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.
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.