Well, I got a game in, but it's not what you or I expected. Yes, I'm a wargaming butterfly: I'm supposed to be finishing up the dogfighting rules, I'm supposed to be playing 6mm moderns for 5Core Brigade Commander, I'm supposed to be playing KG Klink for 5Core Company Command, I thought I might try some Napoleonic stuff, I've still got a mountain of lead I can't see the top of, and I go and do this... But ya know what? It was fun.
Another reason I did this was because someone on TMP (Sasquatch on the Cold War board) said he was getting into Cold War/Modern stuff and was looking for a 1:1 ruleset, and The Commissar mentioned Company Command and linked to my old KG Klink batreps. I figured the least I could do was play a Cold War/Modern game and post it. Not to mention, I've been dying to get my modern USMC on the table.
So, what do we have? Well, it's roundabouts 1985 and the balloon has gone up in Europe; the 1st Battalion, 6th Marine Regiment, 2nd Marine Division (whom I have a passing acquaintance with) is the air alert battalion and immediately departs for Norway, NATO's northern flank. As they land, gear is already being off-loaded from the Maritime Pre-Positioned Ships for battalion to fall in on. They hit the marshaling areas on the run, and patrols are immediately sent out. In this case, an attachment from 2nd LAI (Light Armored Infantry Battalion, which is what they were called before they became Light Armored Reconnaissance, or LAR) spots Soviet forces moving in on the village of Smellysardinso (fictional). A call for reinforcements goes out, and Marines are immediately dispatched from Alpha and Weapons Companies. But the Soviets are aggressive and push across the ford, arriving in the ville just as the Marine reinforcements arrive. A quick, sharp fight ensues; the Marines are victorious (of course), the Soviets recoil (fall back to have an artillery regiment flatten the entire grid square).
What follows is the account of the Battle of Smellysardinso.
I love playing campaigns, hate 'one-off' games, as the toys are just pieces, no personality. I'll be using such dramatic identifiers as "Team 3," "the MG team," and "Track 2."
The only things I'm doing different from 'normal' 5Core Company Command is that I'm letting the Soviet mortar fire 'for free' each turn that it is deployed, in good shape, and not moving, and each infantry stand is a fireteam, rather than a squad.
The village is looking a bit bombed out because the Soviets had an arty regiment pound it prior to their advance. Luckily for the Marines, no one was there at the time, the LAV actually coming over to take a look-see as a result of the barrage.
I give a 'straight up' roll, and the Soviets are victorious, so they shall lead off the game with the first activation. Of course they roll a firefight, but nobody can see anything so it gets converted to a scurry.
Tank 1 and BMP 1 shelter from the two US TOWs (one on each flank) behind some houses, and BMP 1 disgorges its infantry squad (Soviet Teams 1 and 2).
The Soviets roll up a 'normal' activation, so the stuff is about to hit the fan...
The Marines roll a normal activation.
Well, that turn sucked... Soviets roll another normal activation.
The Soviet 2nd Squad (left, at wall), is getting impatient: "damn those cross-eyed mortar men! We're going anyway!" Bad idea...
Then the US rolls another scurry; not the best thing that could have happened, but at least I'll get to try to rally some guys that I otherwise wouldn't have.
Then the Soviets roll a normal activation.
The US rolls a normal activation.
Not pictured, the US CO moves back and rallies the SMAW team. The Soviets roll a normal activation.
The mortar targets the TOW team, and misses again!
The US rolls a normal activation.
Then the Soviets roll a firefight, which kinda sucks for them as their CO cannot move back and rally the mortar. The mortar has to use its activation to rally itself, and thus cannot fire.
A thoroughly enjoyable fight, which could have easily gone either way (and was really looking like it was going to be the Russkies coming out on top), in about an hour and a half. I know some folks are going to have issues with the Soviets inability to really get their tanks into the fight. This was a little bit due to their being a little timid at the very start, a little more to do with that timidity having led them to have a T-72, BMP, and BTR basically hide behind a building.
But mostly the inability to make best use of their armor was down to the terrain; with the closeness of the terrain and the choke-point of the ford, there was really no way this wasn't going to devolve into a bloody brawl in the village. As a matter of fact, from the Marines' standpoint (in real life), that was kind of the point: being that the Corps is not known for its vast amounts of armor and mechanization, the goal was always to use Marine air to strike Soviet columns on the move, then have Marine infantry engage them at the chokepoints. For all the talk of 'stand-off' with TOWs, everyone knew that, due to the Soviet's overwhelming artillery and long range direct fire capability (tank main guns), you'd have to 'reverse-slope' it in the defense; not a true reverse slope as the fight wasn't on a hill, but you were going to have to be in the back-half of the village, let the Russkies into the front half, then get at them with Dragons and AT-4s, fighting street to street.
So, a fun game was had. I also got quite a bit done on the troops for KG Klink in France; they're painted and based, just need to flock them (for some reason I haven't been dull coating lately). The invasion of France is on schedule for next weekend, stay tuned.