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Europe, December 24, 1990, Warasaw Pact army of 380 units opposed to Nato army of 495 units for a battle of complexity 1.38 at Division(XX) level on a 50 Km/Hex map for 24 turns of Half Week each. by Trey Marshall submited on 01-01-2003 Rugged-Defense Playing Statistics
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The Third World War (Game Designer Workshop Conversion 1984) v1.2 NATO's Nightmare - Winter 1990 Variant Summary: Warsaw Pact forces decide to take advantage of NATO's Christmas Holiday season by conducting a mass invasion of Western europe right out of their barracks when a good portion of NATO's forces are away on leave with their families leaving units at an all time low in readiness. Version 1.2 Changes * Allowed enough sea transport for NATO to allow the 24th Infantry Division (Mech) move from Diego Garcia * Made NATO Berlin Garrisons static - simulates Pact Border and Police Regiments and the Soviet 6th Motorized Rifle Brigade containing the garrison to free up Pact divisions * Massive Order of Battle Revision based of new research and Andy Johnson's excellent OOB Guides * Numerous TO&E changes based off of new research * Hopefully located and rescued all entrapped units in mountainous terrain * More effective orders for NATO. Pact forces have been realigned and orders reflect realistic invasion plans based of Viktor Suvorov's book. * Decreased chance that Pact will invade Austria (30%) * No longer delayed French units arrival to support NATO defense * Added Special Forces units * Added Soviet Artillery Divisions * Added Switzerland defense forces * Gave Soviet Divisions in Germany empty T-55(late) slots to equip a Tank Regiment of 93 tanks to represent training tanks that the Soviets kept in storage that they could use as replacements. * Added Norwegian Coastal Defenses * Added Warsaw Pact Attack Helicopter Regiments * Massive Air Force revision * Added Independant Tank Battalions to Soviet Category A and B Divisions (51 tanks each) * Soviet Divisions in the Baltic, Bylerussian, and Carpathian Front had their equipment upgraded to reflect Soviet doctrine of having their frontier districts in the second echelon armies equipped with the latest equipment. * Gave NATO an Air Refueling Modifier of 2 Version 1.1 Changes * Added Diego Garcia for US reinforcements arriving in the Gulf * Added theatre tactical nukes to Russian/American/French divisions * Improved map (by John Boomershine) * Removed neutral country victory hexes * Added escarpments to simulate mountain passes * Removed beginning NATO entrenchments * Modified British divisional TO&Es * Included off map Russian rail net & NATO sea movement lanes * Chance that nuclear usage will become Global and game will end instantly * Russian reserves now experience a delay before being committed (Available on Turn 4) * Increased NATO and Warsaw Pact Partner unreliability Version 1.01 Changes * Added 10% to all Russian proficiences (There was a problem with too many Russian divisions evaporating on the starting turn) * Fixed minor starting ownership hexes * Capture hex of Copenhagen was wrong - fixed July 5, 1990 - Hypothetical Half Week Turns Division/Bde Significant Events Loss of Norwegian Airfields causes NATO supply to drop with each loss Pact Marines only appear when Pact naval forces control the sea lanes for their respective area (handled randomly in the event engine) Loss of some capitals may cause a country to withdraw from the conflict Some Romanian units may defect to NATO There is a chance that many neutrals will enter the game at random times or not at all NATO supply sources in Central Germany disappear around turn 3-5 (random) to represent to usage of all internal combat stocks. NATO units must trace supply to ports or France hex sides. If NATO loses a port with a supply source, it will disappear and that port will be unusable by NATO Russia has the option of where it wants to send its strategic reserve Jugoslavia begins neutral but may join NATO if certain conditions are met. There are no exclusion zones around Jugoslavia but don't think that you can do treat Jugoslavia unrealistically. If Pact units attack Jugoslav units or enter any Jugoslav territory, they will activate and fight back. Background: Numerous power factions have been jostling for supermacy in Iran in the period following Khomeini's death. By 1990, both superpowers are deeply involved, as each fears the consequences should a regime favorable to the other gain control over Iran. Each power recognizes a particular faction as the true government of Iran. As conditions deteriorate, both sides escalate their support of the factions, up and beyond the point of direct conflict between the Soviet and US forces sent to Iran. The alliances of the superpowers, responding to the situation, begin to mobilize. Once it appears that the conflict will spread, the forces of the Warsaw Pact attack NATO. Designer's Notes: This scenario is based very closely to GDW's (Frank Chadwick) excellent set of four boardgames entitled "The Third World War." The terrain and OOB's are all straight out of the game. The TO&Es I used a combination of Frank Chadwick's analysis of the different counters (A 4-5 MRD vs a 10-8 MRD) and basically came up with some pretty realistic TO&E's. You will defintely notice a difference between those Category I divisions armed with T-80s and BMP-2 regiments in Central Germany opposed to the T-64/T-55 Category III divisions in Southern Europe. You will also see a realistic mix of equipment in reserve and front line NATO formations. West German Territorial Bdes will be equipped with M48 Tanks, etc. When I started the TO&Es, I was surprised when 80% of my units matched almost exactly with the printed attack strengths on the counters. The counter would say 4-5 and my attack strength would be right around 38-43, etc. I tried to incorporate as many of the rules as I could. VPs are based on the boardgame's VP cities and Persian Gulf Oilfields marked with a "+". I had to give the Warsaw substantial shock for the first month (4 turns) based on NATO's equipment superiority. If I didn't, NATO would be able to stand fast and start counterattacking on the second turn. This shock models the numerous independant formations that form attached relationships with their Army HQs such as artillery bdes, independant tank bdes/regiments, recon elements, etc. that aren't present in the game. NATO starts out with little supplies but build gradual. WP start off with large supplies and shock but decline so that their will be a leveling effect until NATO can counterattack. Basically, the WP has a one month time-window to capture Germany before they start dwindling away. Please keep in mind that the original game was made in 1984 and meant to be a hypothetical conflict in 1990 which obviously didn't happen. I am open to any suggestions (except to changing the background and basis for the game). The next step is Third World War Deluxe where I add theatres that were not covered by the boardgame. The first addition I plan on starting is an Egyptian/Libyan/Syrian attack on Israel. Next is India vs Pakistan and perhaps some more SE Asia conflicts. Please go to www.thegamers.net and give this scenario an appropriate rating. Trey Marshall (snakes@kansas.net) Special thanks for testing and advice: Eric Butkov Jeff Riddols Steve Malczak John Rainey Jo van der Pluym Paul Vebber Brian Alletto (Thanks for letting me borrow PG!) John Boomershine (Map editor) |