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BAOR Box Cover
BAOR counter sheet #3 Rear
BAOR counter sheet #2 Front
BAOR counter sheet #2 Rear
BAOR counter sheet #3 Front

MBT: BAOR (2018)

Players
1–2
Best: 1, 2
Playing time
360–360 min
Age
0+
8.22
Average rating
81
Ratings
3.00/5
Weight
Designer:James M. Day
Artist:Rodger B. MacGowan
Publisher:GMT Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 9, Interaction 5, Complexity 6, Theme 5
Strategy9.0
Luck9.0
Interaction5.0
Complexity6.0
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameExpansion for Base-gameModern WarfareHexagon GridDice RollingAction Queue

Overview

This 2nd MBT expansion focuses on BAOR’s armored and mechanized forces. The "British Army of the Rhine" (BAOR) was formed at the conclusion of World War II from various units of the British 21st Army Group. Positioned on the North German Plain, it is the command element of NATO’s Northern Army Group (NORTHAG). BAOR has command authority over the British 1st Corps, as well as the West German 1st Corps, US III Corps, and the French, Belgium and Dutch contingents to NATO.

This box contains 10 new scenarios. The 4 new double-sided geomorphic maps can be combined with all other MBT base game and expansion maps to create new battlefields. Detailed TO&Es for the British Forces are also included. As a new feature - 10 double-sided Leader counters per force are included, 30 total counters (US, British and Soviet).

In order to play this expansion only the MBT basic game is required. The MBT: FRG and/or MBT: 4CMBG expansions are not.

Included BAOR units: British: Ferret Mk4, Challenger 1, Chieftain Mk. 11 + AVLB, FV432 + 81mm, Scimitar, Scorpion, Spartan MCT, Tracked Rapier, Striker, Sultan, Warrior; Leg Units British fliers: Gazelle AH.1, Harrier GR.3, Lynx AH.1, Tornado GR.1 Soviet: T-55M, T-62MV, T-64BV, T-72AV + BA, T-80BV + U US: M1 Abrams + A1 + IP, M60A3 TTS

Leaders as a new feature add a powerful dynamic to MBT. They represent individuals of various ranks and skills that can influence gameplay in a number of unique ways. In almost all cases, scenarios do not indicate the presence of any particular leader or leaders. Players may freely add any number of leaders or none at all. Just decide by mutual agreement. Follow the recommended command structure below, or just go with whatever works. There is no correct or incorrect approach as battlefield conditions make for very fluid situations. There may be occasions where junior officers or NCOs find themselves in overall command or senior officers are commanding only a small contingent.

Leader Effects:

(A) AP Combat: + AP Hit Modifier (G) GP Combat: + GP Dice Roll Modifier Close Assault: + dice roll modifier (use (G) modifier) Hand-to-Hand: + dice roll modifier (use (G) modifier) Overrun: + GP dice roll modifier (use (G) modifier) (S) Suppression Recovery: - dice roll modifier (M) Morale: + dice roll modifier (P) Spotting: + Spotting Ranges modifier (R) IF Response: + Indirect Fire Response modifier

Box contents:

Four double-sided 10x27" geomorphic mapboards, eight mapboards total Three full-color counter sheets Ten full-color Data Cards One Playbook One 10-sided die

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