This was a small trial game of Pendraken’s Cold War Commander 2 rules. Greg fielded 9 stands of T64s, supported by 9 stands of BMPs. For NATO, Simon fielded 3 stands of Leopard 2A1s & Phil 3 stands of Chieftain Mk 9, supported by 3 stands of FV.432s, with a lone stand of CVR(T) Strikers.
Greg’s Soviets opened by rolling the massed T64s, toward the central urban area, with their left flank covered by the BMPs. Initially the Soviets made good progress, but then the Command & Control started to fall apart.
Lead elements of the BMP force first encountered the British
Chieftains, before managing to take cover in some woods. Luckily for the
Soviets, their entry to the woods also saved them from a US CAS attack, who
instead dumped on the Chieftains (NATO command blunder) instead!! However, as
the BMPs cautiously emerged from the far side of the woods, they found that the
Chieftains had moved off to intercept the T64s and instead spied the supporting
British FV.432s, but failing to notice the CVT(T) Strikers behind the 432s!
Ineffectual fire from the BMPs rapidly caused the 432s to scuttle for the
hills, but this unmasked the Strikers. The Swingfire missiles started to chew
their way through the partially hidden BMPs (9 dice!).
In the main Soviet T64 advance, the T64s started to come
into range of the Leopard tanks. Although losses were being sustained, the
Soviets were still able to continue their advance (just), even knocking out one
Leopard stand. However, as the T64s tried to close the range further, they found
the Leopard’s combination of protection & firepower, was just getting too
much!
Then, to add insult to injury, the British Chieftains skirted the woods on the Soviet left, opening fire into the Soviet side armour, using their stabilised guns to great effect. This was all too much for the Soviets, so Greg defected!?
Our first experience of Cold War Commander 2 was reasonably positive. The feel of the rules was good and the game had manoeuvre, so often missing from Cold War rules. OK, the writing of the rules could do with some clarification, in places, but the game clicks along. Next time, we might try some artillery and/or air support? Next time, Greg’s Soviets also need more points!
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