The Late, Great (Unfought) War

CA Warsaw Pact vs. NATO
Introduction, Set Up, and Rules

by Greg Novak and Frank Chadwick

Introduction

"The Late, Great (Unfought) War" is a Bathtub Game based on the Warsaw Pact and NATO forces at the end of the Cold War. The game was fought as a Wilderness Project Game by the Central Illinois Tabletop Warriors on March 16, 1988, with some 100 gamers taking part. On this occasion, the entire front was run at the same time, in 10 different rooms. Players were not allowed to move freely out; high commanders were limited to what was reported to them; and a confusing time was had by all. The game ended with a Soviet thrust deep into Germany, but not with a Soviet victory.

The game was based on Tom Clancy's novel Red Storm Rising, which was published in 1986. Clancy wrote a believable scenario for a Warsaw Pact attack on Germany, in contrast to the too-often-found Politburo meeting where, lacking something to keep themselves occupied, the Party leadership orders an attack on NATO.

The premise leading to the war is that the Soviet Union is short of energy and needs to overrun the Middle East oil reserves. Before it can do so, it must destroy NATO to prevent a NATO intervention. This presents several problems for the Soviet Union, as not all elements of the Soviet Union's armed forces can be hurled into the fray in Germany. In addition, the offensive will last one game day (one month in real time), as there are fuel supplies sufficient for only that period.

The Bathtub Game is scaled down so that each game brigade represents an actual corps. The starting location of the units was determined by their actual location in 1987 as part of the NATO and Warsaw Pact force structure. The number of players need not be 100, as in the CITW game, but rather whatever your group has on hand. As mentioned, CITW ran the entire front at the same time, while your group can run whatever parts of the front you wish in any order that you wish. This game should be played with 1/285th-scale vehicles, with a ground scale of 1" equals 50 meters, to get the best effect.

Weapon and vehicle data is not presented as part of this supplement. It is assumed that players will have access to Combined Arms and/or the updated modern weapon charts found in CPQ 6. The air rules are currently undergoing revisions, but are not yet in a condition to be published.

Victory Conditions

Not counting the Berlin complex, there are 21 full city hexes on the map. At the start of the game, the Pact controls four city hexes, and NATO controls 17 city hexes. For the Warsaw Pact to win a strategic victory, it needs to control a total of 11 city hexes, including the four that the Pact starts the game with.

Again, the Berlin city hexes are not counted in the totals given above. Once the war starts, NATO may push eastward across the Inter - German border.

POLITICAL SETUP

Warfare is an extension of politics, and a number of political facets need to be taken into account when setting up and running the game.

    1. NATO Items:

    To begin with, on the NATO side, a number of senior military positions need to be filled: The following is the full list of positions that exist (if sufficient players do not exist to fill all positions, just make sure each nationality has a representative):

      SHAPE
      Officer Commanding: General (US)
      Air Officer: Vice Air Marshal (UK)
      Chief of Staff: Major General (GFR)

      NORTHAC (Northern Army Corps)
      Officer Commanding: Lieutenant General (GFR)
      Air Officer: Colonel (US)
      Netherlands Brigade: Brigadier (D)
      British Brigade of the Rhine (BBOR): Brigadier (UK)
      Belgian Brigade: Brigadier (B)

      SOUTHAC (Southern Army Corps)
      Officer Commanding: Lieutenant General (US)
      Air Officer: Colonel (FR)
      2nd French Brigade: Major General (F)

    The senior ranking player for the US, Great Britain, France, West Germany, Belgium and the Netherlands serves as the senior military officer on the NATO military council and represents his country.

    It is the business of each senior military officer to see that his country's forces are used wisely, not thrown away. Orders issued by the senior military officer override any other orders issued to that national unit. In addition, the following countries may not have their formations broken up below the brigade level: France, Netherlands, Belgian and Great Britain.

