THE SPI QUADS FROM THE 70's
THIS LIST IS BY NO MEANS EXHAUSTIVE
Simulacrum Magazine published an in-depth review of all the quads but that was 15 years ago at least.
i own at least one copy of each of these.
the mod stuff i own a half dozen anyway, and could be persuaded to sell a few off.
i also made double-sized maps & counters of all the modern stuff, so a visually challenged buddy o' mine could continue to play.
Cold War Battles
Middle East Battles
Mod Quad 2
Army Group South Quad
Decision Games is adding to these with
North Africa Quad
Island War Quad
new stuff being published by Decision Games, some of it updates from previous post-SPI games
American Civil War
Blue & Grey
Blue & Grey 2
Hooker & Lee
Battle of the Wilderness
Road to Richmond
Continued later with
and a few more
Napoleon at War: four battles
the Battle of Nations: Leipzig
2nd DIVISION 60's to early 70's
2nd DIVISION 70's to early 80's
7th DIVISION 60's to early 70's
EYE CORPS, Corps Troops, 60's to early 70's
ROK 'CAPITAL DIVISION' "TIGERS"
ROK 9th DIVISION "WHITE HORSE"
Several of these markers require special combat engineer rules.
COMBAT ENGINEERS- Special rules (some examples of units above)
Combat engineers can cause a one column shift to the right on an attack, and one column shift to the left on a defense.
NATO combat engineers can support up to three, and PACT two, attacks or defenses or special missions (fortify, minefield emplacement, bridging, obstaclesetc, as outlined below), at half their movement allowance distance from the counter location, per turn, to the target hex.
The combat engineers must be stationary and not have moved, with the counter becoming a way to note the location of the battalion headquarters. The combat engineer modification to the column shift can be cancelled out by enemy combat engineers participating.
In the time-honored tradition, they can get sucked into their own battles, by being attacked, and are not available to support another unit.When the unit has had sub-elements deployed on remote missions (ieup to half the movement allowance distance) it defends at half-strength.
Combat engineers can emplace minefields, improve/fortify positions, clear obstacles, clear minefields, demolish bridges (one or more turns stationary & no other uses), and bridge rivers (various turns to complete missions, see below)
All-AROUND FORTIFIED POSITION -
Must be declared. Created after unit stays stationary for 4 turns with engineer support, not engaging in combat, at ½ movement allowance from engineer counter location. Light units only, doubles defensive strength.
FORTIFIED POSITION -
Must be declared. Created after unit stays stationary; for 2 turns, light units, and 4 turns mech/armor; with engineer support, not engaging in combat. The top edge of the block (see counter),MUST be pointed at a specific hexside, even though it is considered in a hex. Doubles defensive strength for any attacks coming from the indicated hexside and the two hexes, one to either side.
IMPROVED POSITION -
Must be declared. Any unit can execute. Must remain stationary for one turn, not participate in combat. Shift defensive combat results one column to the left.
Effect on a unit- trying to cross, a unit must expend half it's movement allowance (round up), with active CRT “0” column applied against the unit, before continuing movement. (ie may become disrupted).
Can be placed by engineer units to any city, town, clear, wooded, grove, or broken hex, within ½ movement radius from engineer counter location. Engineer unit must not move or engage in combat or any other mission, for one turn.
Engineer units can clear a minefield, spending one turn doing so, within ½ movement radius from engineer counter location. Engineer unit must not move or engage in combat or any other mission, and cannot be providing support elsewhere or being involved in combat.
If the minefield is adjacent to an enemy unit, then the time for removal is doubled. For a friendly unit to 'advance after combat engineers MUST support an attack on a minefield hex occupied by that enemy unit.
(Available as of the 1980's)Artillery may emplace minefields as a firemission. Only to open or wooded hexes.
Ruble, fortifications and minefields can be cumulatively applied to a hex.
Road craters, abbatis, other hard obstacles. Constructed by engineers, at the rate of 2 per turn, standard engineer task rules apply. Friendly engineers can clear at same rate. Can be emplaced in any terrain hex. Unit expends half of movement allowance to move through hex.
Placed after engineer unit stays stationary, the target hex being adjacent to target (planned bridged) hexside. Withinthe half movement allowance radius ,to the target hexside for one turn, provides no other support and must not engage in combat. This marker is applied to the hexside. NOTE- light engineers cannot build bridges to support mech/armor units.
To demolish a bridge, an engineer mission of 1 turn duration, within the half-movement allowance and no other support or combat restrictions.
This marker is applied to the hexside.
RUBLE/RUINS ON FIRE -
Applied to town or city hex. Time sensitive, after artillery impact or combat occurring in the hex. Lasts one turn. Light units may not enter during that turn.
Replaces the above after one turn. All units doubled in defense. Additional point for light unit movement, 2 additional movement points for mech/armor movement.
H &I Fire -