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CyberRanger
19 Mar 05, 22:02
To help answer any questions about this scenario before Round 3 of Russia at War! starts, I've decided to go ahead and make this version available. If you have time, please check it out! Any issues we can clarify now will make round 3 that much smoother.

Here is the scenario briefing:

NORDIC LIGHT II 0.9.8 beta 3
A hypothetical Russian invasion of Finland and Sweden.

Date: September-October 1992
Location: Northern Europe
Map Scale: 15km per hex
Time Scale: Half-week Turns
Unit Scale: Bn-Rgt-Bde
Length: 12 Turns

UNIT COLORS
NORDIC
Sweden - various on yellow
Finland - various on white
Denmark - red on green
Norway - blue on green
USA - white on green
Germany - black on green
Britain - black on green
Belgium - black on green

RUSSIAN
Various on red

*************************** BACKGROUND *****************************
In the spring of 1992 the Russian empire was cracking up. The political reforms that had been implemented didn't work. Old generation generals were afraid that the Russian market would be too fragile and foreign investors would buy their beloved Motherland. The members of the WP countries was in unrest and the political system of communism seemed to be doomed but the army still occupied much of Eastern Europe and so it was a good tool in supporting Russian finance politics.

Elements of Stavka plans an ambious plan to regain the initiative and restore order in Eastern Europe. The plan is called operation Nordic Light. Stavka is aware that it can not defeat the NATO forces unless the vital resupply from the US is cut off. One way of cutting the supply routes is to control airbases in Southern Sweden and if possible i Southern Norway. If that is achieved NATOs Northern flank will be cut of and Russia will have a chance of restoring peace and order in Eastern Europe without NATO interference. So the decision was to invade the less populated Finland and Sweden. This would allow Russia to threaten NATO from north and give Russia total hold of Baltic Sea. If feasible, the invasion would go on to Norway and Denmark, allowing Baltic fleet to enter Atlantic Ocean without hindrance.

After Russian populations of Baltic States arranged uprisings which were then "shielded" by Russian divisions sent for "peace keeping mission", everything was in place for Nordic Light.

This scenario is loosely built around the Operation Garbo books (sorry, only in Swedish!) that are very well known by Swedish military gamers.


SIGNIFICANT EVENTS

The scenario begins with a one turn cease fire. Don't forget to check out your Theatre options.

Russian player may choice to invade Denmark and Norway, allowing a NATO intervention on the Nordic side. This means a state of war between NATO and Russia. Nuclear and Chemical warfare is expected. Parts of the 8th guards Army with first line equipments enters as reinforcements around Kalingrad. If the Russian player chooses this option the Nordic player will get the NATO reinforcements for free…but if Russia attacks early in the game the Nordic side suffers from air and ground chock and some of the NATO reinforcements has not arrived yet…

The player who uses chemical weapons is punished with 50 VPs.

The scenario will end three turns after nuclear weapons is used on either side. The player who uses nuclear weapons is punished with 100 VPs.

If the Nordic player chooses the option "NATO supports Nordic Air Force" on turn 1 a total of 200 F-16 is dumped into the replacement pool at a cost of 50VPs.

Theatre option asks for NATO intervention is activated on turn 2. It costs 200VP to activate. This Theatre option is cancelled if the Nordic player chooses to activate "NATO supports Nordic Air Forces". When activated NATO enters the conflict after 1-8 turns.

Theatre option "Ask for NATO intervention" appear once more 3-8 turns later. It will cost the Nordic player 150VPs to activate and it triggers a NATO intervention 1-6 turns after activation.

These Theatre options are very powerful because it usually shifts the airpower from Russia to NATO…And if Russia decides to attack first the VP penalties disappears… and NATO joins the Nordic side. Just don't activate the Theatre options if your are the Nordic player…

Finland will surrender when the variable value reaches 75%. Certain cities in Finland are marked with the variable value they add. The total value of all cities is 100%. The cities of Helsinki, Turku and Vaasa have a 100% chance of activation and all other have a chance of 95%. A couple of turns after the Finnish surrender the Free Finnish Army enters and a full scale guerrilla war begins.