    2. Warsaw Pact Items:

    On the Pact side, a number of senior military positions also need to be filled. The following is the full list of positions that exist (if sufficient players do not exist to fill all positions, just make sure each nationality has a representative):

      Western Strategic Front
      Officer Commanding: Marshal (USSR)
      Deputy Commander—Air: Colonel General (USSR)
      Chief of Staff: Colonel General (USSR)

      Front Forces
      Guards Airborne Regiment:
      Commander: Major General (USSR)
      Army of German Democratic Republic Commander: Lieutenant General (GDR)

      1st Western Army
      Officer Commanding: Colonel General (USSR)
      Chief of Staff: Major General (USSR)
      Commander—16th Air Division : Colonel (USSR)

      2nd Western Army
      Officer Commanding: Colonel General (USSR)
      Chief of Staff: Major General (GDR)
      Commander—26th Air Division : Colonel (USSR)

      Czechoslovakian Army
      Officer Commanding: Colonel General (USSR)
      Chief of Staff: Lieutenant General (Czech)
      Commander—1st Air Division: Colonel (USSR)

      Reinforcements
      The Polish Army: Lieutenant General (P)

    The senior ranking player for the Soviet Union, East Germany, Czechoslovakia and Poland serves as the senior military officer on the Warsaw Pact Military Council and represents his country. It is the business of each senior military officer to see that his country's forces are used wisely, not thrown away. Orders issued by the senior military officer override any other orders issued to that national unit.

    Due to the need to stay consistent with the Pact view of the origins of the war. Pact units may not move though Austria or Switzerland to attack West Germany.

    In addition, the following countries may not have their formations broken up and must serve together: Czechoslovakia and Poland

    3. Berlin

    Since the Warsaw Pact does not consider Berlin to be part of West Germany, there will be no attack on West Berlin. Warsaw Pact units may move through the outer Berlin city hexes, but not through the center hex.

    4. Prepared Positions

    Due to political decisions by the NATO Council of Ministers and the Pact's Council of Defense, neither side may prepare entrenchments, place minefields, cut paths through the Inter-German border, build bridges or carry out any other military preparations. Once the war starts, all limitations cease to exist on such works.

    5. Chemical and Nuclear Weapons

    Due to a political decision by the Pact Council of Defense, neither chemical or nuclear weapons may be used by the Pact for the duration of the game. As the NATO Council of Ministers will not allow the use of such weapons except in retaliation, these weapons will not appear in the game. (Tom Clancy wrote a well-reasoned section in his book explaining why chemical weapons would not be used, if the Pact players have a question about this limitation.)

    6. Polish Morale

    Polish units have a special Morale rule. When they engage formations of French, British or US troops in multicompany formations, they will suffer an additional Morale modifier of -2. In fighting against all other NATO counties, or against company or less-sized formations of the above counties, they will use their listed Morale number.

MAP

The map of the area to fought over is divided into hexes, each of which is one kilometer across, or 20". There are six types of hexes on the map: Clear, Woods, Rough, City, Town and Polder. Hexes are modified by the addition ofautobahns, rivers and the Inter-German border. Maps of the different hexes should be made in advance and shared with both sides upon request. After all, both sides have excellent knowledge of the German countryside.

Definitions of the different types of hexes are as follows:

Clear hexes are anything but clear. Each clear hex has a road network running though it from all six hex sides, with all roads linking up in some manner. The hex should have one or two villages, with villages having one to four building squares. 80% of all building are considered to be stone or concrete. There should be two to four wooded areas, with most of the remaining area covered with fields. Fields provide cover for all stands and vehicles adjacent to their edges, but do not block line of sight.

Some fields have stone walls, which provide hull-down positions. Each hex should have a stream running through all or part of the hex. All roads crossing over these streams have a Class IV bridge. In addition, these streams can be crossed by vehicle-launched bridges.

See Hex Example 1 for details.

