Each player's force consists of a variety of military units, built up according to their equipment purchases. These are broadly divided into ground, air and naval units.
Ground units are the most numerous and useful. Players may select from Infantry, Armour, Artillery, Air Defence and Mechanised.
Infantry - by far the most useful unit type. They are equipped with assault rifles and may have their strength augmented by additional equipment, such as ATGWs, shoulder launched SAMs, grenade launchers, HMGs and Mortars.
Armour - there are a number of tanks available ranging from the light amphibious armour up to modern Main Battle Tanks. Armoured units may also be allowed additional equipment, depending on the module.
Mechanised - Armoured Personnel Carrier units and Armoured Cars. Mechanised units may also be allowed additional equipment, depending on the module.
Artillery - the type of gun chosen affects the indirect fire range and performance of these units. Self-propelled artillery moves as if heavy armour. Artillery units may also be allowed additional equipment, depending on the module. This will usually be in the area of ammunition types.
AA Defence - self propelled and towed AA weapons, needed to protect all other unit types from air attack. Towed weapons move as if artillery, self-propelled weapons move as if armour, may have some anti-infantry/armour capability.
Various other combined formations may also be created:
Cavalry - consisting of an APC unit and an infantry unit.
Airmobile - consisting of a Helicopter unit and an infantry unit.
All ground units have access to trucks as a means of transport whenever it is safe to travel in that manner, this aspect is represented by Admin Movement.
All new ground units are of company strength. For our purposes a company (coy) is 100 men or 10 vehicles/guns. A squadron (sqn) is the armoured equivalent of a coy and a battery (bty) is the artillery version.
*Other - the player may specify their own name to be used for all units of this type. This name may be up to 15 characters long, including spaces. Upper case letters are counted as two spaces. Names cannot be altered once set. Elite units and Leaders are individually named.
All units share a number of characteristics.
Name - Each unit is assigned a name. This name is determined by the selection made on your starting position questionnaire (please see Chapter One). However, elite units and leaders are individually named by the player owning them. This name may be up to 15 characters long, including spaces, if lower case is used. Upper case letters are printed larger and therefore take 2 spaces each. Names cannot be altered once set.
ID# - each unit is given its own unique identity number at the time of its creation, by the computer. This number is used to refer to the unit when submitting orders. Unit numbers will all be in the range 1000 to 9999, for each player. Thus all players will have a unit 0, which will be their primary leader.
In all cases units will be expressed in the form of Player Number / ID #. The ID# will be printed in a short form such that 1000 is taken from its true value: eg unit 1010 would be listed as unit 10.
Weapon - the main equipment used by the unit determines its type and its combat effectiveness. Infantry units may only have rifles as main weapons.
Strength - all units have a strength based on their size. One strength point equals 10 men or 1 vehicle/artillery piece.
Training Level - combat effectiveness is enhanced by training. Each unit is rated as recruit (1), regular (2) or elite (3). On the move sheets a number in brackets after the training level indicates the number of weeks training the unit has completed. There is no limit to how much you train a unit, except that there is no combat effect after level 3-elite, see Replacements however.
Type - each unit belongs to a specific type as explained earlier. A unit's type effects its ability to move through various terrain, its combat modifiers for terrain and target selection during combat.
Movement Allowance - a units movement allowance is determined by its type.
Maintenance Cost - cost to pay upkeep for each unit per turn, equal to 20% of its (purchase price plus the price of any additional equipment).
Experience - units are rated as Green, Proven, Veteran and Crack. Experience is gained in battles. Each turn that a unit inflicts or suffers damage its experience rating will go up. (Note not each battle). See section later for the experience table.
Organisation - the units ability to focus its forces, to act cohesively, to get things done. Training and experience will make a unit better able to remain organised, or to recover from being disorganised. A disorganised unit is vulnerable to combat, and less effective in its results. A unit with 0 organisation cannot move at all that turn. Organisation will range from 0 to 10. Green and Recruit level units will be inherently less organised and will have maximum levels of 8 or 9.
