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Objective Havana (MW#28) (aka Invasion Cuba)


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CSW Forum Boardgaming *INDIVIDUAL GAMES AND GAME SERIES Discussion Era: Contemporary
Potential Conicts Objective Havana (MW#28) (aka Invasion Cuba)

Joseph Miranda - 04:25pm Feb 6, 2017 EST

The US contingency to invade Cuba in October 1962 if the Missile Crisis was not resolved by naval quarantine. Solitaire
game with the player commanding US air, naval, ground and special forces.

Victory Points: Awarded at end of game

Each Soviet Nuclear Depot Base eliminated: +10


Each Soviet Missile Base eliminated: +3
Each other Soviet Base eliminated: +1
Each Soviet bomber eliminated: +1
Each Soviet missile armed mechanized or airborne regiment eliminated: +2
Eliminate Fidel Castro: +5
Each other Communist Leader eliminated: +2
Each Other Communist unit eliminated: 0
US forces occupy Havana: +10
US forces occupy aireld and port Zones (other than Havana): +1

Each Communist Nuclear Depot Base on the map: -6


Each Communist Missile Base on the map: -4
Each other Communist Base on the map: -1
Each Communist missile armed mechanized or airborne regiment on the map: -2
Each US ground or air unit in the eliminated box: -1
Any Communist units in Guantanamo (even if US units also in it): -5
Escalation Index Value at end of game: -number

Joseph Miranda - Feb 6, 2017 4:27 pm (#1 Total: 20)


MAP

Communist Reaction Level (clarication)

The upper number is the Reaction Level. The lower number is the number of Events (28.0) and Reinforcements
(30.1(2) ) generated when the index is at that level. Example: a Reaction Level is 7 would generate two Event checks
and if reinforcements are called for, two units.

Joseph Miranda - Feb 7, 2017 1:14 pm (#2 Total: 20)


Do airborne units need to be assigned to transport or do you just drop them
directly? Am playing you assign them but just wanted to check.

17.0 denes Air Transport as both Air Drops and and Air Landings. So you need a MAC for airborne drops.

Also, the same MAC can not be used for both an Air Drop and Air Landing in the same turn.

Joseph Miranda - Feb 7, 2017 1:49 pm (#3 Total: 20)


it says 2 units in each city and town which has an airfield and/or port then one
unit each in each remaining town. I ran out of units before placing them in all the
remaining towns.
5.0 (3) Cuban Deployment (correction):
Havana: three units
Each other city: two units
Guantanamo (town): two units
Each town which has an aireld and port: two units
Each other town: one unit.

Darin Leviloff - Feb 12, 2017 11:36 pm (#4 Total: 20)


2016 War Game Bootcamp Grognard of the Year for Pacicon. Designer of Soviet Dawn, Israeli Independence, Hapsburg Eclipse and

Ottoman Sunset.
What is the effect of encountering an "ambush" marker? What if the encounter is by a tactical air strike?

Joseph Miranda - Feb 13, 2017 12:00 am (#5 Total: 20)


Ambush:
The instant this counter is revealed, pick a number of Communist units equal to the number on the lower line of the
Communist Reaction Level Index (from zero to three). Place them in the Space which the Ambush counter occupied.
Then return the Ambush counter to the Communist Reserve box.

If a (US) tactical air strike, then follow the procedure and run through the combat sequence (including an AAA).

Darin Leviloff - Feb 13, 2017 4:08 pm (#6 Total: 20)


2016 War Game Bootcamp Grognard of the Year for Pacicon. Designer of Soviet Dawn, Israeli Independence, Hapsburg Eclipse and

Ottoman Sunset.
Thanks, Joe. Onwards. I think my rst run through may be very short. I've got the escalation index up to "8". Oops.

I am correct that if there is no air defense or enemy air in the space, AAA is abstracted by rolling a "6" ?

Joseph Miranda - Feb 13, 2017 11:22 pm (#7 Total: 20)


If you go to nuclear war, pull out and play Fail Safe.

I am correct that if there is no air defense or enemy air in the space, AAA is
abstracted by rolling a "6" ?

Yes. I like to integrate this sort of thing into the regular CRT.

Darin Leviloff - Feb 13, 2017 11:27 pm (#8 Total: 20)


2016 War Game Bootcamp Grognard of the Year for Pacicon. Designer of Soviet Dawn, Israeli Independence, Hapsburg Eclipse and

Ottoman Sunset.
Great. I think I sold some copies of the game by posting my session on the Solitaire Wargamer group on FaceBook.

Darin Leviloff - Feb 15, 2017 2:34 pm (#9 Total: 20)


2016 War Game Bootcamp Grognard of the Year for Pacicon. Designer of Soviet Dawn, Israeli Independence, Hapsburg Eclipse and

Ottoman Sunset.
Enjoying the game so far. Narrowly made it into turn 2 and I am trying to adjust some poor decisions made before I
gured out things (like attacking the reaction index too early and mobilizing too much before having beach heads).
An intel mission revealed an ambush, so I decided to resolve the ambush (i.e. pick the counters from the pool)
since it didn't make sense for the ambush to be maintained if a U-2 spotted it.

