GAME RULES (DRAFT)
1.INTRODUCTION
Operation Tempest is a turn-based military strategy game that aims to
simulate a modern military engagement between NATO and Russian
forces in Crimea. The game is set against the contemporary background of
the current Crimean crisis, and shows a hypothetical scenario of NATO
intervening on behalf of the Ukrainian government to liberate Crimea
from the Russians and Separatists.
This game features real life units that are used and/or likely used by the
modern Russian Airborne Troops (VDV), Russian Army and Air Force
(VVS), NATO armoured, mechanized and motorized divisions and the
Royal Air Force. (RAF)
These units are as accurately and realistically portrayed with its respective
abilities in the game as possible without forfeiting fun for realism.
In this game, the NATO player, taking control of a hypothetical quick-
response task force 1e FRDE “Wolf” Mechanized Infantry Company and 5e
FRDE “Knight” Armored Brigade, aims to establish control of 4 key cities
across the Crimea, including Sevastopol, Simferopol, Yalta and many
others before the 17th
day.
The Russian player, taking control of the real life 20th
VDV (Russian
Airborne) Regiment and 20th
Army, aims to contain the NATO assault and
hold Crimea until the 17th
day arrives, at which point NATO loses.
Both players are helped by special abilities they can call in such as artillery
bombardments, air support and special forces infiltrations.
2.STORY
From top, left to right
1. February 23rd
, 2014: Crimea in crisis
2. February 26th
, 2014: Crimea controlled by Pro-Russian forces, crisis
escalates
3. March 11th
, 2014: Crimea declares independence, claims recognized by
Russia.
4. April 4th
, 2014: Russia admits troops in Crimea
5. April 11th
, 2014: NATO announces new EU task force
6. May 3rd
, 2014: NATO FORCES DEPLOYED IN CRIMEA
3.GAME CONTENTS
1x Map
15x Russian counters
15x NATO counters
1x Box
1x Rules
8x Cards
1x Time indicator token
3a. MAP
The map is where the game takes place. The “DAY” row
indicates the number of turns left.
At Day 0 (turn 0), both players place their counters on their
designated deployment zones.
Forest, roads, towns, plains, mountains all affect the
movement and defense attributes of units.
If the turn counter passes Day 16, NATO side will lose and
Russia will win.
3b. COUNTERS
Counters are the representations of units. The counters show important
unit information to the player.
The counters are prism-shaped and only show the unit information to the
respective side’s player. The opponent will not be able to see what the
units are, as the only view visible to the opponent is the flag of the unit.
This means the battlefield will be littered with various unidentified units,
providing a very suspenseful game. Players will often have no idea what
kind of units their troops are engaging, and this serves as a simulator for
the real-life Fog of War.
UNIT NAME: Name of unit
UNIT TYPE: Type of unit (Armoured, mechanized, etc)
UNIT ICON: Picture of unit
ARMOUR PIERCING: Value of AP damage
AP RESISTANCE: Value of AP defenses
HIGH EXPLOSIVE: Value of HE damage
HE RESISTANCE: Value of HE defenses
SPECIAL: Unit abilities
DEPLOYMENT TURN: Turn deployable
ARMY: Army unit is attached to
MOVEMENT: Speed of unit
FCS: Fire Control System, determines which unit shoots first
UNIT TYPES:
1. ARMOUR:
2. MECHANIZED:
3. MOTORIZED:
4. AIR:
5. FOOT:
Symbols are taken from real NATO military icons.
UNIT SPECIALS:
RANGER (RA): Able to traverse all terrain without penalty
AMBUSH (AB): When defending, unit will always fire first. +2 AP/HE
SENTRY (SE): Only for STINGER/IGLA/TUNGUSKA/AVENGER: instantly destroys AIR
unit types.
