Third time is the charm! Warpac forces roughly meet BAOR and FRG forces

 Finally we got the ' 7 Days to the River Rhine' rules correct. That's my story and I'm sticking to it! 

 

 The Warpac (lead by me and my Chief of Staff, Valentine the Dachshund ) forces advanced against dug in defending tank heavy teams ( Greg with the FRG and Roger''s BAOR) across 5 kilometers scaled frontage and made good progress with heavy losses in tanks.


The scenario stretched the game in the way we played it this time out.

  We used micro armor and set the ground scale to 'theoretically' 1 inch equal to 100 meters. 

Models indicate platoons of 2 to 5 vehicles. 

All of the action, movement and carnage (especially the carnage ) depicted here happened in the first turn of the game. 

The units were very large, the two NATO teams combined had over 20 activation tokens and the Warpac side had 35!  These activated two tank heavy teams (NATO) and  two Warpac Motorized Rifle Regiments, each missing a Rifle Battalion.

Blue denotes small rivers, brown is either secondary roads and built up areas, green is forested and beige areas are fields, just cardboard is clear terrain. Buildings are still the monopoly buildings to reinforce the identity of the Built Up Areas.

 


The view West at jump off

The second echelons of the Warpac forces consisted of two Motorized Rifle Regiments,  each deployed with its tank battalion forward and the two Motorized Rifle battalions in the second and third waves. The just crossed Blau stream/river served as the jump off point.

The area featured forests and cultivated areas and a dense network of roads and building areas.  The defenders got to deploy within 12 inches of the Warpac advance line, making great use of woodlands and hamlets.  The defenders got hidden deployment, notice all the pretty colored dice in place of models.



Left sector of Warpac forces 

The left sector forces managed to advance a kilometer in the first turn with only the loss of one tank platoon.  The cost to the NATO team was two Jagdpanzer Kanone platoons which bravely blunted the armored advance to its front.  

A NATO attack helicopter flight missed a chance to take out a vehicle and was driven off by an SA-9 vehicle. 


Central zone, FRG forces to top left,  BAOR the top right.




Losses in the advance to the Mitblau River

The Right flank Warpac forces advanced against Chieftains and Swingfires,  as well as a well executed ambush from a Territorial unit.  Three tank platoons have been put down,  degrading the battalion combat efficiency,  with only minor damage to opposing BAOR forces.

One Hind attack did some damage to an opposing tank unit , not enough to make the company to retreat. 

Firing,moving and reactions in turn all soaked up activation tokens much faster than the first two outings. The Warpac forces used some to remove morale markers and the NATO team was using some markers to execute fall back maneuvers.  

W started around 12:30 and called it at 3:45 as we were just starting turn two!



Comments

daveb said…
I imagine the game will accelerate as units become non functional?
pancerni said…
Yes, a unit lost is an activation token loss, more so if a leader. Fewer tokens will reduce movement shooting and rallies. The lack of these grind down the side until a breakpoint is reached.
caveadsum1471 said…
Early probing before units start taking casualties I guess? I quite kike the monopoly buildings it makes it look like a map come to life!
Best Iain
DeanM said…
Sounds like a very interesting game, Joe. I've only played a couple of games with Microscale armor, but I would like to try it again. It really captures the larger battlefield maneuvering.
rross said…
That is certainly a target rich environment, Joe! I recognise the Great Escape Games pedigree of these rules from my playing of both 1914 and Iron Cross!
pancerni said…
Iain,
The monopoly buildings are cheap and cheerful, and they help the "table as map " look I was going for in the games. The first two outings were more oriented on recon and probing....the rules have a few dictum that help the scouts do the job.
Dean,
I had stayed away from micro armor for almost fifty years of gaming, but recently lurched into the potential for certain types of games. Still like my 20mm armor and GI'S.

pancerni said…
Keith,

From lurking on other blogs I think you're correct about how the rules share mechanisms across genres. Have you tried 1914?

As to the target rich environment.....these conflicts would have been hideously destructive and deadly. I am glad we only wargamed in one to one scale in the seventies.
The game as shown is if anything not quite as chaotic as it would have been.

Thats my story and I'm sticking to it.

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