Rough hexes include one or two hills of varying size. A road network runs into the hex from all six hex sides, but all the roads do not link up. The hex should have one village, with the village having two or three building squares. 80% of all building are considered to be stone or concrete. There should be four to six wooded areas, with some of the remaining area covered with fields. Fields provide cover for all stands and vehicles adjacent to their edges, but do not block line of sight. Most fields in a rough hex have stone walls, which provide hull-down positions. Each hex should have a stream running through all or part of the hex. All roads crossing over these streams have a Class IV bridge. In addition, these streams can be crossed by vehicle-launched bridges.

See Hex Example 2 for details.

Woods hexes are 50 to 70% wooded in nature and may include a hill of varying size. A road network runs into the hex from all six hex sides, but all the roads do not link up. The hex should have one village, with the village having two or three building squares. 80% of all building are considered to be stone or concrete. There should be six to 10 wooded areas, with some of the remaining area covered with fields. Fields provide cover for all stands and vehicles adjacent to their edges, but do not block line of sight. Each hex should have a stream running through all or part of the hex. All roads crossing over these streams have a Class IV bridge. In addition, these streams can be crossed by vehicle-launched bridges.

See Hex Example 3 for details.

Town hexes have a group of 12 to 24 building squares located in the middle of the hex. Each town hex has a road network running into the town from all six hex sides. 80% of all buildings are considered to be stone or concrete. There should be one to four small wooded areas on the outside of the town, with most of the remaining area covered with fields. Fields provide cover for all stands and vehicles adjacent to their edges, but do not block line of sight. Each hex should have a stream running through all or part of the hex. All roads crossing over these streams will a Class V bridge. In addition, these streams can be crossed by vehide-launched bridges.

See Hex Example 4 for details.

City hexes have a 80% of their area cov ered by building squares. Each city hex has a road network running into the town from all six hex sides. 80% of all building are considered to be stone or concrete. There should be one to four small wooded areas scattered throughout the town, with the remaining area covered with open fields.

See Hex Example 5 for details.

Polder Hexes are those where land has been reclaimed from the sea. Each polder hex has a road network running though it from all six hex sides, and with all roads linking up in some manner. The roads are raised on embankments, and vehicles of class III may not leave the road without risking miring. The hex should have one or two villages, with villages located on a level one contour. The villages should have one to three building squares. 80% of all building are considered to be stone or concrete.

There should be two to four wooded areas, with all the remaining area covered with fields. Fields provide cover for all stands and vehicles adjacent to their edges, but do not block line of sight. Each hex should have a two streams running through all or part of the hex. All roads crossing over these streams will have a Class IV bridge. In addition, these streams can be crossed by vehicle-launched bridges.

See Hex Example 6 for details.

Autobahns are marked on the map and need to be added to the hexes. Roads cross over or under them, with raised embankments that can provide hull-down positions. Autobahns have Class VI bridges where they cross streams, rivers and other roads. Roads which cross autobahns have class IV bridges.

See Hex Example 7 for details.

Rivers are marked on the map and flow along hex sides. Rivers are considered to be 1" wide. They can be crossed with bridging equipment or by vehicles with amphibious capacity. The rivers are considered to be canalized; that is, they have built-up banks which must be broken down for bridging purposes. However, on any given hex side, there should be a ramp leading down to the river. All roads that cross rivers have class IV bridges (even though they are not marked on the map), while autobahns have Class VI bridges.

See Hex Example 8 for details.

Inter German/Czech border presents a problem for the Pact forces attempting to attack out of East /Czechoslovakia. The only clear border crossing points are those where the autobahn crosses the border. For the remainder of the border, the Inter German/Czech border is assumed to be marked on the East German/Czech side in the following manner:

    1. Directly on the border is a belt of barbed wire.

    2. Behind the wire on the East German/Czech side of the wire is a 1"-wide belt of antipersonnel mines.

    3. Behind the minefield is a 1/2"-wide antitruck (tank) ditch. This can be crossed by vehicle-launched bridges or filled in by engineering earthmovers.

See Hex Example 9 for details.

MILITARY SETUP

The TO&E for the game lists all the military units that will serve in the game, as well as their setup locations. NATO needs to place all units first, and a map of the location of the NATO units should be turned over to the Pact prior to the start of the game and prior to the Pact's setup. This map only need indicate the major formations (either battalion or independent company) that will be found in that hex.

