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
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