Sunday, 24 June 2018

1985: Under an Iron Sky - Warsaw Pact Field Manual WP-01-001

As stated in 1985: Under an Iron Sky Designer's Notes, Warsaw Pact faces a hard task. NATO is strong and becomes stronger quickly, so it's imperative for Warsaw Pact to seize the initiative and keep NATO off-balance as long as possible.

No matter how good a player is, he will probably find himself in trouble when playing Warsaw Pact for the first time. The interactions among the various elements of a full-scale modern conflict could be quite difficult to grasp at the first attempt, so it's possible (actually, probable) for Warsaw Pact player trying to simplify what is actually a complicated problem: how to break NATO defenses and keep his opponent constantly reacting to emergencies.

In this Field Manual, I'll try to describe typical operational situations Warsaw Pact will find, and how to face them. Of course not every problem has necessarily a solution, and in some cases the capitalist defenses could simply prove too strong, no matter the amount of Socialist Effort produced to break them.



The Offensive - General Principles


Concentration of Forces

Warsaw Pact does not have enough forces for pushing along the whole front. Warsaw Pact Commander must therefore choose a limited number of areas where to concentrate overwhelming forces of all available kinds: Motorized and Tank Divisions, Attack Helicopters, Electronic Warfare, Air Support, SSM, Artillery, Combat Engineer and Flak.

All of this forces, acting as a Combined Arms Group, will be needed. Should one of the main attack axis have no Electronic Warfare or too few Artillery, it could be unable to achieve a significant break through.

Special Forces could also help against the strongest defenses, so don't waste them against secondary targets. Do not hesitate to sacrifice them to destroy an Electronic Warfare or Artillery unit.

Air Superiority

Warsaw Pact should do everything possible to obtain Air Superiority over the front line facing its main attack axis, or at a bare minimum deny NATO Air Superiority over it. Air Superiority will stop NATO helicopters from supporting defense in the area, and hamper NATO Air Support.

In order to achieve this, WP Commander must plan in advance. 
  1. Move Flak in the Air Area covering the Attack Axis
    During the turn before the offensive, the Air Area covering the Attack Axis must be filled with A or B rated flaks. During the following Air Superiority Phase, these flak will force NATO to give up any attempt to gain Air Superiority or to sustain very heavy losses among its precious Air Squadrons.
  2. Assign a sufficient number of Air Squadrons to the Air Area
    Even when risking heavy losses due to NATO flak in the area, assign a sufficient number of Air Squadrons to it. Each enemy flak will be able to fire one time only, and even in the worst case it will expend ammunition, forcing NATO to ration them during the following WP Action Phase. In any case, remember that the objective is not to have the best squadrons in Air Superiority, as even the worst ones will help in stopping NATO helicopters.

Attack at Overwhelming Odds

As stated in the Designer's Notes, attacker should achieve at least a 5:1 combat ratio, but Combat Modifiers are the real key to a successful attack.
For any important assault, Warsaw Pact Commander should try to achieve a 7:1 ratio with 3 Combat Modifiers in his favor. Anything less will risk to bog down the whole offensive axis and force him to find other solutions. 

In order to obtain this prerequisite, forces must be assigned in relevant number. Detailed descriptions of possible scenarios are given in this Field Manual, but some prerequisites always apply: 
  1. Air Superiority over the Area, or in alternative a heavy flak support to protect attacking forces from enemy air and helicopter squadrons
  2. Support by 2 or more Artillery Brigades
  3. Support by at least 2 Electronic Warfare Units
  4. Support by Attack Helicopters
  5. Suppression of enemy flak via SEAD missions. Even in case of failure, NATO flak will expend precious ammo.
  6. A combat ratio of 10:1 or more in order to convert your numerical advantage into combat modifiers (As Comrade Stalin used to say, quantity has a quality of its own).

Keep Enemy Engaged

Once a Breakthrough has been achieved, WP Commander should exploit it at fastest possible speed in order to obtain two results:
  1. Penetrate deeply in the enemy rear areas
    The objective is forcing NATO to retreat the whole front or to thin out defenses by creating a longer defensive line.
  2. Engage enemy forces and reserves
    Use the Breakthrough Area to move adjacent to enemy forces, in order to keep them pinned and hamper NATO attempts to disengage / maneuver and form a new defensive line. When possible, use low strength Division in order to avoid committing your own Operational Maneuver Group.

