI TION
When a missile loses
more than
2 guidan ce fa cto rs in
any
dice to
determine
if
the
missile deviates.
Throw
a random factor and add
or subtract
the
followin
1 per guidance factor remaining
on the
missile
1
per
guidance
factor
lo st by
the
missile
1 p er 2 me ga-to ns p oi nt s d ama ge
to
its
controlling sta
defender s missiles only)
2 if missile is an SOB and its controlling aircraft
is
da
1 per radar ~ t t o n loced on to the missile.
DEflE TED
MISSI S
Missiles which are deflected from their target
must
do
ei
the following:
1) Attempt to come back onto its target by a random d
Any result greater than +3 will enable the missile to c
back
onto
target. One
attempt
per deflected missile p
2) If
the
missile does
not come
back
onto
target
the
atta
player
detonates
it at the nearest
point
to its target.
RESULT
Deviation Factor
ICBM MRVI ICBM GA
from
abovel
80lRBM
Missile
SOB
14
less
Destroyed Destroyed Detona
11
to 13
Deviate
Deviate
Detona
- 8
to 1O
Speed
reduced
Deviate
Speed
by 60 mm
reduce
by
60
- 5 to - 7
Speed reduced
Speed Speed
by 40 mm reduced reduce
by
50
mm
by
60
- 2 to
No effect Speed Speed
reduced reduce
bv
40
bY
40
- 1 to 1
No
effect
No
effect
Speed
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5 If the controlling sta tion or aircraft is destroyed any
i t has
In flight will
detonate
at the beginning of the n
6 Loss
of
guidance factors by an
ICBM
MRV will not
the guidance factors
of
its SOBs.
NUCLEAR DETONATIONS
Used against a
city
capital or rad
target
to give maximum
blast and
damage.
Used by the anti-missile missiles
other missiles.
Will
cause no dam
. ground targets or to low flying a
Used against
all
missile sites
to
gi
mum
damage
to
underground in
When a missile detonates it will cause an area of effect re
to
its warhead size and the height at which i t is detonate
A missile may be ordered, in its original orders, to deton
varying levels.
LOW
IR
URST
HI H
IR URST
GROUN URSTS
Note:
1 All detonations other than high air bursts, will have an
on other airbourne and ground targets within its area
2 SOBs fired by aircraft may be set to ground or low air
before they are fired.
Once a missile detonates the effect
of
its shock wave and
tion will remain for
two
moves. Place
two
detonation
co
at the ground zero point. Any aircraft or missile moving
area of effect
will
be susceptible
to
damage and loss of gu
On the next move remove the top detonation counter on
following move take off the remaining counter. Determin
the damaged caused by ground low airbursts.
1 Determine the factor
~ o the War
Head Size table.
2 Add the factor from Radius of Effect table.
3 Add
or
subtract the following:
1
per
5 Mega-Ton points damage already sustained by
target.
or-
Random factor.
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RADIUS EFFECT
T LE
DlIYice C.ntr. A.nge
size
point
10mm 20mm
30mm
40mm
60m
SOMT
9 7
2 2
J j 8
6 ~ 3
13 Z16
-17. .
20
MT
VS
1 1 / 4
7 ~ 1
104 14.A S
7A
6
MT
6 4
37-5
-a../--12
-1 yc::13
1 3 ~ 1 4
IS.;
W ~
urst Ground
burst
RESULT
The result of the above calculation
is
the number
of
Mega
points damage caus ed o n the target. Record the damage o
target s record sheet.
If th e
target
is
completely destroyed
the counter over. Do not remove from the board.
DAMAGE TO AIRBORNE TARGETS
All
missiles and each aircraft
in
an area
of
effect must dete
if
it
is'
affected. Any such e ffect will be taken
into
accoun
move and if detonation occurs then this will take place at
beginning of that move.