NOTE: I have added organisation in to control larger formations, plus it also gives air units and artillery something else they can do other than kill people, not to mention armoured breakthroughs. I would expect recovery to be at the rate of Training (1-3)+half experience(1-4) levels per move, less for moving or if a larger units (-1 for Btn, -2 for Rgts -3 for Brig or something like this).
The full name of each unit consists of its player number, its unit number, its name and a suffix identifying its size and type.
The suffix for infantry units of company size is coy. For armoured or mechanised units it is sqn(squadron) and for artillery or air-defence it is bty (battery). Units larger than this take on the suffixes of btn (battalion) or rgt (regiment) as appropriate.
Examples:
1/101 Rifle coy 1/917 Recce Sqn
4/102 Gun bty 3/451 Conscript Btn
3/301 ARM Rgt 12/211 Artillery Rgt.
Ground units can range in size from 10 men or 1 strength point upwards. New ground units are always of strength 10 (100 men). Air and naval units STR depends on the number or vehicles used.
The number of men in the unit determines how the unit is referred to. The strength of a unit is equal to the number of men it contains divided by 10.
Combat results and some order results are adjusted to reflect the size of each unit, with base values representing the result obtained by a unit of 100 men (Str 10).
As players add additional men to their units or combine smaller units into larger ones, the computer will adjust the naming convention for these units. For example, on all reports and printouts, a unit with 250 men would appear as the 'xth' Btn. If a further 300 men were added to the unit it would become the 'xth' Rgt.
The size of a unit has a directly proportional effect on the amount of ammunition it uses, its maintenance cost and its effectiveness performing garrison (??) and security (??) orders.
Larger units (battalions and regiments) can make use of multi-function orders (see chapter 9), and can sustain higher casualties before retreating. Note however that some level of efficiency will be lost by larger units due to their very nature. A larger unit would not be able to bring ALL of its firepower to bear onto a small unit, but likewise may be able to resist better. In general however the organisation of larger units is harder to maintain then those of smaller units, so the larger you get the harder it will be to remain ordered.
Losses due to combat may take a unit below the minimum strength for its current size, eg a battalion of 250 men takes 60 casualties. In these cases the unit is still referred to by its largest size, ie the battalion is still a battalion. It is now in effect an understrength formation.
Players may also reduce the size of a unit by detaching smaller formations from it. This is done with the Detach (order ??) miscellaneous order. In these cases the naming convention for the two new units is determined by their final strength, eg the 6th regiment of strength 550 men detaches 250 men to form the 7th Battalion(250 men), the remaining unit is now called the 6th Battalion (300 men).
Troops may be taken from one unit and re-assigned to a second unit, thereby reducing the strength of (or eliminating) the first and increasing the strength of the second.
This is done using the reinforcement order.
Troops used as reinforcements must be equipped identically (main weapons) to the unit they are joining, if not then it will not proceed.
The Training, Experience and Organisation of a unit receiving reinforcements is modified by the quality of the reinforcements as follows:
1. Multiply the current STRENGTH of the receiver (1-10) by the weeks of effective training it currently has. Each training level is 3 weeks, plus any extra weeks training. Eg a new recruit has 3 weeks, a unit listed as 2(1) is 7 weeks.
2. Multiply the number of reinforcements by their training level. Eg 3 points of Regular infantry would have 3x6 points of training.
3. Add the two totals together and divide by the new total Strength*3 to give the new training level. The remainder is then divided by the new strength to find the number of extra weeks.
Eg. An Elite unit (training = 3) of strength 9 receives 1 reinforcement from a new recruit (training = 1). The calculations are: 9 x (3 x 3) = 81 +1 x (1 x 3) = total 84 man weeks training. Divide by the new strength * 3 weeks gives training level of 2 (84/30 = 2 remainder 24). The 24 remainder is divided by 10 to give 2 weeks extra training (this divide is rounded to the nearest whole number, which may result in the training level going back up). Therefore the new unit will have training level 2(2) and lose its elite status.
