Overview
MechWar ‘77 (subtitled “Tactical Armored Combat in the 1970s”) is a hex-based wargame published by SPI in 1975 that simulates hypothetical modern tank combat between NATO and Warsaw Pact forces. The game uses the same rules system as Panzer ‘44, adapted for Cold War-era vehicles including tanks, APCs, infantry, helicopters, and anti-tank missiles. Players command company-level forces in tactical engagements.
Components
- 1 hex map (terrain representing Central European battlefield)
- Unit counters (tanks, APCs, infantry, helicopters, ATGMs)
- Combat Results Table (CRT)
- Terrain Effects Chart
- Unit data charts (weapon ranges, armor values, movement rates)
- Dice
- Rules booklet
Setup
- Select a scenario and place the map.
- Each player deploys units on their designated starting hexes.
- Reference unit data charts for combat values and capabilities.
- Determine first player.
Turn Structure
Each game turn represents a short time period. Each turn:
- First Player Movement Phase: Move all units up to their movement allowance.
- First Player Combat Phase: Fire weapons at enemy units within range and line of sight.
- Second Player Movement Phase: Move all units.
- Second Player Combat Phase: Fire weapons.
Some scenarios include additional phases for air strikes or artillery.
Actions
Movement
Each unit has a movement point (MP) allowance based on vehicle type:
| Unit Type |
Typical MP |
| Main Battle Tank |
8-12 |
| APC/IFV |
8-10 |
| Infantry (mounted) |
8-10 |
| Infantry (dismounted) |
4-6 |
| Helicopter |
16-20 |
Terrain costs vary (roads are cheapest; forests, hills, and urban areas cost more). Units entering enemy zones of control must stop.
Combat
Units fire at visible enemies within weapon range:
- Determine range to target.
- Cross-reference attacker’s weapon type and target’s armor on the CRT.
- Apply terrain modifiers (cover, hull-down positions).
- Roll die and determine result: destroyed, disabled, suppressed, or no effect.
Weapon Types
| Weapon |
Typical Range |
Best Against |
| Tank gun |
10-30 hexes |
Armor |
| ATGM (anti-tank guided missile) |
15-40 hexes |
Armor (high kill probability) |
| Autocannon |
8-15 hexes |
Light vehicles, infantry |
| Small arms |
2-4 hexes |
Infantry |
| Helicopter weapons |
Varies |
Armor from above |
Special Actions
- Overwatch: Units that don’t move may fire during the enemy’s movement phase.
- Smoke: Deploy smoke to block line of sight.
- Dismount: Infantry may exit APCs to fight on foot.
Scoring / Victory Conditions
Victory conditions vary by scenario but typically involve:
- Controlling key terrain objectives (hills, towns, crossroads)
- Destroying a threshold number of enemy units
- Preventing enemy breakthrough
Special Rules & Edge Cases
- Hull-down positions: Tanks behind hills or terrain features gain defensive bonuses.
- ATGM limitations: Anti-tank missiles cannot fire at adjacent hexes (minimum range) and may be less effective against moving targets.
- Helicopters: Fly above terrain but are vulnerable to anti-aircraft weapons.
- Morale: Units may become suppressed by fire, reducing their combat effectiveness.
- Stacking limits: Limited units per hex.
- The game system is shared with Panzer ‘44, allowing cross-compatibility for WWII/modern vehicle matchups.
Player Reference
| CRT Result |
Meaning |
| K |
Target destroyed |
| D |
Target disabled (cannot move/fire) |
| S |
Target suppressed (reduced capability) |
| NE |
No effect |
| Phase |
Action |
| 1 |
First player moves |
| 2 |
First player fires |
| 3 |
Second player moves |
| 4 |
Second player fires |