Wednesday, 16 August 2017

"Mind the Gap" Scenario Playtest

Here's the AAR for the third playtest session of "Mind the Gap" scenario, included in the upcoming "1985: Under an Iron Sky" monster game.

The first two playtest sessions were useful for adjusting and fine tuning some rules. At the third run, we were able to complete the scenario with no change to the rules / OOB and such.

The scenario depicts Warsaw Pact's secondary attack along the Fulda - Kassel - Frankfurt axis. Soviet 8th Guards and 1st Guards Tank Army, supported by East Germany III Military District, are tasked to engage US V and West Germany III Corps, inflict as much casualties as possible and prevent NATO from dispatching any reinforcement to NORTHAG, where the main Warsaw Pact thrust is taking place.

The scenario is 5 turns (10 days) long. Warsaw Pact gains Victory Points for inflicting casualties to NATO ground, air and helicopter units and to a lesser extent for territorial gains. NATO gains Victory Points for sending ground, air and helicopter reinforcements to NORTHAG.


Set Up

Counters for the playtest are home printed, using the same graphic that will go in production. Of course, the overall quality is lower as they are the result of a painful "Print-Glue-Cut-Aaaargh they're not aligned" hand-made process.

The map isn't ready yet, so we had to use the old The Next War map, using State of the Art Technology (i.e., a pencil) to add several airports, urban areas and missing special features.

Sorting Soviet Counters - Always too many of them
....But US reinforcements too are quite impressive.

Pre-War Movement

Both sides have the possibility of moving their units before war outbreak. NATO allowed movement is based on a 24 hours warning, obtained by analyzing HUMINT and SIGINT data.

The situation at 0400 Zulu Time, July 4th 1985. Grey areas are not included in the scenario.

The ideal Warsaw Pact attack spearhead. Anything less and you're looking for trouble.

Turn 1

The weather is good, so no problem for Air and Helicopter missions.

Warsaw Pact places its 2 Air Superiority counters to cover the main front line (AirSup 1 and 3), making clear that he's going to use his Air assets in direct support of the ground. NATO prefers to place his only Air Superiority counter to cover the vital US and WG airports in the area between the Rhine and Frankfurt (AirSup 2).

The placement of an Air Superiority marker does not mean that either player has Air Superiority. It's only a "commitment", allowing both players to allocate air squadrons in order to actually gain Air Superiority over that area.

Turn 1 Air Superiority Placement

Warsaw Pact assigns 7 Mig-23 and Mig-21 Air Groups to Area 1 and 3, while NATO uses 3 of its precious Air Squadrons in Area 2 (with an AWACS squadron in support) and 3 more in an attempt to contest Air Superiority in Area 1.

Turn 1 Air Superiority Assignments
After air combat is resolved, Warsaw Pact gains Air Superiority in area 1 and 3, destroying a F-16 squadron, while NATO achieves Air Superiority in Area 2.

Air Superiority over areas where the main thrust will take place allows WP to use its attack helicopters and air squadrons with little or no risk of being intercepted. The opposite is also true: NATO air assets may be used only by taking additional risks and casualties.

Warsaw Pact executes a Special Forces assault against Kitzingen US Heliport, used by 3rd Helicopter Squadron, and destroys 2 AH-1 squadrons. A hard blow for NATO.

During the WP Land Phase, Soviet 8th Guards and 1st Guards Tank Army cross the internal German border and invade West Germany. Three WP divisions attack 11th Armored Cavalry Regiment at Fulda and force it to retreat West. North of Fulda, 79th Guards Tank Division forces elements of WG 2nd Mech Division to retreat toward Kassel.

Soviet assault on Fulda, 1400 ZT July 4th

NATO answers with a West German Ground Strike mission against Brand Airfield (C5212, near Cottbus), executed by 2 Tornado squadrons escorted by 2 F4F. Soviet SU-24 and Mig-23 squadrons intercept, but they are unable to stop the strike and Brand airfield is heavily bombed and damaged. Another Ground Strike by WG F104s hits Altenburg Airfield.
Situation at 2200 ZT, July 5 (End of Turn 1)

Lessons Learned: It is now clear that NATO is able to hit WP rear areas pretty hard even in the first 48 hours of war. Warsaw Pact must take appropriate countermeasures since the beginning, as most of its repair capacity is needed to keep the supply routes open and does not allow the allocation of time and resources to damaged airfields.


Turn 2

WP gains Air Superiority over the main battle line, despite an attempt by NATO to contest it around Wurzburg. On the other hand, NATO wins a vital Air Superiority over the area between Frankfurt and river Rhein. Thanks to that, CONUS air squadrons and REFORGER ground units scheduled for turn 2 will be able to arrive by airlift and reinforce NATO front line in a few hours.
Air Superiority Assignments, Turn 2
Warsaw Pact conducts two all-out assaults towards Wetzlar and Kassel, and succeeds in both thanks to heavy air and helicopter support. 

