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View Full Version : NATO vs. Warsaw Pact '62


Siberian HEAT
21 Jul 03, 13:36
Scenario Name: Nato vs. Warsaw Pact '62

Author: Matt Moyer

Era/Turns: Modern/30

Location/Scale: North Central Europe at 15km/hex

Balance Notes: Scenario is skewed to favor the Warsaw Pact, especially in the first 5-10 turns. An expert WP player might be able to slam dunk the game before the NATO player can mount any counterattack. The more skilled player should definitely take NATO.

Entertainment Notes: This can be very exciting for both sides as the WP player gets to feel the wind in his hair for the first part of the game as he crosses the northern German plains...but if the NATO player can hang on long enough he too can have an enjoyable second half trying to fend off the Great Red Bear on more even terms.

Game Play notes (Force 1): The first half of the game is the domain of the WP player as he streams across the border to race for the industrial cities of western Germany and the Netherlands. The WP player needs a coherent plan of attack and must adhere to that plan at the expense of almost everything else. There is no substitute for speed as the WP player must gain enough ground before the NATO nukes start falling. Once that happens the game will slow down to a crawl due to the radiation. Amsterdam is an acheivable goal unless the path is completely blocked by radiation. Be careful on the Causeway north of Amsterdam as it will be a deathtrap if your turn ends with units out there. Maintain your punch along narrow corridors and there is nothing that can stop you! The air will be commanded by NATO so you may need to carefully tend your airforce in order to keep it airborne throughout the game. Protect your bombers!

Game Play notes (Force 2): The NATO side must conserve his strength and keep as much of his army intact as possible. This can be difficult because of the overwhelming strength of the WP units throughout the game. Against an agressive opponent it may be impossible to maintain cohesion unless you plan your retreat from turn 1. Where you place your "last ditch" defensive line will be critical. Once you have nuclear releast you MUST start plastering the WP units, especially in front of your major cities so you can force the WP player to slow down - while in the meantime you have units resting and refitting in your rear areas to prepare for any needed counterattack. You will have some heavy hitting air units, which are excellent for bridge busting to slow down WP reinforcements.

Summary: I have played this one twice as NATO and have found it to be challenging and interesting both times. I think the WP has an outstanding chance of getting at least a draw. A veteran WP player should be able to scrape up at least a MV. A draw would be a victory for the NATO player!

http://www.warfarehq.com/After_Action_Reports/AAR_graphics/nato_pact62l.jpg

Eric Weider
22 Jul 03, 22:35
I have played this scenario once...as the Warsaw Pact player. It was a totally enjoyable experience.
As Heat says above there are two distinct phases to the game, the pre-nuke and post-nuke. Both phases are fun and challenging for the WP.
My point of view having played the Soviets is that Nato must preserve as much of its force as possible and defend as far back as possible.
The use of your airpower to take out Soviet bridges and your nukes to slow the Soviets to a crawl will be the decisive factor for Nato.
WP player...take out Denmark on turn one with an airborne/marine attack on the Capital city. It will help you by not having to worry about your northern front and it's fun!!
:D

Moriturus
06 Mar 04, 20:38
Even though I'm a newb, I achieved a Soviet substantial victory without too much difficulty. I might have done even better, but the game ended one turn early (Turn 31) and I just missed taking Amsterdam. It is a really fun scenario, and I recommend it to anyone who likes a fluid, mobile battle (at least until the nukes start falling). In solo play, though, I think it's better to play the U.S., because the computer just didn't have the AI to effectively counterattack, and I found my self able to repeatedly make deep penetrations by forcing NATO unit retreats without having to worry about my lead units being surrounded and chopped up, something a human player could have done with ease (and glee).

Keef mentions knocking Denmark out of the war early. I did so in the first few turns. But then in the last few turns a Danish unit appeared in Denmark, followed by a couple of British units. The Danish capitol was retaken, and I had to scrabble to get units to Hamburg to protect it. Does anyone know how I could have prevented this from happening? I sent a unit through all ports and airfields, was I supposed to drive through every hex? Or was I supposed to leave a garrison? If so, where? :nuts: