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Firestorm: Stripes

The Team Yankee Global Campaign

Chem Warfare in Konigsborn

100 POINTS
Warsaw Pact
Davehodo
VS West German
Angela

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.

The launchers arrive just after the briefing
Ready to launch. Awaiting the order.

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.

Flash Flash Flash NBC 1 Cemical, non persistent nerve...grid.....
Off course. We decided cotton balls would help us remember the affected areas.

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.

She ambushed me!!

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.

Missed everything but those cars. Someone call that gecko!!

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.

Tank on Tank. My favorite.
BMPs swing into action.

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.

Getting real good now.

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.

Arty and shooting and nerve agent. An infantrymans paradise.

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.

Last turn. Very tough German infantry.

Turn 7

German commander concedes-she scored 4 points-2 units withdrew, she still holds 1 objective and she eliminated 1 Russian unit.

The Russian have 1 objective and eliminated 4 units for a total of 5. So a very, very narrow victory.

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Recommend Commander For Commendation

8 People Recommended Davehodo for commendation

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Warsaw Pact
Davehodo
Wins

16 Comments

  • Oberst Hunts says:

    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.

  • Davehodo says:

    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

  • Nabeshin says:

    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.

  • Kubikhan says:

    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!

  • bayankhan says:

    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.

  • fingolfen says:

    Neat idea for a scenario to mix things up a big!

  • CrazyIvan17 says:

    A really neat scenario idea! And as always, a great AAR!

  • Bosje says:

    Interesting addition with the Chem Warfare bits, not sure I’d use them though.

  • Major Beaver says:

    Very entertaining and great reading. I will be looking forward to more reports from you.

  • Red Alert says:

    +++

    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.

  • Iandaredh says:

    Nice report

  • recce103c says:

    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 🙂

  • HMS_Belfast says:

    Those scuds are crazy.

  • Davehodo says:

    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.

  • bayankhan says:

    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

  • Storm Caller says:

    Nice report.