Experience is also averaged in a similar way. New experience = ((old strength * old experience) + (replacements * replacements experience)) / (new strength) [rounded to nearest whole number]
Extra equipment held by units (in the form of additional equipment) is carried in STR points, thus a new unit (STR 10) given a new HMG would have 10 STR worth of HMG. Consequently a depleted units (STR 5) given a new HMG would only get STR 5 worth of HMG. Units may not carry more additional equipment that their STR. Dont give new equipment to small units, or suffer the lose.
One of the options of the Replacement order is to transfer various amounts of additional equipment to the new unit, see the Order Chapter for details.
The Main Weapon is the major equipment used by the unit, eg Rifles for infantry, T-54 for armour etc. Each unit may only have one main weapon. The weapon used by the unit therefore determines its type. Ground units may only have rifles as their main weapon. Once formed the unit cannot change its main weapon.
Ground units may be assigned additional equipment. This equipment is used to enhance the firepower of the unit, or to give it some anti-armour or anti-air capability. It includes grenade launchers, mortars, HMGs, all ATGWs and shoulder launched SAMs (SA-7, Stinger, Blowpipe).
The ground unit may only be armed with a maximum of 1 of each of the additional equipment types. Additional equipment is added to units through use of the Miscellaneous order ?? - Add Additional Equipment .
All strength points of an infantry unit do not have to be armed with additional equipment.
Example: An infantry battalion of 300 men, STR 30, could be armed with 30 STR of rifles, 30 STR of HMGs, 20 STR of Mortars and 10 STR of LAW-72. (Representing 3 units of rifles, 3 units of HMG, 2 units of Mortars and 1 unit of LAW-72). NB. This unit has the maximum number of machine-guns it is allowed but could add 1 more unit (10) of Mortars and 2 more units (20) of LAW-72 at a later date.
Additional equipment is that carried and used by the unit at all times.
Additional equipment can be moved from unit to unit via the replacement order as long as the two units involved have identical main weapons.
No unit may carry more STR in each type of additional equipment than its own STR. If a unit takes casualties in battle then it also losses part of its additional equipment.
Infantry
Armour
Artillery
Grenades
Anti-Infantry
Bomblets
HMG
Smoke
Smoke
Mortars
Camouflage
Anti Infantry
SAMs
Air Defence
Air Defence
ATW
Amphibious
AT shells
Surplus equipment are items carried by a unit but which it cannot use. The unit is in effect transporting this equipment to a new location - ie escorting a transport convoy.
Any ground unit may transport any type and any number of units of surplus equipment. The unit uses the ?? order to take the equipment and the ?? order to leave it when it gets to the new ammo dump. Alternately the ?? order can be used to lift the equipment to a new location. These are the only ways to move equipment stores with ground unit movement.
There is nothing to prevent a single unit carrying an enormous amount of surplus equipment. It merely represents an enormous convoy moving with that unit.
Surplus equipment will never be damaged as a result of combat. Should the unit carrying it be destroyed, or should it retreat, then the equipment will be dropped into the hex that unit currently occupies.
Heavy equipment carried as surplus cannot enter a mountain, jungle or swamp hex. If the unit ries to do so then the equipment is dropped in the last hex, or the move is cancelled. This option is a player setting, see ???.
Players should make sure they are very familiar with the three uses of equipment discussed above (weapons/additional/surplus).
Most equipment is sold in units. One unit of equipment normally equips one unit of troops (with a STR of 10). Most items below are listed at the price per 100 pieces for infantry rifles, and per 10 pieces for additional equipment, Armour, Mechanised, Artillery and AD. Aircraft, Helicopters and Naval units are listed per single piece. Units may not be broken up. See your module booklet for the equipment that may be purchased for your module.
Equipment is purchased using the Buy Equipment order (??) or the Airdrop equipment order (??).
Please note that in ALL cases the effectiveness of a unit is related to its cost. If a piece of equipment is more expensive than another similar piece you can safely assume it is better at what it does. Additional equipment of a similar type are all considered to be identical, all HMG are all the same.
Equipment purchased will be delivered to the entry point designated by the player when he made the purchase. It is then up to the player to pick up the new equipment with one of his existing units (before somebody else does). Equipment may then be carried as surplus, to the population centre where the new unit is to be raised. The simplest method is to deliver directly to the population centre, but this is not always possible.
