Chemical Warfare. We had talked about the role the rocket forces would have so I decided to get some scud-A launchers and use a simple chemical warfare rule that my friend Jeff Cohen had thought of. Units that were caught in the initial blast would roll a die. On a 1 they would be eliminated. Thereafter any unit operating in the affected area would have a +1 modifier to hit. Once out of the affected area it would go back to normal. In addition units entering the zone would also suffer the plus 1 to hit. Full disclosure….the boys disappointed me and found better things to do this afternoon so in exchange for a lunch date-my wife would play the Germans.
Durchenko gets the call from Division, get over here now!!! He arrives and is greeted by several men in chemical warfare suits-not the ones he and his men wear but very high grade stuff. Front have decided that we need to get this counteroffensive moving faster and we have been slogging it out and seem to be crawling. Hitting the German positions at and near Konigsborn should help us push through quickly. The order to get into full chemical gear is given-the missiles are made ready and the attack is about to begin.
Missile Launch time-I used a GW scatter die to determine where they hit-1 die for each foot of distance traveled, minus 1 six sided die. One missile hit right on target-causing no military casualties, the other was 22 inches off, actually landing on an ambushing unit-but I did not know that at the time.
Turn 1
BMP2s on the left flank move toward the city, the T-72s take a shot at an exposed Leo 2 and bail it.
The Germans pull an ambush with the 2 remaining Leo1s-one of them died in the chem attack. They KIA 1 T-72, Leo 2s KIA 1 T-72 and bail another. A Marder fires its Milan and bails a BMP2 then passes its shoot and scoot. The arty puts down smoke-and the Leo1s pass a shoot and scoot and move back.
Turn 2
A t-72 would not remount-coward!!! so 5 T-72s move forward to engage the Leo2s and the other T-72 company changes plans and moves in behind the 1st one. The BMP2s are on their own (7 of them) the BMPs fire at the Marders bailing 1 and KIAs another. None of the hits on the Leo 2 do anything as it makes its armor saves.
The Leo1s dash behind the hill, the Leo2s move back toward town into cover and the Marder refuses to remount. Another Marder KIAs a BMP2 and its infantry team.
Turn 3
Marders are finished off by the BMP2s. A Leo2 is KIAd.
Leo 2 destroys 2 T-72s and a german unit gets to withdraw scoring them 1 point.
Turn 4
BMP2s move up to get objective 1. T-72s claim another Leo2
The remaining Leo 2 of a platoon rolls a 2 morale and departs, Another Leo 2 platoon kills a T-72 and here come the Leo1s again-screaming across the top of the hill!!!! They kill yet another T-72 with a flank shot!!!!! The Artillery fails to find the correct grid.
Turn 5
Last T-72 of 1st company rolls a 5 and passes morale. BMP2s and Infantry secure 1st objective. Infantry dismount and we get ready to attack the convenience store. Another Leo 2 is finished.
Last Leo2 fails morale and flees. Leo 1 takes a long range flank shot and KIAs the last T-72 scoring another point for the Germans. An infantry unit with a faust KIAs another BMP2 and its infantry. Arty scores this time and just massacres 3 BMP2s and their infantry. Leaving only 2 BMP2s and 4 stands left.
Turn 6
A Leo 1 is knocked out, and the Russians assault the quickie mart with the remaining infantry and BMP2s-very tough-the Russian lose 3 stands to the Germans 1 but secure the 44oz mountan dew dispensers.
The remaining Leo 1 passes moral and withdraws and the arty get to withdraw-giving them 2 points for withdrawing units.
Nice battle report and table. In Bypass, on the back of the scenario it says that withdrawing 2 units is a victory. However, this conflicts with the front page of the scenario that says withdrawing 3 units wins. We figured that withdrawing 3 is an auto win and withdrawing 2 is still a victory. That conformed to both pages of the scenario and is how we played it.
To be honest I can’t remember. I keep notes during the battle bit after its written up it goes into the trash. I’m pretty sure it was 1 point for each unit withdrawn, 1 point for each unit eliminated and 1 point for each objective taken. If I remember right she had 5 units eliminated, had eliminated 2 of mine and withdrawn 2. Giving her 4 pts they way we scored it. So not really a bypass but kind of
Wait, which game mode is this? If it’s bypass then isn’t two units withdrawn a NATO victory? Also, 4pts to NATO would mean 3pts to WarPac, which is also a win. Correct me if I’m wrong.
The Russians are using Chemical Weapons on women and children, and admitting it. Fun twist to the game, but now we have agitprop to use against the REDs Davehodo. Thanks!
Interesting to see if you do this again. Let’s hope that NATO doesn’t follow up on Al Haig’s threat “If you use chemicals on my boys, I’ll nuke yours,” or words to that effect in 1977 or so.
Neat idea for a scenario to mix things up a big!
A really neat scenario idea! And as always, a great AAR!
Interesting addition with the Chem Warfare bits, not sure I’d use them though.
Very entertaining and great reading. I will be looking forward to more reports from you.
+++
You just brought the war to a new level Starshiy Leytenant Davehodo.
As always you reports are well done and earned you a commendation.
Spasibo for the victory comrade.
Nice report
Great photos which support , excellent terrain with the grain silo etc!and very nice models. I hate Chem Warfare, but the rules seem playable and elegant (although quite lenient).
Great AAR and I loved the civilian car clutter, which makes it an 1985 battlefield. Impressed!
BTW watch your wife, getting these result under CHEMPRO conditions is remarkable 🙂
Those scuds are crazy.
The chem rules really affected the infantry fighting-costing me 3 infantry stands and only eliminating 1 german one. I think it would be more impressive to use artillery and use the chem as a type of area denial weapon as opposed to a direct combat multiplier.
Nice job, Dave. How much difference did Jeff’s chemical rules make? Impressed with the Scuds, but Soviet tactical chem employment is BM21. Scuds were for airfields. Or ammo dumps. Just saying
Nice report.