SPI Berlin

Steve and I finally got some blokes on a map and started WWIII:


Berlin is, was a hot spot! Now its more techno and Russian Mafia than elite Guard Units from the Soviet empire…. But you get the general idea.

Steve and I reconvened after 4-5 weeks of my absence. We abandoned for now our ill fated journey with Desert Fox… Because….Im an idiot. That all said grinding on mistakes aint fun so a quick switch up to a mass produced SPI  formula game was a welcome refresh.. 

The ‘Berlin’ system is a ZOC lock, mandatory combat in a ZOC and uses a differential based CRT, and wait for it UNTIRED units . Probably enough said right. But there are a few twists. There are military police units, Most units suffer retreats not step losses, and most combats can cause collateral damage to terrain. Which when that happens from overzealous Soviets arty, it creates ruins which enhance the defense, and cause move and supply issues. The terrain is a kaleidoscope of ‘suburban, city, industrial who all have slightly different defense values, the same move effect, and some can ruin and some can negate eZOCS. Paying attention to  where you are and where your attacker will be.

 

The Soviets also face a fast paced VP track they need to keep tabs on, and the meagre NATO forces are enabled to garner VP’s by their presence within range of certain locations as ‘interdiction potential’. 

There is a slim chance for reinforcement, and a slimmer chance for air support [ but come on, really, was NATO gunna fly that gauntlet?] More likely the Soviets isolate and starve out the NATO chaps.

Given how the combat differentials work the Soviets are doing to face a touch slog with the German police seeking ‘no retreat’ rolls and just holing up, folding 3 regiments of Soviets at bay…. While super fast, nimble Bns of UK and US forces with 2 factor attack and 6-12 defense arrange them selves in the rear. 

The untried nature of the setup means its great for replay, and its just some good fun, but not a ‘hard look’ by any means at what may actually have happened.

As usual the SPI mag provides NATO +ve article and the ever grim counter point of the evil Soviet empire running roughshod over the poor NATO blokes.

Now in the game play the reality is anything but.

The soviets are hamstrung by movement points, overkill with barrage makes life worse and attacks are nearly impossible to get to a decent ‘odds’ column. In actual fact its a differential column.  So tallying up combat factors is then mitigate by terrain. So Every attack sees regiments of Soviets dying at the hand of wily West German police. LOL. Classic.  Despite some hard fought street battles I’m pretty sure 2-3 Division rolling into Berlin would ahve cleared the city of the handful of forces pretty quickly. Now that would not have tamed the ‘resistance’ for sure. but effective fighting forces would have been kaput pretty darn quick. OR, the Russians could just ignore Berlin. Let it starve. Why not? This time around there would be no airlift.

 

End of turn one:

VP pick ups:

 

To the North the 19th gets rebuffed. Their bombard rubbled the city and made defense more better!!  The Soviets retreat. Often its not losses. Its retreat in the CRT, which allows every one to fight another day.

Start of turn 3:

Pretty slow progress.

Here is why. Here are the losses after four turns, where each Red unit is a Battalion.

There is a bit of a sub game. Where you need to play the VP accumulation game. Neither of us are too focussed on that. More interested in land grabs!

At the end of Turn 5:

We decide to abandon play at this point. 

A mouldy oldie off the trade or discard pile.