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Cuba, October 07, 1997, Cuba army of 1015 units opposed to USA army of 548 units for a battle of complexity 4.15 at Regiment(III) level on a 5 Km/Hex map for 365 turns of Full Day each. by Piero Falotti submited on 20-02-2011 Rugged-Defense Playing Statistics
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Alternative ww3 - Chapter IUS Invasion of Cuba 1997Version 1 Beta for Toaw 3.4 Designed for US Player vs Cuban PO Map designed by Gregory Anderson for his scenario "Operation Ortsac" and used with permission 1. Unit Colors
2. Background In summary, this scenario presupposes that the USSR did not collapse and actually reformed during the 1970's by Yuri Andropov after the premature death of Leonid Brezhnev. Cuba, with USSR support and with the discovery of oil near it's shores actually thrived during the 1980's and 1990's. The US government, after 8 years of Reagan, 8 years of Bush and now with new president Dan Qayle winning the very disputed and controversial elections of 1996 has to face a political crisis in Latin America as more and more of the pro-USA regimes face unrest and turmoil, as well as economical as the finance and housing bubble of the last 15 years is bursting bringing many business to lay off people and seriously doubt the wisdom of a strong capitalist financial sector. The president's cabinet - with secretary of Defense Donald Rumsfeld, Vice-President Dick Cheney (of whom some say is the real decision maker in the US government), and others, prepare for war. Unexpectedly, on September 11th 1997, a massive terrorist attack shakes America. New York, Miami and Washington are attacked by highjacked planes. Most of the terrorists involved are found to be Mexicans and Cubans. Claims of "proof" of Cuban involvement are shouted as the country - indeed the world - are shocked. A few days later President Quayle warns Cuba of delivering the alleged master mind of the attacks or face consequences. As Cuban leader mocks the US "lies", an ultimatum is delivered to Cuba and as Congress votes for War on October 7th 1997. 3. Notes The US player will have significant air and sea lift for the first twenty turns of the scenario, after which 50% of the sealift and 75% of the airlift will be diverted to reinforcing Europe in case of an USSR move. Over time, Cuba will deploy more and more mobilized reserves. Most Cuban units have a number of irregular squads to be filled over time to represent local levies, volunteers (and coerced citizenry) supplementing combat formations. Likewise, irregular and guerilla units will begin to show up over time. It would behoove the US player to protect his supply lines. Many key towns and all major cities will have garrison units that will reinforce over time, some more quickly than others. 3.1. US Mission: US forces are to seize Havana, San Christobal, Camaguey, Santa Clara, Holguin and other major Cuban cities and prevent the fall of Guantanamo Bay. The destruction of the Soviet-built IRBM/MRBM units will yield bonus VP (to simulate the political benefit of preventing attacks on the US mainland). A quick victory in less than one or two weeks (14 turns) could stun the Soviets into standing down around the world. If the war goes over two weeks (28 turns) there could be a negotiated cease fire between, which might mean Castro will remain in power. This is unacceptable. 3.2. Cuban Mission: Prevent the capture of Havana, San Christobal, Camaguey, Santa Clara, Holguin. Bonus VP will be awarded for capturing Guantanamo Bay Naval Station, even if you do not hold it. Prevent the US player from destroying MRBM/IRBM units. If you last longer than two weeks (14 turns) there is an increasing chance (+5% per turn) that there will be negotiations to put an end to the crisis. US forces are largely identical to the TOE of the late 1980's and early 1990s (with no First Gulf War experience, the structure remains the same with simply more modern equipment) The Marines, as always, remain strong in their traditional formations. Some Latin American force will also send forces to help pacify Cuba. United Kindom also is present with a small task force that will leave over time. The Caribbean Legion was a real organization in the 1950s and 1960s that utilized mercenaries and pro-democracy forces to overthrow tyrants in the Caribbean. Their history was colorful and largely unsuccessful, and in this case they are portrayed as non-Caribbean CIA sponsored mercenary forces, much like those of Bob Denard and Mike Hoare in Congo. Brigades 2507 and 2508 are composed of Cuban exiles living in the US and around the Caribbean. They are the direct descendants of the Brigada 2506 force from the failed Bay of Pigs invasion, and in this case are also CIA-sponsored and equipped with older surplus US weapons and vehicles. There are a number of "Free Cuban" volunteer forces in various units - these are usefull toguard rear areas as they are of low combat value. 3.3. Supply US forces begin with a Force Supply Level of 30. This represents the inability to adequately support large numbers of troops ashore without dedicated port facilities. This can improve over time. The following towns, roughly west to east are the beachheads and may become supply sources:
Major ports provide supply sources and increase the US force supply level. The amount by which it increases varies by the port - major ports provide more supply points than minor ports. Ports represent the increased supply capability of the US forces to unload supplies in bulk quantities from cargo ships. The following ports provide supply:
The first turn is a cease fire turn in order for both players to position their forces. This is especially useful for the Cuban player to disperse it's air force and place it's forces for offensive or defensive action. 4. Events For the US player, an immediate Victory can be achieved by reaching 100 points based on the following objectives:
However, as time goes by, some points will be lost due to the lengthening of the campaign and radicalization of protests on the home front as well as across all Latin America. Hence incentive to win fast. However, winning fast means that ground forces will have to be committed before the Cuban defenses will be completely wiped out by the US air power. Also, the US player has to take into account the risk of the conflict escalating into full scale nuclear war, and for this has also to win fast. Around turn 20, many US air assets will be returned to their home bases to prepare for the contingency of war with the USSR. Likewise, the US XVIII Airborne corps, with 82nd Airborne and 101st Air Assault divisions will be shipped out of the Cuban theater around turn 37. Also, the USMC 2nd Division will have to be withdrawn around Turn 60. This means their value has to be used before. Cuban forces can gain some victory points and cause embarrassment to the US player by seizing Guantanamo bay - this might be very difficult to achieve and might not be worth the risk and losses, but it's doable either on the very first few turns, if the US does not reinforce the base, or late in the game with guerilla units coming down from the nearby mountains. The Cuban player wins Victory Points for sinking US capital ships, like the carriers (including the british one), the battleship Iowa, etc. But this is highly unlikely. The destruction of the B-52 units (through wear and fatigue) also wins Victory points to the Cuban player. Should war break out between the US (NATO) and the USSR (Warsaw Pact), the US player has the option to use Chamical Weapons and Nuclear Weapons, at heavy cost in Victory Points. The US player also wins victory points by destroying Cuban missile units: Killing the "Fidel Castro" Unit (which represents the Lider Maximo as well as his political staff may have a negative or positive shock effect on Cuban forces who will be either demoralized or wanting revenge. There is a big chance that Tropical Storm Grace (October 16-17th 1997) might have some impact on the theater of operations. |