View Full Version : NGP 85 Campaign (or Germany 85)
Who here has played one of these in a PBEM? I've played as both the WP and as NATO. Actually I still have 2 going. It seems to me that it is next to impossible for NATO to win this, though none of the games have gotten to the point where major NATO reinforcements arrive.
As the WP commander, I forced one opponent out after turn 19 in the Germany 85 CG. In another one of the same CG, I am on turn 32ish, and in the Northern sector, things appear to be rolling along nicely. It's a stalemate down in the Fulda region for the moment.
As the NATO commander in NGP 85, I'm on turn 16, and things are starting to look bleak.
My opponents are good players, so I have to say that the WP has a definite edge.
Comments/thoughts?
Having yet to be NATO in this game all I can say is one probably need to run away like a bat out of hell for the first 15 turns. Use artillery mines and rivers to slow down the PACT. Under no circumstances sacrifice units to being cut off surrounded. After 12-14 turns airpower starts to take a heavy toll on the WP infantry. I think that given the movement abilities in this game force preservation is the key to victory in the long term for NATO, ( and im willing to take a shot at proving that =p ) Comimg up with a plan of "this is where I'm going to draw the line" and then focusing on getting all units back to that point and blowing bridges along that line are critical. I know that in our game that i got very very lucky on 2 bridges and if they had been blown I would probably not be in as good a shape as i think that i am.
I also think that the pact airmobile units are probably the most dangerous units in the WP oob. Their ability to scoot around the map almost at will can make the nato players life miserable. Not just for that unexpected pounce on a bridge or a victory location, but in what i think is more important, helping get that last zoc or hex blocked to prevent a unit from retreating. Once the nato units are disrupted and have no place to retreat to, the pact has enough unit that he can pile assault after assault in on the poor disrupted guys until they vaporize, and then usually that will open up a enough of hole for the rest of the WP to pour through.
Fun game, Ill take nato against anyone who wants to pound on me 8)
Scott
You hit the nail on the head. My strategy was exactly as you outlined. The fixed units hurt though. By the time their scheduled release came, they were surrounded. As for those two bridges, I had morons for engineers. They forgot how to make them go boom! If I end up surrendering, I'd be more than happy to switch sides. First, I want to see how my reinforcements do. 3 divisions on the way! If I hit in the right place with them, I might be able to turn this around. :devil: Oh, and I'm just about to send the next turn. :)
KG_RangerBooBoo
15 Jun 05, 11:12
Having been one of the NATO punching bags in this one I think Baelfiin has the right idea. When I do this one again I'm going to load every one up in any vehicle I can find and haul ass for at least the Weser. WP airmobile forces are the killer as they were continuously moving and surrounding units before they could get away. I'm thinking if I got everything on the roads at least it would be easier to concentrate and break the ring of airmobile units and punish them enough so that they will be less effective later on. Really got my ego bruised in this one but someday I'm going to come back to it.
Well Mark, just let me know when you're ready to take it up again! I have a feeling I'll be the one frustrated when my tankers shoot at empty foxholes! :angry: Of course right now we're having fun in the Ardennes. At least I am. :devious:
Seriously though, that sounds like the way to play NATO. Against Baelfin I held for a few turns and then broke and ran. One problem I noticed was that there are way more bridges to blow than engineers. The WP player can scout with helo recon and attack units to find any bridges still standing. I've found that it is pretty easy to change the axis of attack as the WP commander with the extensive road network.
NATO air interdiction is tough. They seem to prefer striking arty and engineer units. I don't know if that's real or my imagination, but after losing entire battalions of towed howitzers in 'T' mode, it sure seems like it.
My other opponent in Germany 85 is still fighting, so it makes me wonder if:
A) he's got a nasty surprise waiting for me
B) I haven't destroyed as much of his forces as I think I have.
NGP 85 is by far my favorite out of the PzC and MC games because it is so violent and movement is lightning fast.
harlequin
16 Jun 05, 07:00
You are not far off the truth but I really only know about the Brit tactics.
1 (BR) Corps' plan was to deploy 1 and 4 Armd Divisions forward. They would conduct a delay battle (just as you propose)without becoming decisively engaged. They would hope to force the WP to commit the 2nd Ech. 3 Armd Div would then strike the 2nd Ech in a designated killing area. The Einbeck bowl was a favourite option for this Counterstroke.
Meanwhile 2 Inf Div was frantically digging in to the rear to construct the main defensive position. Given the UK strength they had a lot of engineers. 2 Inf Div had 29 Engr Bde under command. [29 Engr Bde was not included in the stock NGP OOB and had 3 Engr Regts and an independent squadron.]
In fact the UK had 26 Territorial Army Inf Bns roled to BAOR each had 4 Coys + a Sp Coy - and some had 5 Coys + Sp Coy of which only 10 were in 2 Inf Div.
The main battle could then be fought within a static 2 Inf Div framework with the Armd Divs (hopefully still reasonably intact) providing counter attacks against a hopefully tiring WP force.
6 and later 24 Airmobile Bde could deploy to provide anti - armour blocks - the Bns had twice the usual allocation of MILAN ATGW systems. The Airmobile role was generally referred to as Fly - Dig - Die.
As is the case in all good stories the US Cavalry (well 3(US)Corps) rides to the rescue.
Harlequin
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