Entry Points are always specified as HEX NUMBERS (7 digits).
Delivery of equipment may be intercepted by enemy naval units, or land units on ambush orders in a hex the equipment must pass through, such as a major river. Air Drops may be intercepted by fixed wing aircraft on air superiority missions.
Equipment Deliveries by air (order 43) occur before any land unit orders are executed, therefore equipment purchased this turn can be picked up as either surplus or additional equipment. Ammo purchased this turn can be used to resupply units needing it if delivered by air.
Equipment deliveries by land and sea (order 42) occur after land units move and fight. This means that equipment purchased this turn cannot be picked up until next turn (unless it is airdropped in). Ammunition purchased this turn cannot be used until next turn ???. Equipment delivered straight to a population centre this turn can still be used to raise a new unit this turn if all other conditions are met.
Miscellaneous orders (?????) are checked both before and after each phase of movement. If the unit is in the correct hex then the order will activate. In the case of ?? and ?? orders, there must be an ammo dump present (equipment carried by another unit in the hex is not accessible). Take (order ??) and Leave (order ??) are actioned before Lift (order ??).
Once activated a Miscellaneous order is deleted so that it won't activate again if you remain in the same hex, or you leave it and return. Thus it is possible for part of a MISC order to work and another part to fail due to timing considerations.
Transport Infrastructure.
The El Mythico Gaming System does not contain specific supply and transport units, all units represented in the game are combat units. The various rules on equipment delivery and movement are designed to reflect this transport infrastructure. That is, any combat unit can pick up enough trucks and personnel to carry whatever surplus equipment needs transporting.
Indirectly, the transport capability of a player's force is therefore dictated by how large his combat force is and how much control he exerts over the road and rail network.
An entry point is a HEX NUMBER where equipment is allowed to be delivered. Equipment is divided into two categories for determining entry points.
Category A (light) - all ammo, infantry weapons and additional equipment.
Category B (heavy) - all other equipment.
For Category A equipment an entry point is any hex adjacent to the sea or on the banks of a major river, unless enemy forces block the river downstream.
Also, any hex adjacent to an international border is a potential entry hex depending on the arms supplier as well as any hex in another country. The module booklet contains more specific details for your module.
The entry point must always be given on the turn equipment is purchased, the delivery will then take place at the designated entry point. Order ?? deliveries will be cancelled and APs refunded if there are any hostile units present at the delivery hex. Order ?? (airdrop) deliveries will be delivered whether or not hostile units are present, but may be intercepted in flight.
Category A equipment may be airlifted in, using the ?? - Airdrop order, for an extra cost of 1 AP per item, with the exception that ammo will cost double (see Airpower section for further details). Eg: Airdropping 3 ammo and 2 HMG would cost 3*1AP+2*3AP = 9AP .
Category B equipment may only be delivered to an unsabotaged port or to an across the border population centre. Naval equipment (ie boats) can always be delivered to a coastal population centre, even if no port exists or the port is damaged. Aircraft and helicopters can also be delivered to an undamaged airfield or airport, but not to a damaged facility.
Different countries allow different equipment to be delivered on their territory as detailed in the relevant module booklet. Also note that Heavy equipment can only ever be Admin moved by sea to and from Ports. Heavy equipment or units armed with heavy equipment can never be moved by air.
Any equipment not belonging to a unit remains in an ammunition dump in the hex it was left in. Each player may have one ammunition dump per hex. They are created by leaving or delivering equipment there. Ownership of ammunition dumps can change if hostile units move through an unguarded, uncamouflaged hex or by use of the change ownership order (83). Camouflaged ammunition dumps are captured if hostile troops conduct a successful search in that hex and there are no troops present who are an enemy of the searchers.
The procedure for raising a new unit is as follows.
purchase equipment (main and additional) and arrange delivery to entry point.
move equipment to manpower source (population centre).
raise new unit. (order 21)
A new ground unit has a strength of 100 men or 10 vehicles/guns . Its morale rating is recruit and experience is green. The new unit is ready for action the turn after the NEW order was given. If the hex is occupied by enemy forces at the end of the turn, then the command to build a new unit will fail.