LIST OF UNITS
RUSSIA:
106th Guards Airbourne
1. METIS-M Anti-Tank Infantry
2. IGLA-M Anti-Air Infantry
3. Spetsnaz Special Forces
4. GAZ Tiger Motorized Infantry
5. BMD-4M Mechanized Infantry
6. Sprut-SD Light Tank
20th Army
1. T-72 Heavy Tank
2. T-90 Heavy Tank
3. Tunguska-M1 Anti-Air tank
NATO:
1st UDP Mechanized Battalion
1. STINGER AA Infantry
2. MILAN F2 Anti-tank infantry
3. SAS Special Forces
4. VAB Motorized Infantry
5. Puma Mechanized Infantry
6. Leopard 2A4 Heavy Tank
5th UDP Armoured Battalion
1. Leopard 2A6 Heavy Tank
2. Avenger AA Anti-Air vehicle
3c. Cards and Special Abilities
Each player is given 4 cards that can be played it is the Deployment turn.
Example of Card: NAVAL BOMBARDMENT
The NAVAL BOMBARDMENT card is a NATO card that the player could use at turn 3
or later. When played, all Russian units are immobilized for a turn.
LIST OF CARDS:
1. NAVAL BOMBARDMENT
2. TYPHOON AIR SUPERIORITY
3. SAS INSERTION
4. UAV RECON
5. ARTILLERY BOMBARDMENT
6. SU-35 AIR SUPERIORITY
7. SPETSNAZ INSERTION
8. UAV RECON
4.GAMEPLAY
The game is played in turns, starting with the NATO player. Each turn, the player
can :
1. Move units
2. Attack enemy units
3. Deploy units
4. Use cards
MOVEMENT
Unit counters can move as much as allocated in the counter. For example, the
Leopard 2A4 unit
Has a Movement value of 4, allowing it to move 4 hexagons in any direction
provided terrain does not effect. If the Leopard 2A4 enters a forested area, its
movement speed is reduced by 1.
Units with the RANGER attribute are not penalized in any way, and may move
across all terrain with no penalty.
No unit is amphibious, and none can enter the sea.
ATTACKS
When a counter becomes adjacent to an enemy unit, the player has the choice
to attack said unit. Attacks follow the following sequence:
1. FCS announcement
2. Choice of weapons announcement
When attacking, the first step is to announce to the enemy the FCS value of your
unit. The enemy will also announce the FCS value. The unit with the higher FCS
value will attack first. The attacking unit has the chance of either using AP
(armour piercing) or HE (high explosive) attacks at the enemy.
AP attacks are better suited for heavily armoured vehicles such as tanks and
mechanized infantry while HE attacks are better suited for light vehicles and foot
infantry such as the Tiger Motorized Infantry and Igla-M AA infantry.
As the player does not know the enemy unit, it is up to the player’s discretion
which choice of ammunition to use. The player can judge the type of unit based
on how fast a unit moves. For example, a fast moving unit could mean a lightly
armoured truck while a slow moving unit might indicate a heavily armoured
tank.
Let us show this mechanic in action with an actual scenario, a NATO Leopard
2A4 fighting against a Russian BMD-4M Mechanized Infantry platoon
BMD-4M MECHANIZED INFANTRY VS LEOPARD 2A4
Here, a NATO Leopard 2A4 tank quickly drives up to a BMD-4M waiting in the
forest and attacks. As the BMD-4M has the AMBUSH ability, the BMD-4M fires first.
He notices that the enemy unit moved quickly, and wrongly deduces that the
enemy unit is a light vehicle. He decides to use high explosive, and announces “HE-
4”. The Leopard 2A4 has a HE resistance of infinity, and thus the attack has no
effect. The NATO player then announces “No effect”, and begins his attack. He
correctly guesses that it is a heavily armoured unit, and decides to use armour
piercing ammunition. He announces “AP-14”. The BMD-4M unfortunately has an
AP resistance of only 6, and since it is lower, it is then destroyed. The Russian
player then removes the destroyed BMD-4M from the board.
5.VICTORY CONDITIONS
The game ends when either NATO or Russia has achieved its requirements.
The game ends with a NATO victory when:
NATO has successfully controlled 4 major cities
or
All Russian troops are destroyed
The game ends with a Russian victory when:
Russia has prevented NATO from seizing 4 major cities by turn 17
or
All NATO troops destroyed

Game rules

  • 1.