Always Attack the Weaker Spot

There's no real geographical objective or position that must be taken immediately in order to achieve at least a Military Victory. Advancing deeply in West German territory, isolating NATO strong-points and finish them off later with second echelon forces could be enough in most cases. 

Consequently, Warsaw Pact Commander should always attack the weakest spot of NATO defense line. In order to identify them, keep in mind that one of the most dangerous assets in NATO arsenal are Electronic Warfare units.

The Assault - Operational Approaches

The following examples will always use the following assumptions:
  • A Cadre Rating of 5 for both sides
  • An average terrain advantage for the defender
  • Air Superiority over the objective
Assigned attack forces are:
  • 3rd Shock Army (4x Tank Divisions plus support units)
  • EG 11th MRD
  • 1x Combat Engineer Bde
  • 6x Mi24 Attack Helicopter Squadrons
  • 16x mixed Air Squadrons
Should Warsaw Pact plans require frontal assaults to positions much stronger than the one used by these examples, please re-read "The Offensive - General Principles".

NATO Brigade with Artillery, no EW, unsupported flanks


1. Starting Situation


Target WG Brigade is supported by Divisional Artillery and several Flak units (1xA, 1xB, 2xC, 1xD). Its flanks are exposed, allowing a 3-pronged assault if needed.

Final objective of the assault is to penetrate enemy defenses and advance toward Weser river. The operation will require at least 4 distinct phases:
  1. A SEAD Mission to suppress enemy air defenses at chosen attack point (hex 3011).
  2. A diversionary attack from hex 3112, in order to position additional artillery and support units.
  3. An attack against WG 20/7 Brigade, in order to achieve the breakthrough.
  4. Follow-up attacks against WG 20/7 Brigade during exploitation.

2. SEAD Mission

To ensure full support from Mi24 Attack Helicopters approaching in NOE flight, the WG A-1 and WG bde D flaks covering the immediate surroundings of the assault area must be suppressed or destroyed. 

A SEAD mission is launched, supported by a Yak28PP ECM squadron. Giving the high number of enemy flaks, strike will be composed by 2 groups of 3 squadrons to ensure that at least one squadron per group will penetrate AA defenses.

SEAD Mission, Flak Fire


Enemy Flak Fire Resolution:
  • SEAD Group 1: 8 avg evasion +4 drm, ECM +1 drm, 3x sqds -3 drm = +2 drm
    D flak: 9 +2, 0-0 hits
    C flak: 6 +2, 0-1 hits
    C flak: 7 +2, 0-1 hits, 7-7-1 sqd aborts due to losses
  • SEAD Group 1: 8 avg evasion +4 drm, ECM +1 drm, 2x sqds -2 drm = +3 drm
    B flak: 7 +3, 1-0 hits
    A flak: 18 +3, 0-0 hits
  • SEAD Group 2: 6 avg evasion +3 drm, ECM +1 drm, 3x sqds -3 drm = +1 drm
    D flak: 19 +1, 0-0 hits
    C flak: 10 +1, 0-1 hits
    C flak: 19 +1, 0-0 hits
    B flak: 8 +1, 1-0 hits, 7-5-3 aborts due to losses
  • SEAD Group 2: 7 avg evasion +3 drm, ECM +1 drm, 2x sqds -2 drm = +2 drm
    A flak: 9 +2, 1-0 hits
NATO air defenses inflicted a total of 3 steps destroyed and 3 steps damaged; a high price, but needed to ensure full support from Mi24 attack helicopters.

SEAD Mission Resolution:

  • SEAD Group 1 strike against A flak
    9 strike, ECM +2 drm, roll 15 +2 = SD, A flak destroyed
  • SEAD Group 2 strike against D flak
    7 strike, ECM +2 drm, roll 10 +2 = S, D flak suppressed
The 4 surviving SEAD squadrons were enough to completely suppress NATO air defenses, with a bit of luck. 