Note also that the required manpower point need only be present and controlled at the start of the turn. Even if economic control is lost during the turn you will still be permitted to build new units.
Some installations may not generate manpower points but may enable you to build specific types of units each turn, see your module book for details.
All units when raised are recruits (or local forces), training level 1(0), with correspondingly reduced combat effectiveness. Units may only increase their training level by spending time at a training base and using the appropriate order. Each player may designate one hex on the map as the location of his training base. Additional training bases may be gained as the result of random events. Any units moved to a training base may undergo training (order 24).
It takes 3 turns to raise recruits to regular status, 2(0), and 3 more turns to raise regulars to elite status, 3(0). These weeks do not need to be consecutive, and your current inter-level total will be shown in brackets next to your training level.
An enemy attack upon a training base will disrupt training. A training base may be disbanded and relocated at will (order 54). No training can take place during the turn of relocation and any units previously with the base must now move to the new location under their own steam.
Note: You may elect to 'overtrain' your elite units so that they will not lose their elite status when small numbers of replacements are added.
Overtraining' to a complete new elite level (3 extra weeks) allows you to change your elite type, but does not gain any combined benefit. In other words a unit can only get the special benefits of one elite type at any one time.
Training can also be gained from 'excessive' experience in combat. If a units experience level would go above 9. Then the unit will receive 1 weeks training instead. However, the training level will never be taken above 2(2) via this method. You must train the unit with a ?? order to go to elite status.
All units are rated by combat experience. New units have an experience of 1 and each successive turn that the unit is effective in battle increases this by 1. For this purpose an effective battle is defined as a combat where the unit either suffers or inflicts casualties.
Only 1 experience point per turn can be gained per unit.
Rating
Experience
Green
1-2
Proven
3-4
Veteran
5-7
Crack
8-9
Both Training and Experience are used in determining the effectiveness of a unit in performing its tasks. Eg. Garrison, Combat, Search.
Note: Training and Experience affect a unit's chance of retreating from battle.
Once experience reaches 9 each extra point will increase the Training of the unit one week instead, but never to Elite status. If unable to be used in this fashion experience simply vanishes.
Maintenance
All units must be maintained every turn. Each unit has a maintenance cost dependent upon the equipment it uses as follows.
Maintenance cost = initial cost of all used equipment/5.
Equipment includes main weapons and additional weapons, but NOT surplus equipment.
Combined units (Mech and Airborne) have a cost equal to the sum of their component units.
Maintenance costs are deducted from a player's available funds for all units, unless otherwise instructed by use of the Withhold order. Agents are paid first, then air units, then naval units and finally ground units . Elite units are paid first and recruits last, according to experience.
Units not maintained may be used as normal but will suffer losses through desertion. If a Unit is not maintained for several turns in a row, then the desertion rate will increase each week. The desertion rate is 20% of the current STR in the first week (round up), 30% in the second, 40% in the third and finally 40% in the fourth week. The unit ceases to exist in the fifth week. If the unit gets paid, the counter resets back to 0.
It will be noted that unit cost is also directly dependent on current unit strength.
The only supply consideration not included in the maintenance costs of units is the expenditure of ammunition. Ammo units must be bought and stored separately.
Ammo units are interchangeable - ie any unit can be resupplied using any ammo unit.
ALL UNITS except Air and Naval units need Ammo! Please also take careful notice of when ammo is delivered and when resupply occurs.
At the end of any turn in which a unit is involved in any type of combat, that unit may suffer from ammunition depletion. The heavier the fighting the more likely it is that the unit has run out of ammunition. A unit that is out of ammo will be severely reduced in its fighting power.
To be resupplied a unit must satisfy one of three criteria at the appropriate phase of the turn. Either it must have ammo units at an ammo dump within 3 hexes, or it must be carrying it around as surplus equipment, or be in the same hex as another unit of the same player that is carrying surplus ammo, except Artillery units.
Ammo carried as surplus equipment by Artillery units can never be accessed by anyone except that artillery unit.