Russian supply depots will increase the supply net in northern Finland and Sweden. Each activated supply depot costs 50 VPs for the Russian player (one exception: Visby 20VP). These supply depots are marked with a "+" on the map.

Russian strategic planning is rigid and in Sweden/Denmark there are only a few harbours that can supply Russian forces properly. The following harbours have this capability:
-Stockholm (53,95) (This depot activates after the fall of Stockholm in Stockholm)
-Nynäshamn (52,98)
-Norrköping (45,101)
-Visby (53,110)
-Malmö (30,124)
-Trelleborg (32,125)
-Göteborg (28,126)
-Köbenhavn (27,124)
-Århus (20,119)
-Soumussalmi (87,53)

There are some harbours in Sweden that contain a NATO/NORDIC supply point. Each harbour is marked the a "*" on top of the name.

Russian forces have a sea transport of 75 000 turn one and after that it will vary due to NORDIC and NATO interdiction.

The Nordic side has a sea transport of 2000 and it increases when NATO enters the conflict to 10000.

The Russian air transport capability is simulated with three theatre options. When activated each theatre option will give the Russian player airlift capacity as follows:
1st 4000 (approx 5-6 Airborne Rgts) for one turn and then 1000 on the following turns.
2nd 2500 (available after a turn range of 5) for one turn and then 1000 on the following turns.
3rd 2000 (available after a turn range of 5) for one turn and then 1000 on the following turns.

The NATO air transport capability is simulated with three theatre options. When activated each theatre option will give the Nordic player airlift capacity as follows:
1st 5000 (approx 1 Airborne Div) for one turn and then 1000 on the following turns.
2nd 4000 (available after a turn range of 5) for one turn and then 1000 on the following turns.
3rd 3000 (available after a turn range of 5) for one turn and then 1000 on the following turns.

There is a 90 % chance that Russian Spetsnaz units are successful in destroying vital NORDIC C3I assets, in which case NORDIC forces will be in a shock for the first turns. Shock will gradually disappear.

There is a chance of a cold front. It won't last for long. There is also a chance of storms.

VICTORY POINTS
The victory points are distributed as follows:
Finland 250 points
Sweden 500 points
Denmark 120 points
Norway 130 points

In Norway there are permanent bonus points for the Russian player if the following cities are occupied:
Oslo (51,29) 50 points
Trondheim (28, 63) 50 points
Bergen (6,81) 50 points
Stavanger (4,92) 50 points
Narvik (51,29) 50 points
Tromsö (55,19) 50 points

Nordic player is awarded 100 VP for the capture of Murmansk.

The player who uses chemical weapons is punished with 50 VPs.

The player who uses nuclear weapons is punished with 100 VPs.

HOUSE RULES
Player enforced house rules:
1. Swedish and Finnish units may not cross each others boarders before turn three. No Finnish and Swedish units can be sea transported between the two countries.
2. Danish and Norwegian units may not conduct amphibious attacks. They are allowed to be sea transported between friendly controlled areas only. Norwegian units are limited to an area north of SKAGEN (22.106) and Danish units west of BORNHOLM (41.128).
3. Amphibious attacks on enemy territory can only be executed if a unit with a amphibious icon of brigade size is participating in the attack. After an successful amphibious attack other units may disembark on the captured hex. This house rule applies for the NORDIC player during the whole game and for the Russian player after turn 3. Amphibious attacks can be made on any land hex after spending one turn at sea.

SCENARIO DESIGN
Scandinavia map (Finland excluded): Pelle Holmén
Finland map: Jari Mikkonen
OOB/TOE(Finland excluded): Pelle Holmén/Bengt Larsson
OOB/TOE Finland: Jari Mikkonen
OOB/TOE Russia is based on information from Bengt Larsson, The Crazy Dutch and Andy Johnson's WP OOB 1988. Designations of Russian units with dots in there name is documented (i.e. 233.GMRR) and if the name contains a space it is hypothetical (i.e. 233 GMRR).