SEAD Strike Resolution

3. Diversionary Attack

A first artillery brigade is moved in hex 3110 to support both the diversionary and the main assault.

East German 11th Motorized Rifle Division conducts a diversionary attack on the Southern flank. The assault is probably bound to fail, but even in that case it will achieve three results:
  1. Block retreat to hex 3012, where the retreating NATO brigade could receive additional support by the WG EW at Gottingen.
  2. Bring an additional EW unit to support the main assault.
  3. Place an artillery brigade in hex 3112, where it could support additional attacks against NATO second line of defense.
EG 11th MRD Diversionary Attack

4. Main Assault

A second support artillery brigade is moved in the hex now covered by EG 11th MRD, and 10th Guards Tank Division advances to hex 3111 for the main attack. 

Assigned support forces are:
  • 3x Artillery Brigades 
  • 1x Combat Engineer Brigade 
  • 2x EW Battalions
  • 2x Mi24 helicopter squadrons

10th Guards Tank Division Main Attack

As the situation is favorable, 10G MRD decides for a Single Echelon Assault, bringing its attack value to 18 x 1.5 = 27. 

Warsaw Pact Electronic Warfare works, halving NATO artillery support. Also, EG 11th MRD will give a Concentric Assault bonus.

Final combat odds and modifiers are:
  • WP attack: 27 attack + 10 artillery + 18 helicopters = 55
  • NATO defense: 4 defense + 1 artillery = 5
  • Combat ratio: 55:5 = 11:1, + concentric assault 12:1, translating into 7:1+ 5 WP combat modifiers
  • WP modifiers: +5 cadre +1 combat eng +5 combat ratio = 11
  • NATO modifiers: +5 cadre +2 minor river -3 WP EW = 4
  • Final modifiers: 4 - 11 = -7

The forces used in the assault could appear almost as overkill, but even in this favorable situation several things could go wrong: 
  • Electronic Warfare support could not work as expected.
  • NATO may decide to bring in top-quality Combat Air Support, challenging the 4xB, 1xC flaks covering the area.
The final combat ratio ensures a D result. NATO could hold the ground taking 2 step losses, but decides for retreat as WP still has artillery ammunition to use and a second assault would probably have the same outcome.

5. Exploitation

10th Guards Tank Division now advances after combat, and NATO moves a Belgian Reserve Brigade to cover up Artillery in hex 2913. Exploitation of the Breakthrough may now have several developments.

If not fatigued, 10th Guards Tank could execute a second attack on the WG Brigade.
Worst case scenario (WP EW not working) would give 10th Guards Tank 50% of a result, and 25% of an A:
  • WP attack: 18 attack + 10 artillery = 28
  • NATO defense: 6 defense + 6 artillery = 12
  • Combat ratio: 2:1
  • WP modifiers: +5 cadre +1 combat eng +2 NoZoc = 8
  • NATO modifiers: +5 cadre = 5
  • Final modifiers: 5 - 8 = -3
Best case scenario (WP EW working) would give 10th Guards Tank 70% of a result, and only 5% of suffering an A:
  • WP attack: 18 attack + 10 artillery = 28
  • NATO defense: 6 defense + 3 artillery = 12
  • Combat ratio: 3:1
  • WP modifiers: +5 cadre +1 combat eng +2 NoZoc = 8
  • NATO modifiers: +5 cadre -3 WP EW = 2
  • Final modifiers: 2 - 8 = -6
Should 10th Guards Tank be fatigued, a Concentric Assault with up to 2 fresh divisions could be a better choice. As WG artillery only has 1 ammo point left, the second attack would have:
  • a worst case scenario of 5:1 combat ratio (28 attack vs 9 defense, plus 2 shift for concentric assault) with -2 combat modifiers, giving a 65% success probability
  • a best case scenario of 6:1 combat ratio (28 attack vs 7 defense, plus 2 shifts for concentric assault) with -5 combat modifiers, giving a 90% success probability

Possible development of exploitation phase

NATO Brigade with EW, Artillery, limited Flank Support


1. Starting Situation



Final objective of the assault is to surround West German troops and support units at hex 2912. The operation will require at least 3 distinct phases:

  1. A diversionary attack from hex 3112, in order to position artillery and support units.
  2. A first attack against WG 20/7 Brigade, in order to achieve a breakthrough.
  3. One or more attacks against WG 21/7 Brigade, in order to complete the encirclement.

