Able Archer has been used by some groups (check here and I believe 'the guild' have done some massive games.)
I don't have enough stuff ready in 20mm, though the Blickheim Ridge scenario based on Ken Macksey's First Clash has great appeal, using Canucks vs Soviets in WWIII. Must expand the collection a little...
So we used my 1/300 stuff to get a feel for the rules before doing something bigger.
Changes to the main rules:
- We played this as 1:1, but with caveats; i.e. a platoon of Soviets could fire at a single target.
- Although units would roll individually, the results were also individual, so unit on unit action was relevant. In addition, this meant that Soviet doctrine of firing platoons vs single tanks could be used, and that we dispensed with the light/heavy damage option and went instead for morale checks at 50% casualties.
- We used hexes to regulate movement and range, which meant that Soviet platoons were restricted to deploying in a single hex. US units could deploy across multiple hexes.
- Soviet units could only fire-move in the turn. US units could fire-move or move-fire.
I based the scenario on an old 'Team-Yankee' scenario (no, not that one, the GDW one). Unfortunately, I reinforced the Soviet armoured battalion with a full battalion of infantry. That proved a bit decisive in the end. The M1s were therefore up-gunned to M1A1s with 120mm (Class 1) guns. This made them 'super-tanks' , at least until they got outflanked or taken out by Hinds.
I seem to remember two schools of thought from WRG days.
Soviets: keep a reserve and use it to exploit breakthroughs.
NATO: keep a mobile force and expect the unexpected. Keep moving units bak to prepared positions.
The Red player listened to this doctrine on the day...the US simply got overwhelmed, with the best use of a Soviet exploitation reserve force yet seen.
Great game, and the rules are straightforward and really help tell the narrative. I can see how this would be epic in 20mm. No matter what, we must do more Rapid Fire, whatever the period.