I originally submitted this for publication in Line of Fire 16 but stuff kind of happened and here we are. I tried to make a scenario where the Soviets invade West Germany after the end of the Vietnam War, well before the US starts making those wonderful and deadly M-1 tanks. I've also tried to think of how chemical weapons would work in the game. I'm not totally sure it works but I tried my best on it. I also tried to take into consideration the ability of the M-60 Patton to be used for indirect fire. Lots of little experiments in this scenario.
“Sucking in the 70s”
Background: June 12, 1975 – After the end of the Vietnam War, the USSR takes the opportunity to invade West Germany as it faces down a demoralized and broken US Army. On the third day of the war, the Soviets attempt to enter the town of Richthausen in an attempt to either pass through to the west or seize a vital local intersection. With only a handful of men, the Americans waited for the Soviets to arrive. Soon the sound of tanks in the distance signaled that the wait was over.
This scenario uses maps from Mark H. Walker's Band of Heroes, while the American units are from Forgotten Heroes, and the Soviet units are from Heroes of the Gap.
Turns: 7 turns. The Soviets have initiative on Turn 1.
Map: (north is top of map)
Setup and Force Composition:
D Company, 3rd Battalion, 1st Guard Motorized Rifle Brigade Soviet 2nd Guards Tank Army
Enter on west side of board, map 13 on turn 1
6 x 2-3-4 5/5 2 x RPK 2 x BMP-1
Capt. Sarukin 1 x RPG-7 1 x offboard chemical weapon strike
Maj Petrov 1 x PKM 1 x T-62
1st Platoon, E Company, 2nd Battalion, 3rd US Infantry Division,
Set up first anywhere on Board 13 before turn 1
3 x 2-6-4 1 x M-60 Lt. Anders
Elements 3rd Tank Platoon, 5th Company, 2nd Brigade, 3rd Armored Division
Set up first on Board 15 before turn 1
1 x M60A1 Patton
2nd Platoon, E Company, 2nd Battalion, 3rd US Infantry Division,
Arrive on turn 1, entering anywhere on the east side of Board 15
Lt. Walker 1 x L.A.W 1 x M-60 3 x 2-6-4 1 x M-113
Victory Conditions: The Soviets must exit 5 or more units (MMCs, SMCs, and/or vehicles) off the east side of board 15 by the end of turn 7 OR no American units within 3 hexes of hex J4 by the end of the scenario.
Special Scenario Rules:
1. In addition to direct fire, the M-60 tank can provide indirect fire support for American troops. In the rally phase, the US player chooses whether the M-60 will be in “direct fire” or “indirect fire” mode. Once this is decided it cannot change for the duration of the turn until the next rally phase. In indirect fire mode, the tank acts like a 5FP offboard artillery strike that can be called in once per turn by a US leader.
2. The Soviets have one chemical artillery strike available to them. This is called in the same as a normal offboard artillery strike. It hits the impact hex and all surrounding hexes. Infantry (and only infantry – vehicles in the impact and surrounding hexes are unaffected but they MUST button if in the affected hexes or moving through or into them) in the impact and surrounding hexes make a morale check but defensive terrain modifiers do not apply. Infantry units that fail the morale roll are instantly shaken. For LOS purposes, treat the affected hexes as per smoke rules.
3. The chemical strike stays on the board for a total of three turns. At the start of the operations phase of each subsequent turn after the chemical strike is initially called, roll for chemical drift and implement its effects on infantry and vehicles in the new impact hexes . The chemical artillery strike drifts 1d6/2 number of hexes per turn. Roll for direction (1 = north, 2 north east, etc.). The chemical strike dissipates completely during the rally phase of the 4th turn after it is called.
4. Use Heroes of the Gap for Hero skill cards if a hero is created.