I decided after all to keep playing TWW: Persian Gulf as is.
I probably needn't have worried too much about the Soviets. They've steamrolled their way south, demolishing the few rebel units in their path and seizing a few important locations along the way. They managed to get as far as seizing Abadan and Shiraz. They had phenomenal luck with air defenses, and bad luck with ground attacks. The US tried to stop their steamroll with a B52 strike - which a lucky "6" aborted, and with an F-16 attack (halved by AA). Ground fire also aborted an A-10 deployment against one attack. Only some USMC AV-8Bs (Harriers) managed to get useful ground support in. But low rolls on the attacks meant they dealt damage but suffered disruptions across the board. Same with a Syrian attack on Iraqi units, which did nothing but bruise everyone.
However, the US RDF has landed and struck back. The first direct US vs. USSR fighting on the ground was a counterattack on Abadan. The Soviets held it with two MRDs (Motorized Rifle Divisions, which are mechanized infantry). The US counterattacked with the 82nd Airborne (airborne infantry), a helicopter brigade, the 9th Light Mechanized Division (light motorized, a division that never came to be as the game envisioned it), and some Iraqi units - some Revolutionary Guard tanks plus regular infantry and armored. The MRDs were forced to retreat and disrupted heavily passing through ZOCs on their way out. A Jordanian expeditionary force took Bakhtaran with some light Kurdish help. And the Iraqis counterattacked the Syrians and achieved as much as the Syrians had - mutual bruising, with the Iraqi suffering a lot of units damaged to two Syrian units banged up. Still, they're fixed in play with the Turks nearby . . . not that they can coordinate attacks as they're rival nations.
And the Iranian army, fighting on both sides, has suffered about 50% of so casualties in effective units. Ouch. The IRG took losses, too, but they can recruit replacements.
FWIW, if you're familiar with the game, I am using the Chemical Warfare rules, which inflicts extra damage on non-NBC equipped troops and reduces damage if one side doesn't have CW and the other does. It's a fun rule that makes the minor powers really minor, and what might be a soft target a bit harder when they'll use nerve gas against your unsuited troops.
The aborted A-10 mission was a godsend to the Soviets because they provide a 4-column shift in odds. Your 6-1 attack becomes 2-1, for example, and 3-1 becomes 1-2 (1.5-1 is a column). It stayed 6-1. And aborting that B52 strike was potentially short-term game-shifting. Most air units have a rating for air-to-air, ground attack, and strike ranging from 0-5. The Tu-96 Blackjacks have a 6. Otherwise, the heaviest strike wings have a 5. The B52? 10. That's enough to reliably inflict 2-3 disruptions on every unit struck, and potentially 10. The elite of the elite are eliminated with 9 disruptions, and most US units have 7, 8 for the elite, and Soviets 5, 6 or 7 for the elite. Oh, and it slows movement. No worries, AA got the mission nullified. It could have wrecked two soviet divisions right next to US forces that could counterattack . . . instead, nothing at all.
Now it's War Turn 1. I'll pick up there next time.
Overall, my strategy for the Soviets has been damn the torpedoes full speed ahead. I'll spend units like bullets if I have to in order to take cities for the victory points, and I'll need a big whack of them and some luck in the air war to crush the RDF. But the US doesn't get a lot of reinforcements, so do I slow it down and let the reinforcing armies roll up and make a big final push with everyone? I'm not sure. We'll see what it looks like after the Turks enter the war and if the Syrians can survive.
No comments:
Post a Comment