To determine
th e
effect or damage caused take
the
factor
the following table.
low
10
a
6 5
3
high
7
6
5
3
1
Ballistic
16
12
9 6 4
missile
SOB
9
8
6
4
2
FACTOR
A-M
9 7
6
3 1
mi
I
G-A
1
9
7
5 2
mi
I
10mm 20mm
40mm
60mm
a
Hi ,
burst
2mt
3m t
Low burst
6mt
20mt
SOmt
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Add or
subtract
th e missile s or aircraft s factor from
t
table.
Guidence
ICBM MRV)
IRBM
AIRCR
fector
8rICBM
8r
othe
17 to 24 -4
12
to
16
-3
-3
9 to
-2
- 2
-3
7 to
8
-1
- 2
~
6 -1
0
-1
1 to 4
0
0
Add
or
subtract
th e
following:
+2
If
target
is
an aircraft al ready damaged.
+5 If target
is
hit by an On Target detonation by a de
missile.
Per nuclear detonation within 10 0 mm.
T hr ow o ne
random factor.
RESULT
Feetor
Bellistic
SOB Defender s
from
ebove
missile
missiles
15
or mor e
Destroyed
Destroyed Destroyed
10
to
14
8
GF
lost
Destroyed
Destroyed
6 to
9
5
GF
lost
6 GF lost 6
GF
lost
4
or
5 3
GF
lost
4
GF lost
3
GF
lost
2 or
3
N o
effect
2
GF
lost 1
GF lost
1
or
less
No effect
G F Guidance factors
Destroyed Missile or aircraft is
destroyed
witho
Dice Th
is
mea.ns that the aircraft
must
di c
mine
th e
effect see following table)
AIRCRAFT DICE
Throw one dice.
DICE THROW
RESULT
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DECOY MISSI S
The object of these missiles
is
to draw off the defender
to-air missiles so that
they
detonate at a safe distance .fr
flight. When decoy missiles are in
flight
the
controlling
will partially jam the ground-to-air missile controlling
s
that the station
will
be unable to detonate its missiles i f
are affected
by
the decoys.
Decoy missiles
must
be launched at
the
beginning
of
a m
the target is within the aircrafts own radar range. They
control led by
the firing aircraft. Decoy missiles
may
de
order
to intercept
enemy ground-ta-air missiles. They m
any number
of
degrees during their move in order to in
or
pass close to a target. They will tu rn on a radius of W
willlose 50mm of
forward movement
rate when making
of 90 degrees or more.
A decoy missile will have a decoy range of
120
mm and
attempt to
draw off
a ground-to-air missile at either fu
half way
point
in the move. If at the half way point in
move, the decoy moves through hal f its move, determin
its effect on the target then moves the remainder
of
i ts
DECOY MISSILE EFFECT
At
either the
full
or
half
way point in the move the
dec
effect
is calculated.
DECOY FACTOR
Range Target missile
Pr_n t
gUidance fector
in mm
1
to
3
4 o. 5 6 or 7 8
to
10
11
to
101 to 120 1
0 1
-2
81 to 100
2
1
0
1
-2
61
to 80 2 2 1
0
-1
41 to
60
3
3
2
1
0
21 to 40
4
4
3
2
1
o
to
20
0 5
4 3
2
Take the
factor from
the previous table and add or
sub
the following:
- 1 per radar station locked-on to the controlling airc
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ELE TRONI EFEN ES
Each Ballistic TIissile site
city
and
th e
capital
is equipped
w
electronic defellce
equipment
with which it
ca n
attempt
to
either
divert or detonate prematurely
E f 1emy
missiles.
To
use its electronic defence equipment a
ground station
mu
b e l oc ke d onto its target i.e. its locked
on
counter
must
be t
th e
target
counter.
Up
to two
sites may
combine
against
th e
same
target.
The equipment when in use will use power in
mega watts
fr
a limited
power
source and which
ca n
be
sustained
for a li m
period. T he following table gives the
power out-put
in mega
at
various ranges. Measure
th e
range from each
station
locke
on to th e
target a nd cross r efe ren ce this wi th
t he p ow er
out-
available. The result will be tw o figures th e first is the
powe
reduction
in mega-watts; reduce the statio n s available powe
out-put by that amount. The
second
figure is the electronic
offence factor which
is
u sed in t he following
calculation
to
determine the
effect
on t he e ne my missile.
