Miller's Abrams heads to Blankenburg through the early morning fog1. |
NATO situation:
Major Miller was woken up at 3am and has yet to have his morning coffee. Colonel Powell, his commanding officer, left late last night to receive an important briefing from General Pruitt at brigade headquarters and has not been seen since. Until he reappears Miller finds himself the acting commander of the 26th. It appears that last night General Pruitt gave orders for the unit to move immediately to Blankenburg and rendezvous with several other NATO units forming a QRF in the town in preparation for a counterattack against a suspected Soviet invasion. As his column of Bradleys and Abrams tanks rumbled towards Blankenburg in the dark many of his men found this scenario unlikely, another sign of high command’s paranoia, but when dawn broke the distant rumble of artillery fire in the East and the flights of Harriers and Tornados that passed overhead put paid to their disbelief. He has now met with an English colonel shouting orders from the back of his chieftain in Blankenburg town square and who, in light of Miller’s rank, has happily assumed command of the hastily assembled force. “Our boys up ahead just went silent. We’ve not heard from them for about thirty minutes and that means Ivan’s on his way and we’ve no time to be pissing about. My CO wants us down this road ASAP so my lads will lead us in. I’ve already got my recce troop out in front of us. You back me up. Watch our flanks and those Jerries will form our rearguard. We were promised some choppers from the French but I’ve heard no word from them so we’ll have to crack on regardless. Mount up!”
PACT situation:
Rybakov has reorganised his regiment and was met half an hour ago by his Polish reinforcements. With the dense forests clearing around him and the risk of further ambushes reducing his men have been able to advance several miles at an impressive pace singing patriotic tunes which the Poles don't seem to fully appreciate. A few minutes ago one of his officers spotted the church spire of Blankenburg on the horizon and he was momentarily relieved at the realisation that if resistance continued to be this light he was on course to take the town by midday and maybe even Brunswick by nightfall as planned. However, another radio message from his scouts has just put this plan in jeopardy - a small NATO reconnaissance tank has been spotted to the West. He must make contact with any enemy forces ahead, fight them off and follow through to Blankenburg.
The Game:
The initial plan was to play this game as a counter-attack scenario with NATO on the offensive to account for there being only 2 PACT players vs 3 from NATO. However (even with the train of one of the German players being delayed so that he had to come on as reinforcements halfway through the game) the scenario seemed horribly unbalanced against the Russians and Poles who only got 12,000 points to NATO's 18,000 and were tasked with destroying 6,000 points of the enemy's troops while NATO only had to destroy 4,000 points of theirs. So instead we decided that when the German player turned up both sides would bring on reinforcements and we'd play it as a good old fashioned meeting engagement with equal points on each side.
The terrifying PACT deployment. |
Both sides tried to use artillery to suppress each other but not a single round managed to land on target. Apart from two critical occasions, this theme would continue for much of the game.
Welsh infantry push forward. |
American infantry cover the NATO left flank as Abrams tanks push up. |
The Poles learn that artillery adds dignity to what would otherwise be an ugly brawl. |
British and Russian infantry trade fire in the centre of the table. |
My Centurion AVRE fires an HE round at Soviet infantry occupying a building (note Edd treacherously enjoying the sweet fizzy nectar of capitalism in the background!). |
But it was quickly forgotten as it was turn 3 and Idries' Germans had arrived! This came as a great surprise to all as he'd previously never owned or painted a miniature in his life and had only recently gotten into his first wargame - Star Wars Armada. To prove a point about how quickly you can put a 6mm army together we'd ordered everything from Heroics & Ros a month before and assembled and painted it in its entirety over the course of two Sunday afternoons.
We took the opportunity to rush the German panzergrenadiers up to reinforce my Welsh infantry in the centre while the Leopards were sent to the left flank to prepare a counter-charge if Sam and Edd threw everything at me on the right.
Then
Idries gets a warm welcome to the wonderful of hobby of wargaming. |
The Soviet hammer blow. |
The full might of NATO air power hits the Russians and Poles. |
With trains to catch and more food waiting to be eaten the final stages of the battle played out very quickly. In the centre a stalemate was declared to speed things along as both sides had almost mutually annihilated each other. On the left Idries' Leopards charged into Edd's surviving Polish units and mopped most of them up while taking losses from Polish infantry that boldly moved up to face him from the woods on his right.
The charge of the |
Jason's Abrams join the NATO graveyard on the right flank. |
The view from NATO's left flank at the end of the game. |
- Overall I really love how FfoT plays. At no point in the game did I have one of those moments you might sometimes get where you find yourself finding things a bit implausible. I don't tend to enjoy games that try too hard to be a simulation but I do like them to have a feel of authenticity. There were surprises and fortune's favour swung from side to side over the course of the game but each play that was made felt like it ended with a believable result.
- The predominant issue facing PACT in this scenario was that the odds seemed stacked against them regardless of which avenue of attack they chose. The centre had no hope of being a viable route as it channelled their forces down one single road past dug-in NATO infantry. Both the left and the right were just far too open. I think there were 3 big things that contributed to this that I'm going to try to learn from when writing FfoT scenarios in the future. Firstly, in our post Cold War Commander search for a game that played well at 1:1 scale we'd taken the advice from the FfoT rules and halved the ground scale. This meant that most tanks could fire all the way across the board and my chieftains in particular could hit Sam from across the table and still consider it a close range shot. Secondly, I'd sprinkled areas of forest across the board as cover for units to defend from but hadn't really provided any to break up lines of sight which really compounded the first issue. Finally, in an attempt to get everyone involved and let everyone use all the 6mm miniatures they'd put a lot of effort into getting ready I definitely set the points limit too high. 36,000 points of units on a 6'x4' was just too much. If I had to play a similar size game again in the future I think I'd maybe try playing an attack scenario (I've never been a fan of meeting engagements) along the length of a longer table with the forces broken up into waves that come on as reinforcements as each side gets worn down. As I write this report a week after the game, Sam and Jason have already played another weekend of test games at the FfoT's intended ground scale and with 6,000 points a side and from what I can gather they're having a lot of fun.
- Another thing to note was that airpower proved to be a bit overhyped. While in theory it seemed to have a lot of potential, in reality neither side was able to eliminate the enemy's anti-aircraft units that really reduced their effectiveness and made them a bit underwhelming for their points cost.
Next time, Space Battles!
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