Both WG Armored Brigades have EW and artillery support, but the Northern one has no attached Air Defense units as NATO does not have enough mobile flaks to cover the whole front. This makes WG 20/7 brigade the chosen initial target despite the minor river, as no preemptive SEAD mission will be needed.

2. Diversionary Attack

A first artillery brigade is moved in hex 3211 to support both diversionary and main assault.

East German 11th Motorized Rifle Division executes a diversionary attack from hex 3112; the assault is bound to fail, but will achieve three results:
  1. Bring an additional EW unit to support the main assault.
  2. Place an artillery brigade in hex 3112, where it could support additional attacks against NATO second line of defense.
  3. Give a Concentric Assault bonus to the main attacks.
Situation after EG 11th MRD diversionary attack

3. Main Assault

10th Guards Tank Division moves in for the main attack against WG 20/7 Brigade, supported by:
  • 3x Artillery Brigades
  • 2x EW Battalions
  • 1x Combat Engineer Brigade
Additional support will include:
  • 3x Mi24 attack helicopters
  • Surviving ground support air squadrons

A Ground Support Mission is launched before resolving combat, with 9 strike and 1 ECM support squadrons. NATO flak is quite heavy (2xD, 2xC, 1xA, 1xB), so strike squadrons are formed up into 3 Air Groups to better absorb losses.

Main attack, Ground Support Mission

NATO flak resolution:
  • Support Group 1, avg evasion 8 +4drm, ECM sqd +1drm, 3 sqds -3drm = +2drm
    D flak: 16 +2, 0-0
    D flak: 4 +2, 0-1
    C flak: 2 +2, 1-0, 7-7-1 aborts
  • Support Group 1, avg evasion 8 +4drm, ECM sqd +1drm, 2 sqds -2drm = +3drm
    C flak: 16 +3, 0-0
    B flak: 17 +3, 0-0
    A flak: 13 +3, 0-1
  • Support Group 2, avg evasion 7 +3drm, ECM sqd +1drm, 3 sqds -3drm = +1drm
    D flak: 16 +1, 0-0
    D flak: 6+1, 0-1
    C flak: 1+1, 1-1, R-6-0 aborts
  • Support Group 2, avg evasion 8 +4drm, ECM sqd +1drm, 2 sqds -2drm = +3drm
    C flak: 11 +3, 0-0
    B flak: 3 +3, 1-1, 8-8-5 aborts
  • Support Group 2, avg evasion 8 +4drm, ECM sqd +1drm =  +5drm
    A flak: 17 +5, 0-0
  • Support Group 3, avg evasion 7 +3drm, ECM sqd +1drm, 3 sqds -3drm = +1drm
    D flak: 15 +1, 0-0
    D flak: 5 +1, 0-1
    C flak: 19 +1, 0-0
    C flak: 14 +1, 0-0
    B flak: last ammo, NATO choose not to fire
    A flak: 10 +1, 1-0, B-6-3 aborts
  • Attack Helicopters in NOE flight: 6 evasion +3drm, ECM sqd +1drm = +4drm
    D flak: 15 +4, 0-0
    D flak: 18 +4, 0-0
    D flak: 6 +4, 0-0
After flak resolution, 47 ground support factors may be added to the main assault

Main attack by 10th Guards Tank Division

Attack resolution will have the following scenarios:

Worst case scenario (WP EW not working, NATO EW working)
  • WP Attack: 27 single echelon attack + 7.5 artillery + 23.5 ground support = 68
  • NATO Defense: 4 defense + 3 artillery = 7
  • Combat Ratio: 9:1, no concentric assault = 9:1
  • WP Modifiers: +5 cadre +1 combat eng. +2 9:1 combat ratio -3 NATO EW = 5
  • NATO Modifiers: 5 cadre + 2 minor river = 7
  • Combat on 7:1, +2 modifier, 55% D
Most probable case scenario (WP EW working, NATO EW working)
  • WP Attack: 27 single echelon attack + 7.5 artillery + 23.5 ground support = 68
  • NATO Defense: 4 defense + 1 artillery = 5
  • Combat Ratio: 13:1, no concentric assault due to NATO EW = 13:1
  • WP Modifiers: 5 cadre + 1 combat eng. +6 13:1 combat ratio -3 NATO EW = 9
  • NATO Modifiers: 5 cadre + 2 minor river -3 WP EW = 4
  • Combat on 7:1, -5 modifiers, 95% D
Best case scenario (WP EW working, NATO EW not working)
  • WP Attack: 27 single echelon attack + 15 artillery + 47 ground support = 89
  • NATO Defense: 4 defense + 1 artillery = 5
  • Combat Ratio: 17:1, +1 concentric assault  = 18:1
  • WP Modifiers: 5 cadre + 1 combat eng. +11 18:1 combat ratio = 17
  • NATO Modifiers: 5 cadre + 2 minor river -3 WP EW = 4
  • Combat on 7:1, -13 modifiers, 100% D
After combat resulted in a D, NATO decides to retreat as taking 2 step losses would leave the brigade without hopes against a second attack by 10th Guards Tank.

4. Exploitation (low risk approach)

10th Guards Tank Division task is now to advance at maximum speed in the breakthrough, in order to close the Western flank of the pincer. Support units will be left behind to help the follow-up divisions during the second phase of the exploitation.

12th Guards Tank Division advances in the breakthrough hex 3011 and attacks WG 21/7 Brigade to close the Eastern flank of the pincer. Once again, support consists in:
  • 3x Artillery Brigades
  • 2x EW Battalions
  • 1x Combat Engineer Brigade
  • 3x Mi24 attack helicopters
As NATO A-1 flak used up all its ammo against the previous Ground Support mission, attack helicopters approaching Nap-Of-Earth will have to face only a single D flak. 

Exploitation by 12th Guards Tank Division

Attack resolution will have the following scenarios:

Worst case scenario (NATO EW working, WP EW not working)
  • WP attack: 27 single echelon attack + 7.5 artillery + 13.5 helicopters = 48
  • NATO defense: 4 defense + 3 artillery = 7
  • Combat Ratio: 6:1, no concentric assault due to NATO EW = 6:1
  • WP modifiers: +5 cadre +1 combat eng. -3 NATO EW = 3
  • NATO modifiers: +5 cadre modifiers = 5
  • Combat on 6:1, +2 modifiers. 50% D result
Most probable case scenario (NATO EW working, WP EW working)
  • WP attack: 27 single echelon attack + 7.5 artillery  + 13.5 helicopters = 48
  • NATO defense: 4 defense + 1.5 artillery = 5
  • Combat Ratio: 9:1, no concentric assault due to NATO EW = 9:1
  • WP modifiers: +5 cadre +1 combat eng. +2 9:1 combat ratio -3 NATO EW = 5
  • NATO modifiers: +5 cadre modifiers -3 WP EW  = 2
  • Combat on 7:1, -3 modifiers. 85% result
Best case scenario (NATO EW not working, WP EW working)
  • WP attack: 27 single echelon attack + 15 artillery + 27 helicopters = 59
  • NATO defense: 4 defense + 1.5 artillery = 5
  • Combat Ratio: 11:1, +1 concentric assault = 12:1
  • WP modifiers: +5 cadre +1 combat eng. +5 12:1 combat ratio = 11
  • NATO modifiers: +5 cadre modifiers  -3 WP EW = 2
  • Combat on 7:1, -9 modifiers. 100% result

Situation after 12th Guards Tank attack

5. Exploitation (high risk approach)

47th Guards Tank Division advances to Gottingen and executes an Assault From March against WG 21/7 Brigade. 

The attack has only a slim chance to succeed, but NATO forces are now completely isolated and will have to use Embedded Supply in any subsequent combat.
47th Guards Tank closing pincer from South


Even in case of failure, 12th Guards Tank Division may proceed to attack as planned, with WG 21/7 already encircled and low on ammo.