Playtesters:
Rasmus and Foggy has helped me a lot in working out the play balance of version II.

Version 0.9.5
Correct some play balance issues. Mainly weakening the Nordic side.
Version 0.9.0
New Russian OOB/TOE. New Swedish OOB/TOE. Small changes of NATO OOB/TOE. Total remake of event structure and game mechanics. Small changes to the map.

Version 0.9.1-0.9.6
Corrected some events. Tweaked the OOB and TOE of both sides. Reduced the number odd units further and delayed the reinforcements for Sweden. Russian Boarder guard units added. A A-10 unit added in the NATO OOB. Raised the profiency of the Russian Air force. Made the Military district units in Sweden static for the first two turns.

Version 0.9.8
More tweaking of the forces. Weakening of the Nordic side and strengthening the Russian. Lower the number of small units in the Swedish Army. Reworked the TOE of the Swedish army. Three house rules is added to the game.

0.9.8 Beta 3
Railrepair of 4 for both forces (turn 1 for Russia and turn 4 for Nordicside). Lowered the Guerilla effects. Minor redeployment of Swedish forces and some changes on the time table of arrivals (earlier for some Swedish units). Added some more Costal art unitis in Norrway and some garrisons in Danmark. Added a port i Rödbyhavn. Added some supply points for the Nordic side in some Swedish harbour cities. Tweaked the entry of the Free Finish units and their strenght. Reworked the map, mainly Denmark and southern Sweden. The Norwegian OOB is totally reworked.

Please send comments to Pelle Holmén

N.B
There always are some errors and blunders due to lack of knowlegde and the human factor. I would be very happy if you who play the game could take the time in sending me a mail with your thoughts. Have fun!
See this thread, http://www.war-forums.com/forums/showpost.php?p=301763&postcount=10, for a link to the scenario.

fulcrum
21 Mar 05, 05:06
Checking the scenario I have two questions:
1) I only see a generic "Execute airbone assaults" TO at turn 1 but
can´t select the air transport capability
2)There´are swedish units with with amphibious icon(like the Naval Cmd companies, they´re fixed units but, Can they be used to amphibious attacks???
thanks in advance

viridomaros
21 Mar 05, 12:20
are we forced to fellow strictly the house rules?

CyberRanger
21 Mar 05, 12:24
are we forced to fellow strictly the house rules?Yes, any house rules the scenario designer has in the briefing need to be strictly followed for tournament play.

Foggy
22 Mar 05, 08:18
I can't wait - this scen will be quite a bang to end our tourney :salute:

CyberRanger
22 Mar 05, 08:43
Checking the scenario I have two questions:
1) I only see a generic "Execute airbone assaults" TO at turn 1 but
can´t select the air transport capability
2)There´are swedish units with with amphibious icon(like the Naval Cmd companies, they´re fixed units but, Can they be used to amphibious attacks???
thanks in advanceI'll send a note to Pelle and ask him to respond to these questions.

Foggy
22 Mar 05, 09:01
Rasmus used these units to torment me no end :cry: In the face of
Russian AS - complete domination -they would'nt have made it out of the harbor :dead: I am wondering in the tourney how many players will invade NATO asap - believe me (7 games to date in this scen)if you ignore the Finns - they will cause many problems - understatement of the year! :devil:

Panzerpelle
22 Mar 05, 15:38
Checking the scenario I have two questions:
1) I only see a generic "Execute airbone assaults" TO at turn 1 but
can´t select the air transport capability
2)There´are swedish units with with amphibious icon(like the Naval Cmd companies, they´re fixed units but, Can they be used to amphibious attacks???
thanks in advance

