The Land -> RE: 1985 Red Storm (12/14/2021 12:48:13 PM)
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A few thoughts around the concept for this mod. Originally I'd wanted to do this on a larger-scale map, but now I've come back to it, it turns out to be possible to get a really different feel on the original map. It will however have 3-day turns and a total maximum duration of about 2 months. Concept Unopposed maneuver should be fast, opposed maneuver should be slow and difficult. In Gulf War I, US and allied mechanized formations managed to advance something like 30 miles a day on average, and up to 60 miles a day on some occasions. That's not unlike the pace of advance that both sides anticipated in their Cold War planning. However, this scenario works on the basis that this would have been very difficult to achieve against an opposing force - I don't know who else remembers the line in Red Storm Rising where one of the Russians is complaining that to stop a tank column all NATO needs is to do is put some missiles in a jeep - but it's basically that, the proliferation of ATGMs and helicopters means that any enemy unit is an obstacle. So the overall effect should be that both sides are perpetually trying to probe to create space for a breakthrough. If there is ever a large hole in the front, then it will be ruthlessly exploited. To this end, mechanised formations end up with 6 AP (=180 miles in 3 days!) but also create Zones of Control that require 2AP to enter. The defense has the advantage, but mobile defense is superior to static defense In this era, being dug in is only a marginal advantage. There are so many powerful munitions available that a bunker or pillbox will not last long against enemy artillery or air. The main way to survive is for the enemy to not know your position. Of course, 'entrenchment' reflects this to an extent - concealment and preparation of redundant positions as well as physical hardening. Further, Cold War doctrine de-emphasised the role of cities as defensive positions (in part because with fully-mechanised supply trains cities are easier to bypass, in part because on the NATO side it was considered easier for noncombatant citizens to stay put and be captured than to become a mass of refugees - which implied not turning their homes into battlegrounds). So city entrenchment values are significantly lower. The aim here is that the defending player shouldn't benefit from entrenching the whole of their force in the front line. The scenario setup should encourage the front line to be held relatively lightly with strong forces available to counter-attack. Max entrenchment numbers are much lower in this mod than in the core game. NATO units are stronger, division for division In line with the approach of Red Storm Rising and The Third World War, the mod does build in an assumption that Western Bloc units are more competent than Eastern Bloc units. This is reflected in several ways: - NATO units have techs that give higher Morale, and also better leadership from HQs. - NATO units are more likely to be split into brigades and some USSR units are condensed into Corps - a brigade has lower stats and Corps higher (in particular a Corps has 2 strikes), but I reckon one brigade counter has ~65% the combat power of a Division counter, while a Corps counter is more like ~150% the power of a Division. Central Europe is not the only way the war can be won Of course the central European theatre will be vital. But it shouldn't always be decisive. The Northern (and, in time, Southern) theatres will create strategic options for creative play, as well as the North Atlantic campaign. WMDs are not included Nuclear weapons aren't included in the mod, both because they're impossible to model and to stay true to the source material. It's assumed that the losing side is faced with a decision to either surrender or 'go nuclear' - either way, they have lost. (I may model this with some actual events, at some point.) Chemical weapons aren't specifically included. There are no chemical weapons units or techs, for instance. However if you want to believe they are being used, you can see them in the De-Moralization and Resource Attack values in some of the units (e.g. strike aircraft). (They don't appear in Red Storm Rising, probably because Clancy didn't want to write about how grim they'd be. They do appear in The Third World War. Their effect would be a roughly symmetrical decline in combat effectiveness, so there isn't a huge point including them in a game.) Units list Land Land units are Corps, Division or Brigade scale (though there is only one kind of Corps counter). Mechanized formations Mechanized formations are all-mechanized units with tanks, armoured personnel carrier, and integral mobile artillery and helicopters. They have the highest number of Action Points reflecting their exceptional ability to maneuver. They come in two flavours: Armoured units have more tank subunits than infantry subunits. They have the highest Attack rating, particularly against other mechanized units. The Eastern Bloc also has access to Armoured Corps counters which represent several tank and motor rifle units working in close concert. These Corps are the only land units that have two strikes. Mechanized units have more infantry subunits than tank subunits. They also tend to have lower amounts of integral helicopters and artillery. Accordingly, they have lower Attack values. However they still have good defence ratings. Non-mechanized formations Infantry Divisions and Brigades reflect non-mechanized or part-mechanized infantry - often reserve units. They have less effectiveness than mechanized formations, particularly on the offensive. Special Forces are brigade-strength groups of amphibious specialists. They gain inherent supply after conducting an amphibious landing. Air Assault brigades are airmobile infantry. They are equipped with plentiful helicopters and transport aircraft but few armoured vehicles. They can make an airborne move after preparing for it, though be careful to avoid enemy fighters or SAMs when doing so. Engineers are infantry brigades capable of creating field formations. Only NATO have these units, and they are tasked with creating last-ditch obstacles to the oncoming advance. Missile All missile units are rear-area units. They are highly vulnerable if attacked by a land unit and have no zones of control. Surface-to-Air Missiles (SAMs) are capable of intercepting enemy air attacks up to 3 hexes away. Anti-Shipping Missiles represent mobile missile batteries and radars designed to attack surface ships from the shore. Their range is 3 hexes. Short-Ranged Ballistic Missiles (SRBM) represent non-nuclear, operational-level missiles. They deal Resource damage, but only minor damage to units. They are not subject to interception by enemy fighters. Their best use is to interdict enemy supply. Air All air units have 2 strikes. Fighters are capable of intercepting enemy air attacks. Close Air Support represent fighter-bomber and attack aircraft aimed at close support of land units - e.g. the A-10, Su-17, Su-25, Harrier GR, and Alphajet. They are most effective against armoured and mechanized formations. Strike Aircraft represent heavier fighter-bomber aircraft more suited to the interdiction role - e.g. the F-111, Tornado IDS, Mig-27, Su-24. They are most effective against rear-area units, though still have some ability against mechanized and armoured formations. They also have the highest effectiveness against enemy SAM units, reflecting the existence of specialist "Wild Weasel" squadrons. NB that one unit of US Strike Aircraft is upgraded with the Stealth Bombers technology, giving it very high (though not perfect) damage evasion. Strategic Bombers reflect long-range strategic bombers e.g. B-1, B-52, Backfire tasked with a conventional (rather than strategic nuclear deterrent) role. Maritime Bombers are mainly of patrol aircraft e.g. P-3 Orion, Nimrod, Tu-142 Bear with perhaps a smaller number of maritime strike aircraft e.g. Buccaneer mixed in. They are most effective against submarines and also capable against surface ships. They are highly vulnerable to enemy fighters or SAMs.
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