So, with Game #50 approaching, and a possible re-fight of the
Rapid Fire game that we played in Game 1 (Lingevres '44) as celebration, I tried to find the modern rewrite of RF dedicated to Cold War stuff (thanks for this Steve - as I had lost the file). The idea here was that we might alternatively consider a modern RF game for #50.
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.
Red horde on the start line.
3 klicks and closing...
Red Air...ready to engage.
The US uses its available sorties early on to stem the flow on the right flank.
The Soviets have less sorties, though these are nevertheless effective enough to do some serious damage on the US left (despite some excellent rolls for Local Air Defence)
Sensing a breakthrough on the Soviet right, the commander releases the reserve, which rushes toward the flank.
The US holds on their right...
...and in the centre.
While the A10 hangs about, making a nuisance of itself and ignoring the Red AA threat. If only it had had more sorties.
Even while the US left collapses, and Soviet infantry and armour surge through the gap.
A US infantry platoon holds the farm
The right holds, with poor morale rolls making the Soviet thrust think twice...
The Apache emerges from NOE in the woods and engages in order to hold the left flank until armour can reinforce, although AA fire eventually drives it off.
The Soviet centre assaults the farm at company strength.
ITVs and US infantry fare poorly and move to the rear.
The US left is open, with armour being outflanked by the Soviet reserve.
The company on the US right, which has deflected the Soviet spearhead, re-positions itself. 'Engaging new targets, 1500m...fire!'
...until it has to absorb a Soviet infantry assault, without US infantry support...
It's all over, as Red units flood into the centre and are about to take the town.
The sun sets, with only burning vehicles and fleeing units to tell the tale...
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.