first a correction in the briefing: The game will not end three turns after nukes are used...it will go on as usual. The briefing will be updated.
To answer your Qs:
1. when you activate the TO you will get the the 10000 MPs for airborne lift...after that a new To will apear when the airborne forces are ready for another drop...check your TOs every turn.
From the briefing above:
The Russian air transport capability is simulated with three theatre options. When activated each theatre option will give the Russian player airlift capacity as follows:
1st 10000 (approx 9 Airborne Rgts) for one turn and then 2000 on the following turns.
2nd 5000 (available after a turn range of 5) for one turn and then 1500 on the following turns.
3rd 3000 (available after a turn range of 5) for one turn and then 1000 on the following turns.
2. The Swedish Naval rangers can be moved but they will loose the Anti Ship missiles...and gain them again after movement and rest...Their main purpose is warfare in the archepelagos of Sweden...try them out on the map as they can move along the coast.

Panzerpelle
22 Mar 05, 15:40
Brent can you delete my email address in the breifing...thanks in advance...

Panzerpelle
22 Mar 05, 15:52
I noticed that the verison posted above is not the latest version and I urge everyone who has downloaded it to delete the file and download the NL II 1.1.0 Beta version instead.

rasmus
23 Mar 05, 04:51
As one of the playtesters i have few comments on this scenario.

Russians.
The map is big and the forces few at least initially. You cannot be strong everywhere, so you need to plan where to put your main effort. The russians especially need to focus their efforts in Finland and Sweden.

Look at the map where the VP locations are and decide which you need to conquer, as you cannot take them all. Use your marines and paratroops agressively on the first rounds to secure beachheads and effect surrounds, then move some of them to harbours and airfields for a quick refit in order to have them available for the attack on Nato. The Nordics like nothing better than to see Marines deep in the forests after turn three, as that means no more need to garrison harbours.

Watch your supply lines, both the swedes and finns are masters at guerilla actions, and have lots of pesky litlle ranger units that are perfect for tearing up raillines and burning bridges.
Note that the nordic marines can move along rivers, with an incredible movement rate. So guard your bridges or watch them burn.

Do not attack Denmark. The danes are peace loving and gentle people and they do not deserve an invasion, attack the someone else... :halo: :whist: :D . No seriously. Let the nordics pay the price for NATO entry and then hit Nato as hard as possible on the first round. You get some fresh category A divisions for just this purpose. Only if I was far ahead in Sweden and Finland, would I consider an late game invasion of Norway and Denmark.

Nordics.
Man the beaches, the russians are vulnerable and overstacked after the initial invasions, and you can really hurt them here. Pick your fights carefully. I would gladly sacrifice all of Lappland for the possesion of central sweden and southern Finland.

Play for time. The nordics strength are growing throughout the scenario, while the russians remain stable except for extras when Nato enters. So the longer you can hold him intially the bigger the chance you will hold him all the way.

Just my two cents.
rasmus

CyberRanger
23 Mar 05, 05:45
Just my two cents.
rasmusAll of that is worth at least a dollar (US). When Rasmus and I played, I found a key for me was an atlas! My US-centric mind needed help in figuring out which country was which, etc. During game play, it also helped me keep the overall picture in mind.

rasmus
23 Mar 05, 06:22
I have always loved maps such as these, so that I can remember my plan once I get around to playing. The appended map is from an earlier version of NL.

Foggy
23 Mar 05, 08:57
Hey - is that the infamous "Knock Finland out of the war on the first try" map?

rasmus
23 Mar 05, 09:21
You got it one :thumup:

Foggy
23 Mar 05, 09:38
Too bad he edited the scen again - I'm still looking for the barfight version - Russians from NL1 & the Nords 1st version of NL2 - that would be one hell of a tourney game :nofear:

rasmus
23 Mar 05, 09:43
Too bad he edited the scen again - I'm still looking for the barfight version - Russians from NL1 & the Nords 1st version of NL2 - that would be one hell of a tourney game :nofear:

True. But let us admit that the Nordics were on steroids in that version.

Panzerpelle
23 Mar 05, 10:43
True. But let us admit that the Nordics were on steroids in that version.
ROTFL..... :whist:

Bdr.Mallette
23 Mar 05, 12:47
who isn't these days!