NATO sends out 3 different ground strike missions with Tornados and F104s to slow down the Soviet 28th Corps arriving as reinforcement and damage the advanced heliports used by Soviet Mi-24. In the rear areas near Wurzburg, US 3rd Mechanized Division recombines and waits....
WG F-104s strike Warsaw Pact advanced heliports
Situation at 2200 ZT, July 7 (End of Turn 2)

Turn 3

Warsaw Pact is getting short of operational airfields and tries to stop NATO's strike campaign by placing Air Superiority marker #1 in protection of the air bases in East Germany.
Air Superiority markers #2 and #3 are placed on the main battle line, while #4 covers the strategic airfields and POMCUS sites between Rhine river and Frankfurt.
After Air Superiority combat, NATO wins control over all the AirSup areas except the East Germany 
one.

Air Superiority assignments for Turn 3
Air Superiority after Air Combat (blue for Air Superiority controlled by NATO)
During the Land Movement Phase, three Warsaw Pact divisions attack WG 15/5 brigade near Marburg, with both sides using everything at hand. The attack fails, primarily because of NATO Air Superiority over the area  allowing air and helicopter squadrons to support the defender effectively.

Lessons Learned: A ground attack without Air Superiority against well-placed defenders is probably doomed to fail, unless the defender has no available air / helicopter squadrons to call in for ground support.

Following the rule "never reinforce a failure", Warsaw Pact throws its remaining divisions against WG 34/12 brigade defending the South sector near Schweinfurt. NATO is now short of aircraft and helicopters, and the defense collapses after a few hours. Two additional Soviet Divisions exploit the breakthrough and are now 30 km from Wurzburg.
Situation at 0200 ZT, July 8 (End of Turn 3 WP Move Phase)
At this point, NATO launches its counterattack using every possible force multiplier.

With NATO F-16 and AWACS in Air Superiority and little risk of being intercepted by WP fighters, an F-4 Wild Weasel Mission disrupts WP flak in the Schweinfurt area. Shortly after, three US Special Forces battalions assault and destroy the Electronic Warfare unit supporting Soviet 31st Tank Division, paying with their lives but leaving the Soviet Division without any kind of help.

Finally, US 3rd Mechanized Division repeatedly attacks the Soviets with the support of V Corps Artillery, Electronic Warfare, Tornados, F-111s and AH-1 attack helicopters. Moreover, the two adjacent WG Brigades give NATO a strong Concentric Assault bonus.
Soviet 31st Tank, unable to retreat because of the two WP divisions blocking its path, is annihilated after 9 hours of continuous fighting.

US 3rd Mech Division second attack against Soviet 31st Tank Division
At this point, WP player concedes victory to NATO.

Aftermath

Actually, at the end of turn 3 the game was a Draw.

Warsaw Pact Victory Points: 
  • US Attack Helicopter steps destroyed: 8 x5 = 40 VP
  • WG Attack Helicopter steps destroyed: 4 x5 = 20 VP
  • US Air squadron steps destroyed: 3 x5 = 15 VP
  • WG Air squadrons steps destroyed: 2 x5 = 10 VP
  • US Combat units steps destroyed: 1 x3 = 3 VP
  • WG Combat units steps destroyed: 4 x3 = 12 VP
  • Urban, City and Airport hexes conquered: 29 VP
NATO Victory Points:
  • US Ground combat units steps to NORTHAG: 0, x3 = 0 VP
  • US Air squadron steps to NORTHAG: 10 x5 = 50 VP
The VP net result is: WP 129 - NATO 50 = 79 Victory Points, Draw.

Considering that in the last 2 turns NATO will be reinforced by 9 more brigades (mostly WG territorials) and 6 more US Air squadrons and that most of them would have been sent to NORTHAG thanks to the stalemate of the WP offensive toward Frankfurt, the result at the end of turn 5 would have been a NATO marginal victory.

Next Scheduled Playtest is: "Forward Comrades!", Campaign game scenario

7 comments:

  1. I am looking forward to this. I would however want the counters to have army/Corps affiliations. It really helps the narrative for me. Keep up the good work!

    ReplyDelete
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    1. Adding Corps / Army affiliation was one of the option we considered, but our experience with the parent game "The Next War" shows that operational contingencies will force both sides to assign divisions to parent units different from the original / planned one.

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  2. This is just excellent. I especially like the ability to create air superiority over a limited region rather than by an entire map. Will you be using the old Next War map? I actually like the old four color printing. Any idea on publication timeframe?

    ReplyDelete
    Replies
    1. The map has been updated and redesigned, you'll find the a first draft here. I think you'll like it, and the latest version (based on the feedback we had on the social media and not yet published) is even better and clearer.
      As for the release date, I hope it will be out by the end of the year :-)

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  3. I'm eagerly awaiting this release.

    ReplyDelete
  4. How do I go about ordering this game??

    ReplyDelete
    Replies
    1. You'll be able to buy the game on our web site (a work in progress and not online yet) and probably on Diffraction Entertainment's web site too.
      Moreover, if you live in Italy you should be able to find a copy in a couple of selected game shops.
      If everything runs smooth, the game should be out by the end of the year.

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