    GAME RULES (DRAFT) 1.INTRODUCTION OperationTempest is a turn-based military strategy game that aims to simulate a modern military engagement between NATO and Russian forces in Crimea. The game is set against the contemporary background of the current Crimean crisis, and shows a hypothetical scenario of NATO intervening on behalf of the Ukrainian government to liberate Crimea from the Russians and Separatists. This game features real life units that are used and/or likely used by the modern Russian Airborne Troops (VDV), Russian Army and Air Force (VVS), NATO armoured, mechanized and motorized divisions and the Royal Air Force. (RAF) These units are as accurately and realistically portrayed with its respective abilities in the game as possible without forfeiting fun for realism. In this game, the NATO player, taking control of a hypothetical quick- response task force 1e FRDE “Wolf” Mechanized Infantry Company and 5e FRDE “Knight” Armored Brigade, aims to establish control of 4 key cities across the Crimea, including Sevastopol, Simferopol, Yalta and many others before the 17th day. The Russian player, taking control of the real life 20th VDV (Russian Airborne) Regiment and 20th Army, aims to contain the NATO assault and hold Crimea until the 17th day arrives, at which point NATO loses. Both players are helped by special abilities they can call in such as artillery bombardments, air support and special forces infiltrations.
  • 2.
    2.STORY From top, leftto right 1. February 23rd , 2014: Crimea in crisis 2. February 26th , 2014: Crimea controlled by Pro-Russian forces, crisis escalates 3. March 11th , 2014: Crimea declares independence, claims recognized by Russia. 4. April 4th , 2014: Russia admits troops in Crimea 5. April 11th , 2014: NATO announces new EU task force 6. May 3rd , 2014: NATO FORCES DEPLOYED IN CRIMEA
  • 3.
    3.GAME CONTENTS 1x Map 15xRussian counters 15x NATO counters 1x Box 1x Rules 8x Cards 1x Time indicator token
  • 4.
    3a. MAP The mapis where the game takes place. The “DAY” row indicates the number of turns left. At Day 0 (turn 0), both players place their counters on their designated deployment zones. Forest, roads, towns, plains, mountains all affect the movement and defense attributes of units. If the turn counter passes Day 16, NATO side will lose and Russia will win.
  • 5.
    3b. COUNTERS Counters arethe representations of units. The counters show important unit information to the player. The counters are prism-shaped and only show the unit information to the respective side’s player. The opponent will not be able to see what the units are, as the only view visible to the opponent is the flag of the unit. This means the battlefield will be littered with various unidentified units, providing a very suspenseful game. Players will often have no idea what kind of units their troops are engaging, and this serves as a simulator for the real-life Fog of War.
  • 6.
    UNIT NAME: Nameof unit UNIT TYPE: Type of unit (Armoured, mechanized, etc) UNIT ICON: Picture of unit ARMOUR PIERCING: Value of AP damage AP RESISTANCE: Value of AP defenses HIGH EXPLOSIVE: Value of HE damage HE RESISTANCE: Value of HE defenses SPECIAL: Unit abilities DEPLOYMENT TURN: Turn deployable ARMY: Army unit is attached to
  • 7.
    MOVEMENT: Speed ofunit FCS: Fire Control System, determines which unit shoots first UNIT TYPES: 1. ARMOUR: 2. MECHANIZED: 3. MOTORIZED: 4. AIR: 5. FOOT: Symbols are taken from real NATO military icons. UNIT SPECIALS: RANGER (RA): Able to traverse all terrain without penalty AMBUSH (AB): When defending, unit will always fire first. +2 AP/HE SENTRY (SE): Only for STINGER/IGLA/TUNGUSKA/AVENGER: instantly destroys AIR unit types.
  • 8.