Final attack by 12th Guards Tank Division

Moreover, it will be extremely difficult for NATO to reopen a supply line to WG 7th Division, leaving the encircled brigades and artillery with a critical ammo level during the following WP Action Phase.

Chemical Warfare

If the Political and Strategic situation allows it (See 26.0, Weapons of Mass Destruction Escalation), chemical warfare is a powerful force multiplier that should be used without restrains.

As chemical agents effectiveness will decrease as NATO troops get used to the protection measures needed to avoid high casualties, the decision of when to start chemical warfare is relevant.

If the initial offensive achieved operational surprise (See 51.1, Turn 1 Surprise),  Warsaw Pact should be able to attack in advantageous conditions during the first 48 hours, even without chemical warfare. In this case, chemical warfare should commence from D+2 (Turn 2).

If only tactical or no surprise has been achieved (See 51.2, Turn 2 Surprise), Warsaw Pact Commander may consider to use chemical warfare since the beginning of hostilities.

When using chemical warfare, well positioned SSM-delivered chemicals can be decisive to successfully attack even the strongest NATO positions (See 24.4, Missile-Delivered Chemicals).

Non-persistent chemicals should be the preferred attack method, as persistent chemicals slow down movement of troops exploiting breakthroughs.

Nuclear Warfare

Nuclear warfare is an option to be evaluated carefully, despite its apparent advantages. NATO has powerful nuclear capabilities and is fully prepared for its immediate use on the battlefield.

Moreover, Warsaw Pact typically offers more paying targets for a nuclear strike than NATO due to higher troops density on the Forward Edge of Battle Area and beyond.

Therefore, nuclear weapons should be used only as last resort or as a consequence of orders by the Warsaw Pact Joint Command.

Special Forces

GRU Special Forces are an important asset for Warsaw Pact Front Commander and should not be wasted against secondary targets or risked in ill-conceived operations. 

The simple fact of having special forces ready to be employed forces enemy troops to protect vulnerable assets from a possible assault, thus depriving troops on the front line of precious AA and security assets.

Should a valuable opportunity arise, the Front Commander should not hesitate to employ his available special forces aggressively, even at the risk of losing some of them.

Primary targets for Special Forces operations are, in order of priority:
  1. Electronic Warfare units
  2. Artillery
  3. Attack Helicopters
  4. High value Air Squadrons (ECM, F-111, Tornado, F-15, F-16)


Warsaw Pact Logo By Fenn-O-maniC - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=22204482

Tuesday, 12 June 2018

Less than 60 Miles - Development (1)

As you maybe already know, Thin Red Line Games is now developing its second game:

C3 - Less than 60 Miles

As you will see by the map, the 60 Miles the title is referring to are the approximate distance between Fulda and Frankfurt am Main.

Map sample, with no Russkies disturbing the bucolic countryside.

The game will have some contact points with NATO: Division Commander and Central Front, but will try to avoid the high complexity of the first and the excessive abstraction of the second. Final rules should be about 20 pages and a single turn should take no more than 15 minutes.

The main goal is to focus on several key concepts of modern mechanized warfare that are typically elusive or neglected in a war simulation:
  • Command, Control and Communication
  • OODA Cycle
  • Initiative and Momentum
  • Meeting Engagements
  • Battlefield Chaos

Moreover, Less than 60 Miles should be the first of a series of C3 modules, covering not only different areas but also different conflicts. Yes, this means that the idea is to have the whole West German front covered and playable in a gigantic, unmanageable, mind-blowing campaign.

Project state of advancement is:
  • Map completed
  • OOB completed (counter values still a work in progress)
  • Orders, Movement, Engineers, C&C, Helicopters rules defined and in testing
  • Combat, EW, Chemical & Nuclear Warfare, Air Support rules and more still to define
  • Scenarios still to define
For now, that's more or less all I can tell. 

Now, some snapshots from the Vassal module we're using for defining / testing the rules. Please note that counter art is just for testing, we will do better before going into production ;)

39th Guards Motorized Rifle Division advancing North of Fulda, H1000 Zulu Time
(click for full resolution)

8th Guards Combined Arms Army area, H1000 Zulu Time
(click for full resolution)