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Fight on Gotland: Slightly based on an action from the novel Operation Garbo. Soviet forces have landed on Gotland. They are aggressively striking out from the beach head. In their way are parts of the 18th mechanized brigade trying to contain the beach head. In the lush fields of Gotland, the forces collide.
The Forces
Swedish forces include its upgraded Mark 4 variant of the British Centurion tank, the famous Swedish S-tank—which has no turret!—and the PBV 302, a combat-proven APC. Other units include AT helicopters, tracked TOW and SAM launchers, and the hard-hitting, but fragile, IKV 91 tank destroyer. Home Guard units made up of old men with old rifles and fast, jeep-driving recon units support the heavier tank units. The Soviet forces include units from the 76th Airborne Division, with BMDs, BRDM2s, and other vehicles. Naval infantry units include amphibious tanks such as the PT-76 and the more common T-55 and BTR vehicles. Heavy tank units made up of T-72s are present, too, of course, and new support weapons include the man-portable SPG-9
About the World at War Series
Units represent platoons of vehicles, such as T-80, T-64, BTR-70, BMP-2, FV-432, Challenger 1, Rapier, SA-13, ZSU-23/4, helicopters – Lynx and Hind E, aircraft – Su-25 and Tornado, and infantry armed with support weapons such as Spandrels, SA-16s, Milans, Blowpipes, AGS-17s, etc. The system throws typical turn-based gaming out the window. The platoons are grouped into formations (companies for NATO or battalions for the Soviets) and lead by a headquarters unit. Each unit of the formation must be within range (generous for NATO, less so for the Soviets) of the HQ to activate with its formation. Oh yeah, individual units might activate, and recon units can double their range from the HQ, but you’ll want to keep those formations together. The formations are activated by chit draw, and better-trained, better-led units can activate more than once in a turn, moving, shooting, and fighting in each activation. On the flip side of a coin, there is no guarantee that a formation will activate even once. The opaque container (we like to call it a cup in the rural south) into which the formation chits are placed is seeded with end turn chits. When the second end turn chit is drawn, the turn ends. Doesn’t matter if anyone has activated; the turn is over.
Combat. We love this combat system. When attacking, each platoon rolls a number of dice equal to its firepower. Every die that equals or exceeds the “to hit” number (right superscript) hits the target. The target then rolls the number of die equal to its armor factor plus terrain advantages. Each die that equals or exceeds its armor factor negates a hit. The first hit disrupts a unit, second reduces it, the third eliminates it.
Units may also close assault, entering the opponent’s hex to either deal a death blow or force him (or her) out of valuable terrain. Same procedure, but both units use their close assault value. The side that takes the most hits must retreat from the hex. Infantry is VERY good at this, especially against armor without its own infantry support.
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