(No check will be made as to whether a path exists between the unit and the ammo dump with the following exception: a check will be made of the six hexes immediately around each unit attempting to resupply, if all these are solely enemy occupied then the unit may not resupply except from ammo in its own hex.)
A unit that meets one of the above criteria is automatically resupplied in the following priority: (a) own surplus, (b) ammo dump in same hex, (c) ammo held as surplus by other units (except artillery), (d) ammo dump within 3 hexes.
The search pattern for an available ammo dump is the same as the movement directions, the first hex after the units own will be to the north and one hex away, then direction 2, then 3 etc. Then it will move to two hexes away and repeat in a clockwise direction.
The correct number of ammo units are deleted from the source. The correct number being one unit of ammo per 10 strength points or part there-of, except for ground units using any kind of additional equipment or for artillery using support fire (order 17) in which case the cost is 2 ammo per 10 strength points or part there-of.
An ammo dump may be moved from one Airfield to another by use of sky-freight (order 59), or from one Coastal population centre/Port to another by use of sea cargo (order 66). This requires an appropriate Air Lift or Sea Lift Capacity to perform. This action occurs before resupply, so the new dump may be used to resupply units before combat takes place provided other normal conditions apply. Note however that Category B equipment may only move from Port to Port.
Note that normal equipment delivery (order 42) takes place after combat, but that airdrops (order 43) occur before combat. This means that if you have units out of ammunition from a preceding turn and you don't have a pre-existing ammunition supply and you anticipate combat this turn, then you must use orders 43, 59 or 66 to supply them with ammunition. Ammunition ordered with order 42 will not arrive until after combat has taken place.
Alternatively, existing stock piles can be moved closer by other ground units(orders 51, 52 &28) or by helicopter (order 77).
If a unit is forced to retreat it will abandon all surplus equipment. Depending on casualties there may also be a quantity of equipment left on the battlefield. This equipment will be gained as surplus equipment by the victorious side, see Combat. It will be automatically added to one or more of the victorious units - there is no need to search the hex, providing some victorious units remain in the hex and have not all gone off in pursuit of the vanquished. In the latter case an ammo dump of any equipment will be created in the battlefield hex belonging to the player who lost it.
Mechanised units
An APC and an infantry company can be combined to form a Mechanised unit (see also 4.9). Use the 18 - Combine order.
This miscellaneous order allows the infantry and APC to form a combined unit. The order can be given to either unit, but the APC will always be the leading unit. Both units will follow the orders given to the APC for the turn once formed.
Note: Some reports(e.g. Recce) do not distinguish between an APC on its own or as part of a Mechanised unit . A lone APC would be reported as a Mech unit.
Airmobile units
An infantry unit with helicopters combined, is similar to Mechanised units but moves as Helicopters. Note that Helicopters return to base at the end of the turn, so an Airmobile unit is useless when it comes to holding ground, but is excellent in a support role.
A regular unit that receives 3 turns training becomes an elite unit. All elite units have increased fighting power and morale. In addition ground units may be specific types of elite troops as follows.
3. Rangers/Scouts. Rangers are special light infantry trained to work in small groups and live off the land. They specialise in detailed reconnaissance and infiltration of enemy controlled areas. Infantry only.
Rangers may move their full movement allowance when on Recce orders, and a half move while on Scout orders. In addition if their aggression factor is set to 2 then the risk of being hit by an attack is significantly reduced as they are hard to find. Further, they will not stop for combat unless their move would have ended them in that hex, unless they were forced to retreat. They are also difficult to spot by other recce methods.
4. Assault Troops. These are the most deadly and dangerous of the elite. They receive a significant combat bonus when attacking. Any Land unit may become an Assault unit.
5. Marines. Marines are specially trained in amphibious operations against hostile shores. They have the ability to land on any coastal hex , even if occupied by enemy troops, provided they begin the phase at a friendly coastal or major river village/town. They may penetrate Patrols and Blockades (most of the time!).
Marines are also considered to be amphibious and so are allowed to attack across a major river hex side, treating it as a minor river hexside at all times. Marines can only be infantry units.