ELE TRONI EFEN E TABLE
Range
Power out-put max
of
50 per
move
1
to
5 6 to
10
11 to 15 16
to
20 21
to 30
401
to 50 0 4 - 1
6 - 1
8 -1 10-1
12-1
301
to
400 4 - 1
6 - 1 8 -1 1 0 - 2
1 2 - 2
251
to 300 4 - 1
6 2
7 - 2
9 2 1 1 - 3
201
to
250
4 2
6 2 8 2
1 9 - 3
1 1 - 4
151 to 200
3 3
5 3
7 -4
8 4
1 0 - 4
101 la 15 0
2 3 4 3
5 4 6 5
8 6
51 to
10 0
1 4
2 5 3 6 4 7
5 7
o
to
50
1 5
2 6
2 7
3 8 3 9
Each site equipped with electronic defences will start with a
power
reserve of
100
mega-watts
but
at
no t ime ma y it
use
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ELECTRONIC DEFENCE EFFECT
To determine the effect of a ground site s electronic d
1 Determine the range to the target for each ground s
onto
it.
2
Check each station s maximum power
output
then
from the previous
chart
the power loss and offence
3) Add the offence factors together, and reduce the gr
power reserve by the power loss figures.
4) Add
or
subtract the following:
- 1 per nuclear.detonation within 200 mm.
2
per undamaged radar station tracking target.
1 per damaged radar stition tracking target.
Throw one random factor.
RESULT
Any plus result equals the number of guidance factors
target missile
that
move. Any result of +10
or
more:
th
will detonate
at
that point. The resulting detonation w
as a Low Air Burst.
APPENDIX
The following is a typical defender s set-up, using a pla
3 ft. x 5 ft.
For unaller playing areas use only half the counters
fo
bu t
use 5 Radar Sites and the capital for the defender.
the points value for victory conditions.
I
_n
D 1 ,* ,
0 ,
O AStTtJ:
I
-f t [J lTY
I
a . s n j
o _ z
0
1 ~ s s
~ S 7 l
Q6-.4*7Ff
D
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CAPITAL
CITY 1
CITY 2
MISSILE
DAMAGE POWER
DAMAGE POWER
DAMAGE
POWER
AM
SITE 1
I Damage
1
1
1
LAUNCHED MISSILE
Guidance Factor Loss
1
NO NO
NO NO
2
3
4
ICBM SITE 1
ICBM SITE 2
IRBM SITE 1
IRBM
SITE
2 G A SITE 1
IDamage
Damage
Power
Damage
Power
Damage
Power
Damage Power
LAUNCHED MISSILE
1
Guidance Factor Loss
1 1 1
NO
NO
O
NO
1
2
4
RADAR 1 RADAR 2
RADAR 3
GA SITE 3
Damage
SCAN
IDAMAGE
SCAN
IDAMAGE SCAN IDAMAGE
LAUNCHED MISSILE
Guidance Factor Loss
RADAR 4
RADAR 5
RADAR 6
NO
NO NO
NO
SCAN
IDAMAGE
SCAN
DAMAGE
SCAN
DAMAGE
1
RADAR 7
RADAR 8
RADAR 9
SCAN DAMAGE
SCAN
DAMAGE
SCAN DAMAGE
4
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MISSILE Size
Burst
TARGET
MISSILE
eight
ICBM
1
2
Move
Move 2 Move 3 M
ICBM
2
2
LAUNCH
ICBM 3
2
LAUNCH
ICBM
4
2
LAUNCH
IRBM 1
6
LAUNCH
IRBM 2
6
Flight 1
Level
Flight 2
Level
IRBM 3
6
Defence
Decoys
Defence Decoys
IRBM 4
6
l NO
121
3
l
NO
1 I 2 I 3
IRBM 5
G
Damage
Damage
IRBM
6
6
A eNo
lAic NO lAIC NO
l
NO lAic NO IA eN
SOB 1
6
ICBM MRV 1 SOB 2
6
SOB
G.F.