Foggy
24 Mar 05, 07:03
Thread drift :D how are opponents chosen for the 3rd round?

JAMiAM
24 Mar 05, 14:09
Some rules-lawyering questions, comments, and concerns...

Brent, the scenario briefing that you have listed in the first post should be updated. That is apparently for an older version and there are some changes that I've noticed in the newer version.

Most of my concerns have to do with clarifying these sections of the 1.1.0 Beta scenario briefing:

HOUSE RULES
Player enforced house rules:
1. Swedish and Finnish units may not cross each others boarders before turn three. No Finnish and Swedish units can be sea transported between the two countries.
2. Danish and Norwegian units may not conduct amphibious attacks. They are allowed to be sea transported between friendly controlled areas only. Norwegian units are limited to an area north of SKAGEN (22.106) and Danish units west of BORNHOLM (41.128).
3. Amphibious attacks on enemy territory can only be executed if a unit with a amphibious icon of brigade size is participating in the attack. After an successful amphibious attack other units may disembark on the captured hex. This house rule applies for the NORDIC player during the whole game and for the Russian player after turn 3. Amphibious attacks can be made on any land hex after spending one turn at sea.

Numbers one, and two, are clear enough. However, in number three, there are a few points to consider. First of all, I see no units that carry the "amphibious icon". That icon is a horizontally squiggly line, and grants the ability to move into flooded marsh and super rivers. Do you mean the "marine" icon symbol, perhaps? Like the one that is used for the Soviet Naval Brigades, and the Nordic riverine units?

Assuming that you meant the Marine brigades must accompany an amphibious attack, then from what I read, the Soviets are allowed to bypass this restriction on turns 2, and 3. However, this raises the question of the "one turn at sea" requirement that is listed at the end of number three.

Since the sentence is part of number three, and number three's restrictions are specified to not apply to the Soviets on turns 2, and 3, there is the implication that on either of those turns, the Soviets may embark at their port of choice, sail to the destination hex, and immediately launch an amphibious attack. Is this intended? Or, should we work at clarifying the language of the rule?

Further questions are raised with the mention of "one turn at sea" for the amphibious attacks. Does this also apply to sea movement in general? Is there a geographical restriction to where the units have to remain at sea for the one turn? Can they remain embarked for the required turn, one hex away from their port of embarkation, and then on the second turn sail to the point of attack? Do you consider disembarking into an empty, non-anchorage hex, to be an "amphibious attack"? Will that be allowed, or will you restrict "amphibious attacks" to anchorage hexes only? What about undefended, but enemy controlled, anchorage hexes? Is it considered an amphibious attack to move into those hexes? Does the one turn at sea rule apply here? What about airborne assaults into anchorage (defended, or not) hexes that capture the hex. Is sea movement immediately allowed into the hex? What about those pesky fast riverine units? Do they likewise allow immediate sea movement into freshly captured anchorages? What about cases where the guerrilla effect causes a non-urban anchorage hex to become friendly controlled. Can the "owning" player immdiately sea move into, or through, such hexes?

rasmus
24 Mar 05, 14:33
In playtesting it played out like this.
On the second and third turn the russians could invade any anchorage hex with any unit embarked on the same or a previous turn.
After turn three only stacks containing marine units could be used to invade .
If any player wished to invade a nonanchorage hex, he had to wait at sea for one turn.
If a player gained control of an anchorage hex by means other than invasion (paradrop, guerilla or overland attack) then he was free to debark friendly units at that location.

This was how it played out in the playtests I took part in, I don´t know whether or not that was Pelles intention, but he did not condemn me for playing it like this. :D

CyberRanger
24 Mar 05, 14:55
Brent, the scenario briefing that you have listed in the first post should be updated.Briefing post updated. Thx for finding that. I'll leave the other questions to Pelle and the playtesters.