Once this information has been turned over to the Warsaw Pact, that player will prepare a similar map, showing the location of all his major formations (either regiment or independent battalion/company). This map will be turned over to the NATO forces for use at the start of the game. Remember that by 1987, each side had developed excellent methods of collecting information on the other.

The TO&E also lists the reinforcements that each side may be getting, as well as the starting location and time of entry. The arrival times are approximate, so as to give the game- master some leeway in allowing units to arrive, depending on how the game is proceeding. This also prevents either side from being able to attack the arriving units at the precise moment when they enter the game.

TIME

The game will start on the 0400 turn and end following the 1945 turn. It is suggested that the first four and the last four game turns be considered as twilight. The game will be divided into four phases, with each phase four hours. The First Phase covers from 0400 to 0745, the Second Phase from 0800 to 1145, the Third Phase from 1200 to 1545, and the Fourth Phase from 1600 to 1945. The phase will be used for the transmission of orders, as well as for the staging of airstrikes. All activity within a phase needs to be finished before the next phase starts.

ORDERS

All major commands need to have orders written for them at the start of the game for their actions from 0400 to 0745. These orders can be as simple as "defend the approaches to Hamburg" or as complex as a hex-by-hex movement for the unit in question. The game-master will require those orders to be carried out unless cancelled by direct enemy action affecting the unit in question. Thus, a unit which finds itself running into an enemy breakthrough could cancel the orders directing it away from the enemy path, then turn and fight.

A unit not directly in the path of the attack may not cancel its orders and move to the point of attack.

The one exception to this is a Reserve Order. Units may be placed in reserve by a superior commander (Front, Army, Corps or SHAPE). If so ordered, they remain in place until activated. They may be activated at any time in the course of a phase by the superior commander who put them into reserve and orders. Once issued, orders cannot be changed except as the result of direct enemy action.

The restriction on orders is designed to remind players that not all operations can be carried out as quickly as they might wish.

MOVEMENT

Movement rates for modern ground combat are extremely fast, given the developed nature of the terrain they will be moving though. The Travel Rates chart lists the number of movement points a unit may spend per hour and the cost to enter each of the types of hexes found on the map. Units move at the rate of their slowest element (therefore, a US Bradley-equipped Mech Infantry Battalion with M90HTVs would move as tracked, not as fast tracked).

See the Travel Rates chart on this page.

Travel Rates Chart
Unit TypeMPsAutobahn*ClearWoodsRoughPolder
Leg10.50.5111
Wheeled200.52444
Tracked1011224
Fast Tracked **150.51224
* For autobahn movement, unit's path must conform to that of autobahn
** Fast Tracked vehicles have off-road speed of 50"+

The travel rates on the chart assume that bridges exist over all waterways. If bridges are destroyed, the gamemaster should determine any additional penalty in MPs needed to bring up additional bridging equipment or to allow the formations to cross the river on their own. In addition, the travel rates assume little or no interference from outside sources, refugees, air strikes, artillery and the like. It should be up to the referee to charge additional MPs where he deems fit.

Due to the density of troops involved, almost all elements will be engaged as soon as the game starts. It is very important for players and the gamemaster to remember that not all battles need to be fought out on the tabletop. There will be actions that are very one-sided, or actions in which, due to the orders given by the two sides, nothing will happen. Playing out battles under those conditions can make the campaign game less enjoyable for many players. The gamemaster has the right to determine the outcome of those actions in order to keep the campaign as a whole moving along.

AIR RULES

For air purposes, the map is divided into a Northern and Southern sector for NATO, and a Northern, Southern and Czech sector for the Warsaw Pact. The Northern sectors are opposite each other, while the NATO Southern sector faces both the Pact Southern and Czech sectors. All aircraft bases are considered off-board and may not be attacked from the air.

Helicopters are considered as aircraft, and may carry out Transport and Ground Support missions. Helicopters may be based at any town or city on the map.

