First up a preview of the maps for the four tables that we will be using.
Table One - The Black Sea Coast
16' x 6' - Six Player Table (3 WP vs 3 NATO)
WP Amphibious Assault on Turkish Coast
10' x 5' - Four Player Table (2 WP vs 2 NATO)
WP Breakthrough Greek/Turkish Border
Table Three - Aegean Bridgehead
14' x 6' - Six Player Table (3 WP vs 3 NATO)
NATO (Greek/USMC) attempt to breakout of Bridgehead near the Aegean Coast
Table Four - Counterattack
9' x 5' - Four Player Table (2 WP vs 2 NATO)
Yugoslavian & Greek forces attempt a Counterattack against Bulgarian forces.
However much we all like the big scale games, two days is not enough time to reach a conclusion and I think most of the Cold War Commanders agreed that things needed to change slightly. For those players who attended the very first game they will remember the three table set up and we reached a conclusion on all but one table in a weekend. The big table looks superb but it is difficult to keep track of turns when players play at different speeds because of their familiarity with the rules. So for 2016 we have decided to go back to the multiple table set up and have four tables which can accommodate 20 players (10 WP & 10 NATO) plus 2 umpires but also add elements of the big table games like the Strategic Asset Token system which worked to some extent but need reviewing which is underway. However much we enjoyed seeing the massed NATO artillery strikes (66 attacks/unit) on the East Germans, we probably need to 'downsize' a little.
Points totals per player are being finalised at the moment and I have included an example of how the game will work to give you an idea.
Example
Day One: Soviet
Player A has his initial 8000AP to deploy, which he deploys as per the
scenario. On Turn 3 the Umpire make available a reserve formation of armour (1500AP) which arrives using mobile
deployment from his own table edge, on Turn 5 the Umpires decide a small VDV airdrop is available to
harass the enemy rear (750AP), airborne deployment on to any point on the table
if player has full or partial air superiority. Original deployment zone if
enemy has partial air superiority, no deployment if enemy has full air
superiority [VDV force diverted to next table]. Contested air superiority results
in the airdrop being delayed for one turn and review the result again.
Day Two: At the
start of Day Two the Umpires decide a reserve formation of 1750AP (tanks and mechanised infantry)
appears, mobile deployment from players own table edge. In Turn 3 a 500AP Spetsnaz
recce formation is available, deploy via any placed ambush anywhere on the
table, or flank deployment from any table edge. Use recce movement to deploy.
In this example
there are no reinforcements for off-table assets but there could have been
three Hind-E’s plus two FAC’s are made available to Player A’s Battlegroup.
In total Player A
has 12500AP, but he has no idea what will turn up or when after the first
8000AP.
I will post more information about the game once we have finalised the points totals, then we can start allocating players to tables.
Many thanks
Richard P
I shall get to work on pointing up my Spanish Marine Brigade!
ReplyDeleteBrilliant thanks Richard
DeleteHi Richard,
ReplyDeletecracking maps, looking good.
Cheers
Steve