Panzerpelle
24 Mar 05, 15:10
In playtesting it played out like this.
On the second and third turn the russians could invade any anchorage hex with any unit embarked on the same or a previous turn.
After turn three only stacks containing marine units could be used to invade .
If any player wished to invade a nonanchorage hex, he had to wait at sea for one turn.
If a player gained control of an anchorage hex by means other than invasion (paradrop, guerilla or overland attack) then he was free to debark friendly units at that location.

This was how it played out in the playtests I took part in, I don´t know whether or not that was Pelles intention, but he did not condemn me for playing it like this. :D
Amen to that...

Panzerpelle
24 Mar 05, 15:20
What about undefended, but enemy controlled, anchorage hexes?
No attack is needed..disembark with any unit.

What about those pesky fast riverine units? Do they likewise allow immediate sea movement into freshly captured anchorages?
if it is undefended se above. If attacked by the riverine unit alone and captured se above.

What about cases where the guerrilla effect causes a non-urban anchorage hex to become friendly controlled. Can the "owning" player immdiately sea move into, or through, such hexes?
Yes.

Do you consider disembarking into an empty, non-anchorage hex, to be an "amphibious attack"?

No but if the beach hex is defended its a amphibiuos attack and the house rule is active.

should we work at clarifying the language of the rule?
Yes that would be good...please advice.

Do you mean the "marine" icon symbol, perhaps?
Yes

JAMiAM
24 Mar 05, 15:24
Thanks for the feedback. What about this...


After turn three only stacks containing marine units could be used to invade...
The house rules are not this restrictive, stating that invasions "...can only be executed if a unit with a amphibious icon of brigade size is participating in the attack..." There is a major distinction to be made here, in that attacks on some hexes could be conceivably launched from multiple hexes (for example, to gain flank attack bonuses, or to reduce stacking density penalties, etc.). This would be in keeping with the letter of the stated house rules, but not by what you just wrote.


If any player wished to invade a nonanchorage hex, he had to wait at sea for one turn.
Actually, this is enforced by the game engine, since the option to debark into non-anchorage hexes is only allowed before movement points have been expended in sea movement.

JAMiAM
24 Mar 05, 15:28
Yes that would be good...please advice.

Thanks, Pelle. I will suggest a rewording of the third paragraph, after I have answers to the last post of mine. That should just about clear up your intent, and then we'll try for a semi-concise, yet inclusive, set of conditions to match.

Oh...late edit...and to clarify any possible geographic restrictions on the invading units, and where they may need to spend their "one turn at sea".

rasmus
24 Mar 05, 17:23
[QUOTE=JAMiAM] What about this...


The house rules are not this restrictive, stating that invasions "...can only be executed if a unit with a amphibious icon of brigade size is participating in the attack..." There is a major distinction to be made here, in that attacks on some hexes could be conceivably launched from multiple hexes (for example, to gain flank attack bonuses, or to reduce stacking density penalties, etc.). This would be in keeping with the letter of the stated house rules, but not by what you just wrote.

My mistake. If a marine unit participates then it should be OK even if there are multiple stacks that are attacking.

Panzerpelle
25 Mar 05, 04:28
Yes This is my intent.

Panzerpelle
25 Mar 05, 04:29
Oh...late edit...and to clarify any possible geographic restrictions on the invading units, and where they may need to spend their "one turn at sea".
There are no such restrictions...

Bdr.Mallette
25 Mar 05, 08:39
I'm getting nervous for this next round.
It sounds kinda complex with the house rules.
I hope I do alright.
Pair me up with someone who is adept at modern warfare so I may learn quickly please. Don't mind getting my ass whipped, sorta.
lol

Ah phuc it, "Nuke the bastards" will be my strategy!!!

CyberRanger
25 Mar 05, 08:49
I'm getting nervous for this next round.
It sounds kinda complex with the house rules.That's one thing I liked about this tourney format. Tannenberg is short, simple, yet fun. Kharkov was a little more involved. Then enter Nordic Light - much more complex with a rather large map. I encourage everyone to download the scenario and play out the 1st couple turns in hotseat mode.