Good tight game. We'll see tonight if I can take out Raul Castro in a tactical air raid.
Darin Leviloff - Feb 16, 2017 1:57 am (#10 Total: 20)
2016 War Game Bootcamp Grognard of the Year for Pacicon. Designer of Soviet Dawn, Israeli Independence, Hapsburg Eclipse and

Ottoman Sunset.
What happens if a ground force encounters a Soviet air unit? Obviously in the Tactical Air attack phase, it gets an
attack, but what if US forces remain after that? Can ground units hit the air unit? If not, what happens if all enemy
units are cleared except the air unit? Does the space remain contested until US air can come by and destroy the
plane?

John Besbekos - Feb 16, 2017 9:04 pm (#11 Total: 20)


Communist air units

Darin,

Rule 15.5 says at the End of Turn phase, they are returned to the reserve.

Joseph Miranda - Feb 16, 2017 9:33 pm (#12 Total: 20)


I think I sold some copies of the game by posting my session on the Solitaire
Wargamer group on FaceBook.

Thanks!

Joseph Miranda - Feb 16, 2017 9:47 pm (#13 Total: 20)


What happens if a ground force encounters a Soviet air unit? Obviously in the
Tactical Air attack phase, it gets an attack, but what if US forces remain after that?
Can ground units hit the air unit?

In this case, the US units could not re at Communist air units. Note that air defense is red in the Air Defense phase.

If not, what happens if all enemy units are cleared except the air unit?

See the post above.

Joseph Miranda - Feb 20, 2017 1:13 pm (#14 Total: 20)


Errata

RULES

5.0 (3) Cuban Deployment (correction):


Havana: three units
Each other city: two units
Guantanamo (town): two units
Each town which has an aireld and port: two units
Each other town: one unit

16.2 Map Errata (Clarication)


On a die roll of 6, apply 16.2(3) and 16.3.

17.3 Airborne Drops (clarication)


This requires commitment of a MAC unit. An Air Drop mission can not be combined with an Air Landing (they can not use the same
MAC in the same turn).

24.8 Recycling of Eliminated Units (Clarication)


The only units which are recycled are Cuban 1 strength units (militia, police) and Ambush markers.

27.5 Effects (Correction)


Change 0-3 to 1-3.

MAP
Communist Reaction Level (clarication)
The upper number is the Reaction Level. The lower number is the number of Events (28.0) and Reinforcements (30.1(2) ) generated
when the index is at that level. Example: a Reaction Level is 7 would generate two Event checks and if reinforcements are called for, two
units.

(Correction)
The second box should be 2-Low-1 (not 1-Low-1).

(Clarication)
The Reaction Index is sometimes referred to as Command Index in the rules. These are the same thing.

Joseph Miranda - Feb 22, 2017 12:26 am (#15 Total: 20)


Photo at end of turn 1 of a recent game...

Objective Havana 1

Darin Leviloff - Feb 22, 2017 3:06 pm (#16 Total: 20)


2016 War Game Bootcamp Grognard of the Year for Pacicon. Designer of Soviet Dawn, Israeli Independence, Hapsburg Eclipse and

Ottoman Sunset.
I noticed you targeted the reaction index. What was the point of that as the index will go back to "12" at the end of
the turn with almost all airelds in Cuban/Soviet possession? Were you just hoping to be successful enough to get
it down to the middle tier temporarily?

Joseph Miranda - Feb 23, 2017 2:29 am (#17 Total: 20)


I played with Dr Roger Mason as a team.
I noticed you targeted the reaction index.

This was to be followed up with a massive assault on Communist held airelds. In part, we were experimenting with
strategies.

Darin Leviloff - Mar 4, 2017 12:07 pm (#18 Total: 20)


2016 War Game Bootcamp Grognard of the Year for Pacicon. Designer of Soviet Dawn, Israeli Independence, Hapsburg Eclipse and

Ottoman Sunset.
Maybe I am missing something, but can you move US ground forces directly from a American held port to another
American held port in Cuba? How about an amphibious invasion? I see with air deployment you have to go through
the CONUS box rst.

Day 5 dawns. Escalation under control. Central Cuba in American hands. The South being quelled. Have not moved on Havana yet. All
Cuban leaders dead.

Joseph Miranda - Mar 4, 2017 10:12 pm (#19 Total: 20)


... but can you move US ground forces directly from a American held port to
another American held port in Cuba?

See 18.0, under the rules header. You can conduct amphib moves from the US to Cuba or from Cuba to the US; but not
from port to port.

Joseph Miranda - Mar 4, 2017 10:32 pm (#20 Total: 20)


You can't move from port to port or aireld to aireld for a variety of logistical reasons. Within the timeframe of the
game, there would not have been time to build up ports and emplace forward bases. So there's a delay on intra-theater
movement.

CSW Forum Boardgaming *INDIVIDUAL GAMES AND GAME SERIES Discussion Era: Contemporary
Potential Conicts Objective Havana (MW#28) (aka Invasion Cuba)

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