    1. Missions:

    All aircraft, depending upon their type, are tasked with flying missions. All missions must list the aircraft, the starting location, the time of the mission and the location of the mission. The types of missions are Air Superiority, Ground Support, Aerial Recon and Ferry.

      1a. Air Superiority: Can be flown over the Northern or Southern sector of the map in an attempt to attack enemy fighters and then enemy ground-attack aircraft.

      1b. Ground Support: Can be flown over a specific location on the map against enemy targets located there. This includes ARM missions against enemy antiaircraft missile sites.

      1c. Aerial Recon: The aircraft can attempt to fly between any three points on the map and report back on what was in the hexes it overflew.

      1d. Ferry: The aircraft can shift between the sectors on the map. The cost for this mission takes into account the need to transfer ground crews and other equipment.

      1e. Transport: The helicopters move to a given point, pick up the unit to be transported, then move to the intended landing point, after which the helicopters return to their starting point.

    2. Readiness:

    In any one given phase, aircraft can be used to fly at least one mission. Each mission is considered to take one full hour from the start of the mission, regardless of actual time. Undamaged aircraft returning to base may attempt to fly a second mission within the same phase, or may choose to wait until the start of the next phase. If they wait until the start of the next phase (provided they are on the ground for at least two hours) they are ready for operations and do not roll a maintenance check.

    If they wish to attempt to take off after being on the ground for only one hour, whether in the same phase or in the following phase, they must make a maintenance check. To make a maintenance check, roll ID 10 and compare it to the maintenance number for the aircraft's nationality. To pass a readiness check, the number rolled for must be equal to or less then the maintenance number. Failure to pass a maintenance check means the aircraft may not fly during that hour and must check again during the following hour. The maintenance numbers for the different nationalities are on the Maintenance Numbers chart.

    3. Damage Repair:

    In the course of operations, aircraft may be damaged. Damaged aircraft are returned to base and roll for a maintenance check after spending two hours on the ground. If it fails the first maintenance check, it continues to check every hour thereafter until it is returned to service.

SUPPLY

Within the game, the only supply limits that exist are for ammunition and engineering supplies. No resupply is available in the game for these two items, other than what is carried by the units. All light trucks carry one ton; all medium trucks carry two tons; all heavy trucks carry four tons; and the special 10-ton trucks carry 10 tons. Trailers pulled by medium and heavy trucks carry one additional ton of supplies.

The rounds per ton rules to be used are from CD2, page 18, not Combined Arms. In addition, one ton will resupply 25 ATGMs, or 10 stands with MAWs, LAWs and SAMs. Specialized rounds such as artillery-delivered mines are limited to one round per ton for all artillery weapons.

Ammo loads do not have to be written in advance and can be shared within a side, although the item the load provides must be organic to the unit it is from. Thus, artillery ammo loads cannot supply tank rounds, although they can be used to supply MAWs and LAWs to non-artillery units. Tank battalions of different nationalities can trade tank rounds if they have the same weapons.

This rule is for ease of bookkeeping only. Anyone who wishes to keep track of all of the ammo loads is welcome to do so.

Maintenance Numbers

    8: US, UK, W. Ger, Holland
    6: E. Ger, France, Poland
    4: USSR, Czech, Belgium

SPECIAL RULES

In theory, any Warsaw Pact offensive was to start with Spetznaz attacks on NATO installations. Though these attacks are outside the scope of the game, the Warsaw Pact may start one reinforced airborne battalion anywhere in West Germany. This one attack cannot be intercepted by NATO. The reinforcements must come from the Guards Airborne Regiment. If other units are helicoptered into West Germany, they may be intercepted by NATO forces.

GAMEMASTER

Last, and most important, the gamemaster needs to control the tempo of the game and make all other decisions needed to keep the game running. Again, I would like to emphasize that not all battles need to be gamed out. If a battle is not worth fighting, just report the results and keep the campaign going.

Good gaming and enjoy!


The Late, Great (Unfought) War CA Warsaw Pact vs. NATO


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