First some corrections:
1. The Southern INF BN did break until turn 2, need to read my notes better.
2. Upon re-reading the rules 34 years later, it turns out Mr. G.O.D actually stands for game organizer and developer.
3. For 6mm games I normally play 1"=125m, for this scale it was reduced to 1cm=125m.
My apologies for these outrages.
Turn 2: The Soviets opt for some force protection by displacing their SP artillery and the remaining guns switch to smoke to cover the crossing of the Klein river. (I treated it as shallow, allowing the units to cross at half speed. The 2nd regiment Inf BN cleared Kleinstadt and proceeded west until it rand afoul of the first mine field along the road. For this I treated the mines as a concealed mixed AP/AT stand. d10 roll: 1-6 detected, 7-9 suppressed, 0 destroyed. The platoon rolled a '2' and stopped abruptly in front of the mine field. (This was placed as a blocking, rather than turning, obstacle.)
The advance Jaguar AT stand took this opportunity to destroy one BMP stand from its ambush position. (I treated all stands as starting in concealed entrenchments. Spotting distance was 6cm for infantry, 9cm for armor. (+3cm for recon units) I want to tweak these rules to incorporate a potential random element to assist with spotting.) This is part of what I like about moderated games. You can actually allow for ambushes/opening salvos that aren't spoiled by player knowledge.
Turn 3: Soviet forces continue to advance, the WG Jaguar pulls back into the trees. The German M109s decide to join the fun, firing on the BN in front of the minefield for 1 suppression, only to receive 2 suppressions from well targeted Soviet counter-battery fire. The Soviets attempt to push around the minefield, with one more stand suppressed from hitting another undetected field.
Turn 4: The Luftwaffe manages to push some ground attack sorties through the hostile air environment. This time, some properly equipped Wild Weasels (Tornado's armed for Air-Defense suppression) One strike bagged off under pressure from the Soviet missile umbrella. Apparently, that provided the perfect target for the other sortie that savaged an SA-6 battery. (Rolled a '0': Air Defense factor permanently reduced by 1)
2nd MRB can't catch a break. |
I don't have an 3mm helicopters...yet. |
Turn 6: The Soviets are now firmly in control of the approaches to the river and are preparing their second preparatory bombardment to force the river crossing. The survivors of the German covering force exit the woods and make a run for the river before the bridges are dropped by the engineers. 2 more German Phantoms sorties swoop in to bomb the Soviet artillery parks. One jet is blotted out by an SA-8 while the other destroys one of the redeploying gun sections. The Soviet 3rd Tank Regiment arrives resulting in a crowded battlefield.
Luftwaffe Airstrike in bound |
Mixed results.... |
The Soviets control the heights. |
These guys are shell magnets.... |
The main event is set. |
My goal in designing this scenario to look for the different conditions I needed to model to make a streamlined, playable, but somewhat representative game. For the narrative I decided to go with one of the potential scenarios: The Soviet first use of chemical weapons results in a NATO nuclear response. A few low yield weapons to send a message..hopefully.
I opted to center the target point just Northeast of Kleinstadt. The counter represents the "beaten zone" (5cm disk), and I used my old GW artillery dive to determine the hit location. (rolled a 'hit, so didn't matter)
Using the MSH rules as a guide, all the stands under the token were immediately destroyed, all of the stands within 12cm are attacked on a base 2+ to kill on d6. (This would be a 3+ for the armored vehicles.) The results are shown below.
Scratch one regiment, and the Division staff |
This really is a game stopping event, as you consider that the resulting fires, and shock effect are wiping out the division rear, leaving the advanced elements unsupported and in danger of being burned out of their positions. (1 turn ~30min) That, and while the rules reflect the correct distances for the overpressure/blast effect. The lethal radiological effects extend out an additional 2-8cm. You would have soldiers overcome with nausea and weakness. Those who understood what was happening would recognize their chance of survival over the next 72 hours was very low without significant medical intervention.
A fierce fight develops to the South as the Northern Regiments wonder at the large mushroom blossoming behind them. |
I decided to suspend combat operations at this point and gather my notes. Next up, some final thoughts on my attempts on rules development.
"Game stopping event" indeed!
ReplyDeleteReminds me of my early days playing SPI's Central Front series of hypothetical WWIII games in West Germany. I recall BAOR and Hof Gap and the impact of either chemical or nuclear weapons on the battlefield.
Perhaps, you could use some ideas from that series for your design?
I had forgotten about those. I was actually looking at my Ruleset for "NATO" for inspiration earlier. I will look them up.
DeleteGreat looking game with cool models. Nice!
ReplyDeleteThanks, a little depressing with the subject matter though....
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