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Panzerpelle
05 Apr 05, 15:42
The scenario is as ready as can be. The scenario file is attached below. I have also attached a map of the major VP locations. All VPs above 20 is marked on the map.

Have fun!

Pelle

The briefing:
************************************************** ***************
NORDIC LIGHT II
A hypothetical Russian invasion of Finland and Sweden in the autumn of 1992.
Version 1.1.1 for ACOW 1.04.

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.

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 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:
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.

In this scenario it is OK to make Amphibious Attacks on every land hex after spending one turn in a deep sea hex with the attacking units. If the hex contains a “B” it is OK to move and attack on the same turn.

1. Swedish and Finnish units may not cross each others boarders before turn three.

2. No Finnish and Swedish units can be sea transported between the two countries.

3. 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).

4. 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. The restriction is as follows:
Each Amphibious Attack must include at least one brigade sized unit possessing the marine icon in the assaulting forces.

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 mainly based on information from Bengt Larsson, The Crazy Dutch and Andy Johnson's WP OOB 1989. 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.

Please send comments to
Pelle Holmén panzerpelle at yahoo dot se

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!

nemo
11 Apr 05, 15:28
All right I think I need some help here...
I'm the Russian player in my game with Cesar. I just opened my third turn.

What happened is that I found my 4. Spetznaz Brigade stacked together unnoticed at 51,94 (just north of Stockholm) with a bunch of Swedish units (same colour). I landed several MRRs and TRs in Stockholm and tried to overrun this hex with them. Now, I have both 254. MRR and my Spetznaz Brigade stacked up with 3 companies of Swedish bridge engineers and a F-16 Squadron. The scariest part is that when I cycle through units in the hex, selecting a Swedish one gives me control over Nordic forces...:nuts: :surprise: :hush:
What am I supposed to do?
Pelle, I case you need it, I can send you my current .sal file...

mr_clark
11 Apr 05, 15:39
I know that problem it is not only related to this scenario. Had the same problem with a friend of mine whe we experimanted a little in some scenarios. Others with the problem where for example Fulda 76 and one of the WW3 ones.

viridomaros
11 Apr 05, 15:53
spetnaz units infiltrated swedish high command, great move now you can move with your opponent's unit.
now i found the reason why the french lost in 1940
probably the german player infiltrated some german spies in french high command and took control over french army :crosseye:

Panzerpelle
12 Apr 05, 04:33
All right I think I need some help here...
I'm the Russian player in my game with Cesar. I just opened my third turn.

What happened is that I found my 4. Spetznaz Brigade stacked together unnoticed at 51,94 (just north of Stockholm) with a bunch of Swedish units (same colour). I landed several MRRs and TRs in Stockholm and tried to overrun this hex with them. Now, I have both 254. MRR and my Spetznaz Brigade stacked up with 3 companies of Swedish bridge engineers and a F-16 Squadron. The scariest part is that when I cycle through units in the hex, selecting a Swedish one gives me control over Nordic forces...:nuts: :surprise: :hush:
What am I supposed to do?
Pelle, I case you need it, I can send you my current .sal file...
Wow...I have never seen that. Pls send me the sav file at the mailaddress in the briefing.

nemo
12 Apr 05, 04:46
Email sent - that's definitely worth a look...

nemo
16 Apr 05, 17:37
Apparently, it was a bug (should I say a feature? :)) related to the situation after the first combat resolutions and not related to the scenario per se. Cesar and I agreed to restart after turn 1 and pay extra attention to our guerilla units.

Both Nordic and Russian 2nd turns are out.