    LIST OF UNITS RUSSIA: 106thGuards Airbourne 1. METIS-M Anti-Tank Infantry 2. IGLA-M Anti-Air Infantry 3. Spetsnaz Special Forces 4. GAZ Tiger Motorized Infantry 5. BMD-4M Mechanized Infantry 6. Sprut-SD Light Tank 20th Army 1. T-72 Heavy Tank 2. T-90 Heavy Tank 3. Tunguska-M1 Anti-Air tank NATO: 1st UDP Mechanized Battalion 1. STINGER AA Infantry 2. MILAN F2 Anti-tank infantry 3. SAS Special Forces 4. VAB Motorized Infantry 5. Puma Mechanized Infantry 6. Leopard 2A4 Heavy Tank 5th UDP Armoured Battalion 1. Leopard 2A6 Heavy Tank 2. Avenger AA Anti-Air vehicle
  • 9.
    3c. Cards andSpecial Abilities Each player is given 4 cards that can be played it is the Deployment turn. Example of Card: NAVAL BOMBARDMENT The NAVAL BOMBARDMENT card is a NATO card that the player could use at turn 3 or later. When played, all Russian units are immobilized for a turn. LIST OF CARDS: 1. NAVAL BOMBARDMENT 2. TYPHOON AIR SUPERIORITY 3. SAS INSERTION 4. UAV RECON 5. ARTILLERY BOMBARDMENT 6. SU-35 AIR SUPERIORITY 7. SPETSNAZ INSERTION
  • 10.
    8. UAV RECON 4.GAMEPLAY Thegame is played in turns, starting with the NATO player. Each turn, the player can : 1. Move units 2. Attack enemy units 3. Deploy units 4. Use cards MOVEMENT Unit counters can move as much as allocated in the counter. For example, the Leopard 2A4 unit Has a Movement value of 4, allowing it to move 4 hexagons in any direction provided terrain does not effect. If the Leopard 2A4 enters a forested area, its movement speed is reduced by 1. Units with the RANGER attribute are not penalized in any way, and may move across all terrain with no penalty. No unit is amphibious, and none can enter the sea. ATTACKS
  • 11.
    When a counterbecomes adjacent to an enemy unit, the player has the choice to attack said unit. Attacks follow the following sequence: 1. FCS announcement 2. Choice of weapons announcement When attacking, the first step is to announce to the enemy the FCS value of your unit. The enemy will also announce the FCS value. The unit with the higher FCS value will attack first. The attacking unit has the chance of either using AP (armour piercing) or HE (high explosive) attacks at the enemy. AP attacks are better suited for heavily armoured vehicles such as tanks and mechanized infantry while HE attacks are better suited for light vehicles and foot infantry such as the Tiger Motorized Infantry and Igla-M AA infantry. As the player does not know the enemy unit, it is up to the player’s discretion which choice of ammunition to use. The player can judge the type of unit based on how fast a unit moves. For example, a fast moving unit could mean a lightly armoured truck while a slow moving unit might indicate a heavily armoured tank. Let us show this mechanic in action with an actual scenario, a NATO Leopard 2A4 fighting against a Russian BMD-4M Mechanized Infantry platoon BMD-4M MECHANIZED INFANTRY VS LEOPARD 2A4
  • 12.
    Here, a NATOLeopard 2A4 tank quickly drives up to a BMD-4M waiting in the forest and attacks. As the BMD-4M has the AMBUSH ability, the BMD-4M fires first. He notices that the enemy unit moved quickly, and wrongly deduces that the enemy unit is a light vehicle. He decides to use high explosive, and announces “HE- 4”. The Leopard 2A4 has a HE resistance of infinity, and thus the attack has no effect. The NATO player then announces “No effect”, and begins his attack. He correctly guesses that it is a heavily armoured unit, and decides to use armour piercing ammunition. He announces “AP-14”. The BMD-4M unfortunately has an AP resistance of only 6, and since it is lower, it is then destroyed. The Russian player then removes the destroyed BMD-4M from the board. 5.VICTORY CONDITIONS The game ends when either NATO or Russia has achieved its requirements. The game ends with a NATO victory when: NATO has successfully controlled 4 major cities or All Russian troops are destroyed The game ends with a Russian victory when: Russia has prevented NATO from seizing 4 major cities by turn 17 or All NATO troops destroyed