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Nord Kapp: World War III in the Arctic Circle

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I've just finished my game of Nord Kapp from the Fall 1983 issue of Strategy & Tactics. Wow! Great stuff. I loved this game. I played a standard scenario pitting the Soviets vs. NATO. If you're interested in the first half of the first turn of the game, I have a blog post that details exactly how the game works. Check it out before you dig in. Otherwise, here's how the whole thing went;

Game Turn 1: NATO Turn

Despite getting some RAF, Dutch, and American squadrons, I have no bases left in Norway to put them. They sit uselessly by while the Norwegians try their best to deal with the situation.

The CHOD reinforcements land in Bardufoss without their equipment (it was destroyed by the Soviet airborne forces who found it sitting in Tromso waiting for them). Otherwise, the Norwegians manage to mobilize a reservist unit near Narvik, which cuts them off from supply from Evenes airbase to the north. The Norwegians take advantage of the situation to take Narvik back. It's a…

Nord Kapp: Setup & Game Turn 1

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From Strategy & Tactic's 1983 issue, Nord Kapp is a game set in Scandinavia that features a World War III scenario between the Soviets and NATO. There seems to be a lot of curiosity about this game. Before we dive in, I should state that yes, I know the counter clipping showcased herein is a crime against humanity. I can only say in my defense that these are finnicky bastards that sat in a ziplock bag for almost 35 years.



Seasonal Determination:

The first thing we do is roll for season determination. Three six-sided dice are rolled to see what time of year the game takes place. We get a 4 for the first roll, which puts the game in Spring. The second roll is a 5, which means we have a June invasion. The final roll is for weather type. We roll a 1 and the result is "-", which means we have full range of movement through all terrain types. A roll 4 - 6 would have kept our mechanized and armor units tied to road-only movement.

This is probably one of the most significant …

A Look at Nord Kapp: World War III in the Arctic Circle

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Strategy & Tactics Magazine has been around a loooong time. And just to show you how far back it goes, take a look at the price of the issue in the top right corner of the photo below.


Nord Kapp is the game included with the Fall 1983 issue of S&T. It features a wide mix of international units all working together to stop the Soviet hordes from taking over the Kola Peninsula and using the air bases to hammer Central Europe while using the naval bases to burst through the GIUK gap.

Of course, that's just the game. The magazine has a really great article on the German invasion of Scandinavia in 1940. Notable in here is a review of Hell's Highway from a new wargaming company called Victory Games. To help date this thing even further, we have Ian Chadwick's article discussing the pros and cons of various commercially-available computers at the time, including the Atari 800, the Apple IIe, and the Commodore C64.

Anyway, the game's accompanying article does a terrific…

Gulf Strike: Scenario 1 - The Bear and The Eagle

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Turn 10 has begun now in my current Gulf Strike game. I have been playing both sides and doing a poor job overall with everyone. The Iranians are having a terrible time trying to conquer Saudi Arabia and have met all sorts of problems as their army approaches the capital. Supply lines have been cut and sabotaged while US Special Forces have set up ambushes on the roads to Riyadh. It seems at every step, the Iranians have been stymied. The Soviets, however, have introduced massive amounts of air power to assist Iran in its ambitions. Will the Americans be able to stop the steamroller in time?



Strategic Stage:

Global Political Phase: 

Nothing happens here.

Global Military Phase:

Neither side moves reinforcements into theater.

Unit Assignment Stage:

The Iranians place the 5th Armored Division near Riyadh in reserve hoping to get an attack with it early in the turn.The 11th Armored Brigade near Al Hufuh is also placed in reserve. These will be advance units as we sweep east in UAE.

The other …

Gulf Strike: Scenario 1: Cataclysm

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It's late in the game now for the Soviets and the US as the Iranians try to salvage what's left of their attempt to dominate the Middle East by taking the Straits of Hormuz. Last I left off, the Soviets had just intervened on their behalf, pumping men and equipment and aircraft towards their conquest of Saudi Arabia. The Saudis have been managing to hold off the Iranians from Riyadh thanks to a small but tough defensive effort in rough terrain.

However, things aren't going to be going so well for long. The Saudis lost a major airbase near Al Hufuh last turn. They also suffered the loss of an armored brigade protecting the shortest route into the Saudi capital. Can the Americans and their allies manage to fend off the Iranians for another turn?

Global Political Phase:

Nothing happens. The war continues into its fourth week. What initially looked like a quick jaunt down the peninsula looks more like the western front in 1917 every passing day.

Global Military Phase:

I move th…

Gulf Strike - Scenario 1: The Russians are Coming!

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It is turn 8 and this is the big enchilada now. WW3 starts this turn as both the Soviets and US are now activated. They have 100 supply points allotted to them. Nothing happens in terms of random political events.

The Soviets get a bunch of reinforcements and I'm left scratching my head as to where exactly these guys should go.

The Soviets get: 7 x Airbases, 6 x Su-24, 15 x MiG-21, and a Tu-126. They also get 6 x trucks, 6 x air defense units, and 9 x airborne regiments, all delivered by IL-76. This is way more than can be delivered by IL-76 in a single turn, even though, as the scenario special rules state, the IL-76 can fly twice per turn for the first 3 turns of Soviet activation. I'm not sure where to put all this new stuff.




The Iranians' main problem right now is re-establishing a secure supply network for its army down in Saudi Arabia. Establishing a supply depot in hex 1046 with a Soviet airbase protecting it, will probably do the trick. As a bonus, the hex can be …

Yaah! 8 - A Look Inside

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Late last year, I had the pleasure to fill in as a guest editor for Yaah! magazine, the No-Holds Barred badboy of the gaming world. Mark H. Walker, the head honcho of Flying Pig Games and Tiny Battle Publishing, was kind enough (or crazy enough) to let me at the controls of his baby and he gave no quarter, throwing me in the deep end on the first day. I had a blast!

The first thing that caught me by surprise was just how much work goes into a single issue. With so many articles coming in and so many requests for articles going out at the same time, I was overwhelmed in the first week or so before I finally got my sea legs and managed to figure out where I fit in with all the chaos going on around me. The second thing that struck me was just how much talent I had to work with. Each writer had their own strengths and unique voice - this issue featured articles from all over the world - we had writers from Europe to North America to Asia.

This issue's feature article is from the tale…