(player pairings will be random)

Foggy
25 Mar 05, 10:34
NL2 is rather short & brutal - there's so much territory & so little time :devil: Planning is the key - stick w/your chosen
strategy - this is not the type of scen that allows for changes :smoke:

Foggy
26 Mar 05, 17:00
On Monday - I'll post a few zip files from various playtests -
mostly from the Nords viewpoint :halo: A few things not to do:
Do not challenge the Russians ie forward defense!
Pick your defensive points w/terrain in mind - you'll need the
defensive multiplier if the comrades come a knockin :laugh:
Slaughter ie overrun any Russian paratroop unit you can get your hands on - otherwise you'll see them in later turns :surprise:
You're going to have to bring NATO in to win the scen - use the
remnants of the Swedes/Finnish airforce to keep the Russian first strike on NATO to minimal losses :devil:
Closely watch the balance of the Finnish forces - you can lose Northern Finland - but fight your best effort the 2/3 of Southern Finland!
As soon as the Russians invade Sweden - pack the hexes as close
defensively as you can stand - every turn you can delay the Russians pays off in the long run :D

Bdr.Mallette
26 Mar 05, 17:22
Wait,

don't tell us the ending!

:D

Panzerpelle
30 Mar 05, 14:56
As the start of round 3 is closing in...is there any comments from you all who have tried the scenario so far? Bugs and so on? I would like to post the scenario in the depot before the start of round 3.

El Cid
03 Apr 05, 15:44
I have a tactical question? What are the transport helicopters good for? How should they be used?

rasmus
03 Apr 05, 16:05
The transport helicopters are good for transporting paratroop batallions. Use the to effect surrounds before combat or grabbing of vital bridges.

Panzerpelle
03 Apr 05, 16:20
I have a tactical question? What are the transport helicopters good for? How should they be used?

The transport Helos can if they have enough lift capabilities compared with the units transport a unit/s with airmobile abilities within a radius of 200 km.

Polynike
04 Apr 05, 07:24
im absloute shite at the modern day scens as i dont understand the basics for being successful using everyhting at my disposal. for exmaple the helicopters, whats the best way to use them as CS or direct air assault? if someone is willing please give me some tips if not congrats on the OV to my next two opponents. i must admit however that this scenario looks very good

Bdr.Mallette
04 Apr 05, 10:23
Assault Helos are best put on CS or Interdiction.
Direct assault when you need them. They suffer higher loss rates than air units because, well, they are closer to the ground and slower, but still very effective.

Panzerpelle
04 Apr 05, 13:46
im absloute shite at the modern day scens as i dont understand the basics for being successful using everyhting at my disposal. for exmaple the helicopters, whats the best way to use them as CS or direct air assault? if someone is willing please give me some tips if not congrats on the OV to my next two opponents. i must admit however that this scenario looks very good
My experience is that your should not put them on CS without complete AS. They will get slaughtered otherwise. If you dont have AS direct support is the only and good option.

Panzerpelle
04 Apr 05, 13:48
Thanks, Pelle. I will suggest a rewording of the third paragraph, after I have answers to the last post of mine. That should just about clear up your intent, and then we'll try for a semi-concise, yet inclusive, set of conditions to match.

Oh...late edit...and to clarify any possible geographic restrictions on the invading units, and where they may need to spend their "one turn at sea".
Do you have a proposal? I am in the process of finishing the last touch of thescenario and will post it after the house rule have been cleared.

JAMiAM
04 Apr 05, 13:57
Do you have a proposal? I am in the process of finishing the last touch of thescenario and will post it after the house rule have been cleared.
I'll throw together something in the next couple of hours. In the meantime, could you make a "tournament" version of this scenario which sets the Spetsnaz probability to 100%? As it is now, there is a 90% chance that they "are successful in destroying vital NORDIC C3I assets." It would be a shame to have to play as the Soviets in the average 3-4 games that they fail this "dice roll" on, while the vast majority of the games will have the shock effects in play for the Nordic players.

