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Europe, April 01, 2000, USSR army of 2000 units opposed to USA army of 2000 units for a battle of complexity 3.11 at Division(XX) level on a 15 Km/Hex map for 60 turns of Half Week each. by Eric Larsen submited on 18-12-2002 Rugged-Defense Playing Statistics
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BULGE 2000 A massive hypothetical battle resembling the Battle of the Bulge. Date: April 1, 2000 Location: Hypothetical European map Map Scale: 15km/hex Time Scale: Half-week turns Unit Scale: Regiment-Brigade-Division Length: 60 turns Human Player: Both sides and PBEM UNIT COLORS: USSR 1 Front Guard: Black on Red 1 Front Regular: White on Red 2 Front Guard: Black on Dark Red 2 Front Regular: Gray on Dark Red 3 Front Guard: Red on Red 3 Front Regular: Tan on Red 4 Front Guard: Red on Dark Red 4 Front Regular: Green on Dark Red 1&3 Front Air: Yellow on Red 2&4 Front Air: Yellow on Dark Red Strategic ICBM's: Red on Black USA: First Army: Light Blue on Green Second Army: Dark Blue on Green Third Army: Black on Green Fourth Army: Tan on Green Fifth Army: White on Green Air Force: Blue on Gray Strategic ICBM's: Blue on Black SIGNIFICANT EVENTS: On turn 1 the scenario opens with a cease fire. On turns 2 or 3 hostilities will begin. If the USSR captures Paris, hex 27,9, the game ends with a USSR major victory. If the USA captures Moscow, hex 174,45, the game ends with a major USA victory. No paradrops allowed in enemy off-map areas. Reinforcements are controlled by events and variable so check the Recent Reinforcements screen each turn to view reinforcements as they come on the map. Check the Expected Reinforcements screen each turn to check for full arrival hexes. The USSR supply radius is 10 hexes, and the USA supply radius is 20 hexes. On turns 3 or 4 the USSR air forces will make an all out effort for several turns, gaining a 10% boost. On turns 23 or 24 the USA air forces will make an all out effort for several turns, gaining a 10% boost. On turns 6 or 7 the USSR ground forces will make an all out effort for several turns, gaining a 10% boost. On turns 28 or 29 the USA ground forces will make an all out effort for several turns, gaining a 10% boost. On turns 8 or 9 the USSR may use chemical weapons. Two to three turns later the USA may respond with chemical weapons. The USA scores 20 VP's if the USSR uses chemical weapons, the USSR scores 40 VP's if the USA uses chemical weapons. On turn 23 or 24 the USSR may release tactical nuclear weapons for use. They will have 35 or 40 the first turn, with the amount decreasing over the next 3 or 4 turns. If the USSR makes any nuclear attacks the USA scores 75 VP's. The USA will respond on the same turn or the following turn with tactical nuclear weapons release. They will have 45 or 50 the first turn, with the amount decreasing over the next 3 or 4 turns. If the USA makes any nuclear attacks the USSR scores 90 VP's. If USSR forces get within 5 hexes of Paris the USA will release strategic nuclear weapons for use and receive 30 ICBM units and 99 nuclear weapons for 1 turn only. If the USA releases nuclear weapons due to this event the USSR scores 250 VP's. The USSR will respond immediately with 30 ICBM units and 99 nuclear weapons for 1 turn only. If the USSR releases nuclear weapons due to this event the USA will score 125 VP's. If USA forces get within 10 hexes of Moscow the USSR will release strategic nuclear weapons as per above and the USA will respond immediately as per above. If the USSR releases nuclear weapons due to this event the USA will score 250 VP's while the USSR scores 125 VP's if the USA releases nuclear weapons due to this event. These two strategic nuclear weapons release events are mutually exclusive. Tactical nuclear weapons release will have detrimental effects to both sides for theater recon, replacements, supply, shock, and air shock purposes. Strategic weapons release will have even more detrimental effects on theater recon, replacements, supply, shock, air shock, rail transport, and rail repair purposes for both sides. On turns 5 or 6 the USSR will receive air transport and paratroop reinforcements for performing air drops for 2 to 3 turns. The amount of air transport will decrease until it drops to zero between turns 23 through 27. On turns 27 or 28 the USA will receive air transport and paratroop reinforcements for performing air drops for 2 to 3 turns. The amount of air transport will decrease until it drops to zero between turns 54 through 56. The USSR will have decreasing amounts of rail transport. The USA will have increasing, and then probably decreasing, amounts of rail transport. USSR replacements may increase several times during the game. USA replacements may increase several times during the game. USSR supply may increase and decrease during the game. USA supply may increase and decrease during the game. One to 2 turns after the opening of hostilities refugees may flee some USA big cities. One to 2 turns after the USA captures Kursk refugees may flee some USSR big cities. Both sides will have increasing and probably decreasing amounts of theater recon. Both sides will destroy each other's spy satellites if nuclear weapons are released and this will drastically reduce each side's theater recon. The USSR may have decreasing amounts of rail repair. The USA may have increasing and decreasing amounts of rail repair. If either side captures the following replacement and supply depots the owning side's replacements and supply will be reduced by the rates listed below. USSR supply will be recovered from 4 to 9 turns later. USA supply will be recovered from 2 to 5 turns later. Replacement rates are not recovered for either side. USSR city Hex Replace Supply Kursk 128,74 -30% -3 Smolensk 159,46 -20% -1 Kharkov 152,62 -20% -1 Orel 136,46 -20% -1 Kiev 168,92 -20% -2 Stalingrad 174,119 -30% -3 USA city Hex Replace Supply Liege 82,3 -10% -1 Namur 76,13 -10% -1 Antwerp 57,30 -10% -1 Berlin 54,42 -20% -2 Lyon 9,61 -10% -1 Bastogne 76,78 -10% -1 Frankfurt 57,114 -10% -1 Munich 27,145 -20% -2 XXXXXXXXXXXXXXXX This massive hypothetical battle is a cross between the Battles of the Bulge and Kursk. The USSR starts with a Kursk bulge, but attacks out of it rather than defending. The USA starts out with a thin front line as they did in the Battle of the Bulge. The hypothetical map has names from Russia, the Ardennes, and western Europe to add some familiarity. This hypothetical scenario presents a situation whereby the USA arms build-up of the 1980's has the unintended effect of causing the hardline Communists to sieze power rather than submit to the democratic reforms of the late 1980's. To bolster their sagging economy the hardliners decide to sell advanced weaponry and nuclear secrets to the highest bidders. This allows them to keep pace with the increasing military buildup the USA must continue through the 1990's, while preserving their tenuous civilian economy. The USSR 1 & 2 Fronts are the main striking power containing most of the guards units. Their objective is Paris. The 3 Front provides cover for the right flank, while the 4 Front provides cover for the left flank. The USA First and Second Armies defend the northern half of the battlefield, while the Fourth and Fifth Armies defend the southern half. The Third Army comes on after turn 20 in the south with the objective of capturing Kursk, linking up with First Army's drive from the north to surround and isolate the USSR main attack, and to capture Moscow. Scenario design: Eric R. Larsen |