losses
112
SOB
G.
losses
112
SOB3
6
NO
NO
NO NO NO
NO
NO NO
6
SOB 1
ICBM M
RV) 2
SOB2
6
Flight 3
Level
Flight 4
Level
SOB3
6
Defence
Decoys
Defence
Decays
Ale NO SOB Target
A/eNO
SOB
Target
l NO
1 1 2 1 3
l
NO
1 1 2 I 3
Damage
Damage
Ale NO
lAic NO
lAIC
NO
Alc NO lAic NO lAic NO
S
SOB
G.F.
losses
SOB G.F. losses
I
O
NO
NO
NO
NO
NO
NO
NO
S
7/24/2019 TTG Ballistic Missile
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FILLING
IN
THE ORDER SHEET
ATTACKER
The left hand
column is
for indicating
the
target(sl
ot
e
attacker s weapons, and also
the
burst
height of
each m
device. Indicate this height as: G for a ground burst, L
air burst.
In
each
ICBM
(MRV) square write
the
BreakU
number
where it will release its SOBs.
For each flight of
aircraft fill
in
each aircraft s
number
sequence. Do
not include
the
flight defence aircraft. Th
in the
number and device size carried by each aircraft, (
if only one 50 mega-ton device is carried ignore the sec
for
that
aircraft). Fin ally
fill
in
the
target(s) for each air
the first line will be its secondary target and the
second
its primary target. Next fill in the launch sequence detai
the
top
of the sheet: write the missile or fli\tlt number
box
in the
move in which it
is
to be launched.
FLIGHT DETAIL BOX
Fill in eit
HIGH
o
Cross out
missile
is
Fill
in
eac
aircraft s
in flight.
Initial pow
Fill
in
Flight
Defence aircraft s
number
Fill
in SOB
number, when
fired.
Indicate damage
dice throw.
SOB initia
factor.
The missile Guidance Factor loss table need only be used
missile loses guidance factors. Write
in
against each such m
that
missile s new guidance factor.
Fill
in
the SOB identification numbers as they are released
an
ICBM(MRV).
DEFENDER
7/24/2019 TTG Ballistic Missile
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T LETOP G M
OTHER
G M S IN THIS
SERIES
GALACTIC W R
M T B
u. BOAT
game
of
c o n f l i c t in
spa
s im ila r space f l e e t s .
Small
ship
actions
in the
the second world war.
An
attack
by German U Bo
Atlantic
convoy
during
W
THE MI ROW RF RE SERIES
In t h i s
s eri es
of games
Tabletop
Games has
board game without the
board.
Each game in
counters
and
te r r a in
features or d et ai l s
With
these
games you
are
no
longer
l imited
b a t t l e f i e l d s but can
create new ones for
e
se r i e s provides the unrestricted scope o f
gaming and
the
compact scope of boardgami
MICRO NAPOLEONIC Creates b a t t l e s
of
the
Wars between a
British
MICRO ANCIENTS
MICRO COLONIAL
MICRO MODERN WWII
MICRO FLEET WWI
Roman army
against
army
during the
Punic
British fo rce ag ain
during the
Zulu Wars
An
attack on a
dug-in
division
by a German
f
on
the Russian
front.
B r i t i sh and German
Ba
actions
during the F i
7/24/2019 TTG Ballistic Missile
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DEVIATION
o
\
o
N
o
o
CA
o
en
o
m
0
LOW
LEVEL LOW LEVEL
;i
cc
D:
~ ~
~ ~
w l
.
A MMl
A-MM
2
ICBM
ICBM
RAOARSlTE
IRBMSI
lRBM SITE
1
LOCKffiON
R O R
SITE
2
LOCKED ON
RADAR SITE
RADAR
SITE
RADAR SITE
RADAR
3
5
7
8
LOCKED ON
LOCKED
ON
LOCKED ON
LOCK
RAnARSlTE
~ l T
4
6
LOW LEVEL
WCKEDlW
lOCKED
ON
A-MM
4
A-MM 3
cc
Plt\IVII-V
7/24/2019 TTG Ballistic Missile
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