6. Commandos/Spetsnaz. Are specialised in amphibious raiding and sabotage. They have all the bonus's of Marines for movement but are less effective in combat. They may use the Destroy command even if enemy units protect the target, but must fight any garrisons protecting the installations. Regardless of the combat result they may still penetrate to damage or destroy the installation. Infantry only.
7. Presidential Guard/Fanatics. Consisting of hand-picked soldiers whose greatest asset is their unquestioning loyalty to a person, ideology or religion. When set on AF 10 they will never surrender or retreat. Any land unit may become a Presidential Guard. When placed with a leader they count double the effect of a normal unit in stopping assassination attempts.
8. Paratroopers. Are elite airborne troops trained to operate from aircraft or helicopters. Airlift capacity may be used to drop paratroopers in any hex on the map. The unit must begin the phase at a friendly, functional airbase. In the combat phase that they land the unit has severe combat penalties. They receive no penalty if used in airborne assaults. Infantry Units only.
9. Security Police/Education Cadre. Security troops are specially trained in handling the civilian population using riot shields. teargas and water cannon. Detachments of secret police and death squads are frequently attached. Any Land Unit.
Security Police on Garrison orders are twice as effective as ordinary troops. They have enhanced abilities when using the Search order, including detecting enemy agents. Education Cadres use different methods but have the same effect.
10. Engineers/Sappers. Engineer units are trained to overcome natural and man made obstacles. Troops in the same hex as an engineer may ignore combat penalties for crossing rivers (but not the movement restrictions). Engineers are better equipped for attacking defensive positions and receive combat bonuses when doing so. Engineers are twice as fast when executing the Defend order, each phase counting as two. Any Land Unit.
11. Mountain Troops. These troops are specially trained to live and fight in mountainous terrain. Their cost to move through mountain hexes is reduced (1.5 mp or 4 hexes per turn), they can cross impassable mountain hexsides (costs +2mp) and they receive a combat bonus when fighting in mountains.
12. Grenadiers. These are troops that have been trained to operate either with or against armour. In the offensive mode they are noticeably more effective than other troops against armoured targets. In defence they will gain a bonus if present with any other friendly armoured unit, using the armour as cover and protection to the best of their abilities.
13. Jungle Trained. These troops have been trained to live and move through jungle terrain. They pay only 1 MP to enter a jungle hex. They are not disadvantaged by jungle terrain in combat as all other troops are.
Each player has one MAJOR leader unit in play at any one time. This unit represents your character and a select group of close advisers, approximately 10 individuals.
Your leader unit is named by you at the start of the game or at the time of its creation. If your Leader dies you will lose victory points AND you will drop one vocation level. Note: having your leader killed does not eliminate you from the game. Your faction will elect a new leader who will be placed in the game at the end of the next turn. The new leader appears at your training base location.
Players will be limited to 10 Leaders per game. If you are killed 10 times then your Leader unit is destroyed and you are forced to CONcede the game.
There can be only one level 6 leader for each vocation at a time. The approximate position of all level 6 Leaders will be released each turn via the TV or radio station. All player's will be notified of a change in level 6 status and the death of any leaders via broadcasts from EMTV.
Your Leader unit is a unit for all purposes except that it cannot fight. It moves as a mechanised unit (12mp) but without the limitations of terrain.
Minor Leaders
Players may gain, recruit or hire Minor Leaders during the game. These will be people surviving from the old administration, mercenaries or international figures etc. They will not be as effective as your Major Leader in thier primary area of influence but they will be useful. Some minor leaders will cost AP to hire (once only or per turn), others may cost Political Points, some may join for free (but beware!).
Minor Leaders will often have side effects that will hinder you, be sure to investigate them carefully! The MISC Minor Leader order allows this.
A Leader may perform the following orders -
12 Camouflage
13 Digin
14 Secure
16 Garrison
24 Train
25 Destroy Installation
28 Lift
29 Move
30 Occupy
32 Recce
33 Search
34 Mine
51 Take
52 Leave
55 Charisma
56 Retreat
57 Extort
61 Camouflage Ammo Dump
62 Sealift
84 Attach Leader