Panzerpelle
04 Apr 05, 14:14
I'll throw together something in the next couple of hours. In the meantime, could you make a "tournament" version of this scenario which sets the Spetsnaz probability to 100%? As it is now, there is a 90% chance that they "are successful in destroying vital NORDIC C3I assets." It would be a shame to have to play as the Soviets in the average 3-4 games that they fail this "dice roll" on, while the vast majority of the games will have the shock effects in play for the Nordic players.
Sure..I will change the event.

JAMiAM
04 Apr 05, 14:56
Okay Pelle, for your consideration. Here's a rewording of House Rule 3. House Rule 4, is simply a definition of "Amphibious Attacks" and may be made a Preface to the House Rules, if that suits your literary aesthetics.

3. On turns 2, and 3, the Soviet player is unrestricted in his use of Amphibious Attacks. However, on turn 4, he suffers the same restrictions as are imposed on the Nordic player throughout the entire game. These are as follows:
Each Amphibious Attack must include at least one brigade sized unit possessing the marine icon in the assaulting forces. Units which make Amphibious Attacks must have ended the previous turn embarked on naval transports in any deep sea hex of the map.

4. For the purposes of all house rules, "Amphibious Attacks" are to be defined as an attack against an enemy-occupied hex, by land units that are in one, or more, deep sea hexes. Naval transport and disembarkation of units into unoccupied enemy hexes, or friendly controlled hexes, is not considered an Amphibious Attack, even if the hex was captured or made vacant, by combat or movement, earlier within the same turn.

Panzerpelle
04 Apr 05, 15:36
Okay Pelle, for your consideration. Here's a rewording of House Rule 3. House Rule 4, is simply a definition of "Amphibious Attacks" and may be made a Preface to the House Rules, if that suits your literary aesthetics.

3. On turns 2, and 3, the Soviet player is unrestricted in his use of Amphibious Attacks. However, on turn 4, he suffers the same restrictions as are imposed on the Nordic player throughout the entire game. These are as follows:
Each Amphibious Attack must include at least one brigade sized unit possessing the marine icon in the assaulting forces. Units which make Amphibious Attacks must have ended the previous turn embarked on naval transports in any deep sea hex of the map.

4. For the purposes of all house rules, "Amphibious Attacks" are to be defined as an attack against an enemy-occupied hex, by land units that are in one, or more, deep sea hexes. Naval transport and disembarkation of units into unoccupied enemy hexes, or friendly controlled hexes, is not considered an Amphibious Attack, even if the hex was captured or made vacant, by combat or movement, earlier within the same turn.

Thanks...I will paste parts of it into the briefing. The only change is that I will delete the part "Units which make Amphibious Attacks must have ended the previous turn embarked on naval transports in any deep sea hex of the map". That is not my meaning. What I tried to say in my posts was that it is OK to do seaborne landings in hexs not containing the "B" symbol after spending a turn in a dep sea hex. Attacking "B" hexs is OK on the same turn you embark.

Its late here in Sweden and I will post the scenario tomorrow at the scenario archives.

plutonico
06 Apr 05, 06:21
the marine simbols in the game and brigade size simbol?

some are lost (me)

Panzerpelle
06 Apr 05, 06:28
the marine simbols in the game and brigade size simbol?

some are lost (me)
In the game you have:
US marines
Russian Naval Brigades
Take a look at them and you notice the marine symbol.
The brigade size is an single X
company: I
battalion:II
Regiment: III
Brigade: X
Division: XX
Corps: XXX

I hope this will help you.

mr_clark
07 Apr 05, 08:11
I am in, just realised I am the worst player ATM so I can't quit now without at least a little chance of getting better than that....

viridomaros
07 Apr 05, 09:16
you need to select the option in the poll in the other thread felix, just under this one

mr_clark
07 Apr 05, 13:21
you need to select the option in the poll in the other thread felix, just under this one
Thanks Pierre, did so already simply missed the trhread to answer :halo:

BTW you got the EA turn?

Bdr.Mallette
16 Apr 05, 17:28
My Nordic troops are enjoying their rest at the moment Mr.Clark.
Any word on events?

:whist: