Overview
Berlin ‘85 is an operational-level simulation of a hypothetical attempt by the Warsaw Pact to seize West Berlin within the context of a general conventional East-West war. Published by SPI in 1980 (originally in Strategy & Tactics magazine #79), two players (NATO and Warsaw Pact) maneuver their units across a map of Berlin and surrounding East Germany, conducting combat according to detailed modern warfare rules. The game features untried unit strengths, collateral damage, poison gas, airpower, paratroop operations, and a “Honors of War” surrender mechanic.
Components
- 22” x 32” game map of West Berlin and surrounding countryside
- 200 die-cut playing pieces (units and markers)
- Rules booklet
- Charts and Tables: Terrain Effects Chart, Reinforcement Table, Combat Results Table, Turn Record Track, Survival Table, Surrender Points Record Track, Collateral Damage Table, Scatter Table, “Honors of War” Table
- Two dice
Setup
Players consult their respective Initial Deployment Charts for the chosen scenario. Units start with their untried side face-up (actual combat strengths unknown until first combat). Artillery units do not have untried sides. Place all units in designated hexes. Three scenarios are provided: Operation Unity, Operation Werewolf, and Operation Medicine Wheel. Place the Game-Turn marker on the Turn Record Track.
Turn Structure
The game lasts up to 16 Game-Turns. Each Game-Turn consists of:
- First Player-Turn
- A. Movement Phase: Move units within limits. Reinforcements enter per schedule.
- B. Combat Phase: Resolve attacks including artillery bombardment, airpower, and ground combat.
- Second Player-Turn: Mirror of the First Player-Turn.
- Game-Turn Record Interphase: Advance Game-Turn marker. Check for NATO Emergency Reinforcements.
Actions
- Movement: Units have individual Movement Allowances. Terrain costs vary by hex type. Zones of Control affect movement; units cannot leave enemy ZOC during movement.
- Combat: Attacker totals Attack Strength against Defender’s Defense Strength. Results from CRT include retreats, exchanges, and eliminations. Units flip to their tried side upon first combat.
- Artillery: Can conduct Barrage Attacks at range, Combined Attacks with adjacent units, Adjacent Attacks, and Final Protective Fire (FPF). Range and Line of Sight apply. Unit integrity rules govern which units can combine in attacks.
- Airpower: Air Ground Support Points are allocated as markers. Air Superiority is contested each turn. Air support modifies combat but is subject to restrictions and anti-air fire.
- Collateral Damage: Combat in urban hexes can create ruins and firestorms. The Collateral Damage Table determines terrain degradation. Firestorms spread through connected urban hexes.
- Bridge Demolition: Bridges can be destroyed to impede enemy movement across rivers and canals.
- Paratroop Operations: Warsaw Pact can conduct airborne drops using the Scatter Diagram and Survival Table. Paratroopers have first-turn restrictions after landing.
- NATO Emergency Reinforcements: Starting from a specified turn, NATO rolls on the Reinforcement Table each turn for potential reinforcements.
- Poison Gas (Optional): Warsaw Pact may employ persistent poison gas, creating hazardous hexes that affect unit survival and movement.
Scoring / Victory Conditions
Victory is determined at the end of Game-Turn 16 or whenever the Warsaw Pact Player achieves control of the city (whichever comes first). City control is defined by occupying or controlling key city hexes. Specific victory conditions vary by scenario. The “Honors of War” system tracks Surrender Points; accumulating enough points may force NATO capitulation before Turn 16.
Special Rules & Edge Cases
- Untried Units: Most units begin with unknown combat strengths (untried side up). They flip to their tried side when they first participate in combat, revealing their actual Attack and Defense strengths.
- Collateral Damage and Firestorms: Urban hexes can be reduced to ruins through combat. Firestorms can spread, potentially devastating large areas of the city and affecting both players’ operations.
- U-Bahn (Subway): West Berlin’s subway system provides a special movement option, allowing certain units to move rapidly between connected subway stations.
- Night Game-Turns: Certain turns are designated as night, reducing airpower effectiveness and modifying movement and combat.
- Surrender Points: Each side accumulates Surrender Points based on losses and territorial control. Crossing the threshold on the Surrender Points Record Track triggers the “Honors of War” mechanic, potentially ending the game early.
- Terrain Effects: Urbanized terrain, rubble, subway stations, parks, forests, and waterways all have distinct effects on movement, combat, and collateral damage.
- Three Scenarios: Operation Unity (full Warsaw Pact offensive), Operation Werewolf (limited assault), and Operation Medicine Wheel (NATO counteroffensive) provide different setups and victory conditions.
Player Reference
| Phase |
Activity |
| Movement |
Move units, enter reinforcements |
| Combat |
Resolve bombardment, ground attacks, FPF |
| Interphase |
Advance turn marker, check reinforcements |
| Key Terrain |
Movement Effect |
Combat Effect |
| Urban |
Costs extra MPs |
Defender advantage, collateral damage possible |
| Ruins |
Costs extra MPs |
Reduced defense bonus |
| Forest/Park |
Costs extra MPs |
Defender advantage |
| River/Canal |
Requires bridge or costs all MPs |
Defender advantage |
| Road |
Reduced cost |
No combat modifier |