In Less Than 60 Miles[a DNA spliced melange of Central Front System and NATO Division Commander with a fresh new look, a revised approach to air, EW, nukes, chemical, orders and modes…you get the idea…New cool stuff on modern counters and maps.] you must make hard choices based upon limited resources and infinite needs. In the above image we chose to buy some time for 1/11 Arm. Cav so it can refit/recover. By not only interdicting the road [orange counter underneath the 23rd Tank Recon from 39th Guard /8th Guard Army but we made sure that when the recon unit moved we one time played the SNAFU card….Its Turn 3 of 5. We need to slow down the enemy NOW!
This hex costs 2MP in tactical posture orientated units to enter normally. By using the Interdiction effect of arty and air we bump that by 2 MP. THEN….
When the 23rd enters the hex we play the SNAFU. This means this unit stops dead in the hex. Imagine any gloriously devious scenario from changed road signs to IED’s that bring this event to life.
With 23rd stuck in the hex, and bombs hitting the road, this becomes a 6MP hex to enter. Movement rates for most units are 12 MP…..
Mission accomplished. How will the Soviet army respond?
Further North West of Bar Herfeld :
This card…Defected Officer! wow! Sure we look like we are in trouble. All that stands between Northern Frankfurt and the Soviets is 2/11 Arm Cav and its HQ west of there. The AC are busy engaged with the 117th Guard and the Soviets seem pretty serious. they allocated three arty units worth of barrage, Air and have supporting units.
The Terrain benefits are modest for the screening Black Horse. They hunker down, call in the A10s’ and are pleased to see Apaches arrive to add their firepower to a desperate situation. Command tries to pivot forces from fighting the mechanized infantry of the 115th, then word arrives from an HQ element providing the details of the planned Soviet assault.
Now armed with certain data the 2/11 spring the trap on the unsuspecting Soviet forces. The combat now goes in on the +2 column versus +4. The Soviet forces roll low….and take a step loss in their prepared assault.
The question is now…. do the Soviets attack again, and redouble their effort or allow someone else the opportunity for battle honours?
Is combat a function of movement, a la Central Front? And can friction “gains” be offset by retreats for defending units, also a la CFS?
you have to disengage to offset or reduce losses from combat.
I answered my own question by opening up the rules .pdf. Indeed, combat is conducted similarly to CFS, although the mechanics of retreat (and the breakthrough concept) seem to have different nuances. Especially with regard to “choosing which defenders in a hex ‘participate’ ” and what their options are if the “participating defenders”
I will also be interested to investigate the differences in the types of attacks. In CFS, a prepared attack was the only way you could mount a multi-hex attack; AND, after such an attack, only ONE stack or participating unit could continue to expend movement points. Here, there are only two types of attacks … and I’m not seeing straightaway any way to mount any kind of multi-hex attack… perhaps that’s buried within the Posture rules? I’ll have to dig further.
multi hex is not possible as each unit moves alone.
So you move and may or may not fight, then once you have the desired # of units adjacent you get a conus to differential per unit adjacent AND +2 if one is a recon unit…at the cost of an attrition point to it.