Scenario 3 WAW ’85 Turn 2-4


Sometimes in war, it all works out. Oh right. No it doesn’t. Best laid plans etc.

So no surprise for either side as in turn 2 the cards drop an early end turn. This hurts both player sides as the Russians are limited in movement on a tight time line and the US has less opportunity fire shots, and less of an idea where the main thrust will be. So it sits in place. Always a bad idea.

 

The Helo squadron does some heavy lifting, being the only force to counter the 10 platoons of T-80s.

Meanwhile further down map the other US forces, disrupt and reduce numerous elements and crimp the advance.


More activations. More mayhem turn 4 is a doozie.

 

The T-80s rush the exit, and the helos while effective suffer ammo issues and a limited number of shots. The reinforcing M1’s fill attempt to slow the exit lunge by the Soviets. They need 6 units off map!

Meanwhile the US lose a full platoon of M1’s firing aggressively at the enemy and finally succumb to ATGM fire, and some slick shots by the T-62s.

  • Note the next module is currently on Gamefound and at 58k+ https://gamefound.com/projects/lnlp/blood-and-fury