From: Allan Rothberg Subject: LONG:Re: NATO vs WP, GWD Third World War Tim Armstrong wrote: > > The scale I enjoy the most would be operational, along the lines of VG's > NATO. I never saw the GDW Third World War stuff. Can someone post some more > info? > > Thanks, > TimTim, The series contained 4 games, ultimately. The first, "Third World War" concerned itself with Central Europe stretching from the French border to the Polish Border and from Denmark to Northern Italy. The unit scale was Divisional with the odd brigade/regiment tossed in. The turns were assymetrical with the WP getting a possible double impulse twice in each turn (Unadjacent units get to move aqnd fight again) interspaced with a NATO double turn. Unit are rated for attack defense and quality. The quality serves as both a step limit (much like friction points did in 5th Corps, Hop Gap, etc.) as well as an odds modifier. (All ground units have six movement points. Costs differ depending upon mobility class and terrain.) Air support was quite extensive as you had a counter for each squadron in both alliance's forces. Air units are rated for air combat naturally), strike (aka bombardment/interdiction) and close support. Additionally, each unit is rated for servicability, a telling feature after the first few turns when the WP can't get its (surviving) air units back into the air. Air units can interdict supplies (nicely abstracted), strike at units, attempt to crater airfields, support ground combat and interdict movement. Of course all the time dodging behind friendly escorting fighters to avoid the evil, nasty enemy interceptors. Since most all of the squadrons are multi-purpose, it is a delicate balance as to what each fighter-bomber should be assigned. And commitments are made at the begining of each turn. Despite the large number of air units, they never seem to be enough or last out the turn. It is always a challenge to decide as to whether or not you commit that last A-10 to halt the Soviet attack or to preserve it for a smashing counterattack. The next game in the series is, "Southern Flank" which introduces most of the rest of Italy, Yugoslavia, Albania, Turkey, Greece, Rumania, Bulgaria, Hungary and a little more of Ukrainian SSR. Following is "Nothern Front" which rounds of Europe with Finland, Sweden, Norway, the rest of Denmark and some of the northernmost reaches of the Soviet Union. This set of rules also adds wilderness terrain and cross country capable (ie ski) troops. Finally, "Persian Gulf" adds maps with Iraq, Iran and surrounding other countries (Syria, etc., etc.). It also adds a pre-game that is posited on a mid-east flare up (replete with card play to generate the needed political action) triggering WWIII. If I didn't mention it before, I really like this system. I probably haven't touched on a dozen salient points (airmobility, POMCUS sites, national morale, etc., etc.) that add further flavor to the game. But, despite all this, the game plays very cleanly and quickly. The WP can hit hard and often, but gets spent very quickly. (The difference between category I and III divisions is real apparent here.) NATO is extremely hard pressed initially and has a lot to do on all fronts."Northern Front" adds a Soviet strategic reserve to the decision mix, while "Persian Gulf" gives the initial impetus to the whole mess. I was trying to convince GDW to send me the naval rules (!) to the series, but there were lost when GDW moved locations lo those many years ago (alas). As a parting comment, I really liked this series, or had you guessed? Allan PS Any misstatements are due to my own faulty memory and are in no way the responsibility of any body else because everbody else had the good sense to pack up and clear out!