My impression was that Kool Kat played it cautiously on a large front. The WP troops waited for daylight before they undertook any serious advance, I suspect in order to deny me my TIS advantage and to make sure that all units would re-fuel properly. WP dropped the hammer - 1 nuke and 3 chem strikes - at daybreak in the north. The strikes were followed by attacks by ground units. My NATO forces took casualties, but as the WP troops had to approach through woods, they were unable to assault/break through/isolate me or engage my units decisively (only 1 fire action per unit, no assault possible). This lack of momentum allowed the NATO screen to retreat in good order. The wooded hills in the north offer NATO units excellent paths for retreat (not overlooked by an approaching enemies, even in daylight conditions). NATO units then took up positions in the strongly fortified town (engineers had been at work undisturbedly throughout the night here).
In the south, NATO did not try to hold on to the southern most objective and instead set up a shorter line of defence further to the north. WP troops took the southern objective but did not advance any further north.
Thanks to the nuclear/chemical attacks, the score was favouring the WP at this point. But now that the WP had used its chem/nuclear attacks, NATO was also allowed to use 2 nukes and 2 pers. chem attacks. When finally my single WMD-capable artillery unit was NOT unavailable (70% chance), I was probing cautiously to find targets. Not that easy, but I found two, shifting the score back to a draw.
The rest of the game was just skirmishing and WP heavily shelling NATO positions. WP troops never came within sight of the city, but had dealt NATO troops big chemical/nuclear blows. Interestingly, I think a WP attack/approach to the city would have shifted the score in NATO's favour at this point. As the defending side, it's hard for NATO to gain VPs if WP does not push aggressively.
In this case, I think that the WP's very early usage of the chem/nuclear attacks has sealed the draw. If the Soviets had used their WMD in the very last turn - to break through decisively into the city/objectives - then NATO would not have been able to retaliate with its own nukes (NATO has the first turn in the scenario). However, in this game, the nuclear/chem strikes were used to destroy NATO's screening positions, rather than the "final stand" positions in the cities.
In the end, it was an very interesting draw, with lots of cat and mouse and a short but horrible burst of action.
Thanks for the game, Kool Kat! WP, WP!
PS: A video AAR of the game will be uploaded (hopefully soon) on my youtube channel. Search for "General Butterblümchen".
My impression was that Kool Kat played it cautiously on a large front. The WP troops waited for daylight before they undertook any serious advance, I suspect in order to deny me my TIS advantage and to make sure that all units would re-fuel properly. WP dropped the hammer - 1 nuke and 3 chem strikes - at daybreak in the north. The strikes were followed by attacks by ground units. My NATO forces took casualties, but as the WP troops had to approach through woods, they were unable to assault/break through/isolate me or engage my units decisively (only 1 fire action per unit, no assault possible). This lack of momentum allowed the NATO screen to retreat in good order. The wooded hills in the north offer NATO units excellent paths for retreat (not overlooked by an approaching enemies, even in daylight conditions). NATO units then took up positions in the strongly fortified town (engineers had been at work undisturbedly throughout the night here).
In the south, NATO did not try to hold on to the southern most objective and instead set up a shorter line of defence further to the north. WP troops took the southern objective but did not advance any further north.
Thanks to the nuclear/chemical attacks, the score was favouring the WP at this point. But now that the WP had used its chem/nuclear attacks, NATO was also allowed to use 2 nukes and 2 pers. chem attacks. When finally my single WMD-capable artillery unit was NOT unavailable (70% chance), I was probing cautiously to find targets. Not that easy, but I found two, shifting the score back to a draw.
The rest of the game was just skirmishing and WP heavily shelling NATO positions. WP troops never came within sight of the city, but had dealt NATO troops big chemical/nuclear blows. Interestingly, I think a WP attack/approach to the city would have shifted the score in NATO's favour at this point. As the defending side, it's hard for NATO to gain VPs if WP does not push aggressively.
In this case, I think that the WP's very early usage of the chem/nuclear attacks has sealed the draw. If the Soviets had used their WMD in the very last turn - to break through decisively into the city/objectives - then NATO would not have been able to retaliate with its own nukes (NATO has the first turn in the scenario). However, in this game, the nuclear/chem strikes were used to destroy NATO's screening positions, rather than the "final stand" positions in the cities.
In the end, it was an very interesting draw, with lots of cat and mouse and a short but horrible burst of action.
Thanks for the game, Kool Kat! WP, WP!
PS: A video AAR of the game will be uploaded (hopefully soon) on my youtube channel. Search for "General Butterblümchen".
NATO losses: 235 men, 37 vehicles
WP losses: 403 men, 31 vehicles
WP: 1 objective, NATO: 3 objectives (each objective = 25 pts)