Yesterday (28th April 2019), Doug and I had our first game of 'Seven Days to the River Rhine' the new 'Cold War gone Hot' ruleset published by Great Escape Games. Both Doug and I had played 1980's Cold War games before wusing Cold War Commander, WRG and Cold War Commander rules amongst others so we had the miniatures and the terrain all ready to go. Seven Days to the River Rhine (7DTRR) is a battlegroup level set of rules. A model vehicle represents a single vehicle and a stand of infantry represents a section of infantry or a support weapon such as Milan or a Mortar.
We played using 6mm miniatures, I think they are from Heroics & Ross, from several decades ago. We played on a 6' x 6' gaming area. I like 6mm scale for Cold War gaming as I feel it gives a good representation of troop density and ranges.
My cold war miniatures are mounted on 40mm square bases. Each bases has a 10mm x 40mm info strip on it that gives the type of unit, weapon and armour stats, breakpoint and morale values. I find that this helps to make the units stand out,. This is quiet important with small models that are camoflaged to blend in with the surrounding terrain. The bases is also used as reference point for the direction that unit is facing and arcs and flanks.
The mission was quiet ambitious for an introductory game. 2 QUEENS Battlegroup were tasked with holding the two towns (top left). To achieve this mission they fielded 2 Platoons (6 bases) of Infantry, 1 Troop of Chieftan 5 (3 x MBT), 2 x Milan Posts, 2 x Stricker & 1 x Scorpion from Brigade Recce.
3 Guards Motor Rifle Regiment had a primary objective of capturing the towns with a follow on objective of capturing the road exit points. To achieve this they deployed a Motor Rifle Company (10 x Infantry mounted in BTR70) and a Tank Company (10 x T72A) with a Platoon on Regt Recce (3 x BRDM).
2 QUEENS Battlegroup OC located his command post in main town. Armoured element deployed at front edge of woods. Infantry and Milan posts dug in around edges of wood and built up areas across the Battlegroups frontage.
One of the key strengths of 7DTTRR is its command pool / activation mechanism. Each fighting element in your force (apart from attach helicopters) gives you a command point. Both sides role off for initiative. The winner goes first. You spend a command point to activate a unit or to perform a morale check. The first activation of a unit happens automatically. You can attempt to activate a unit multiple times, but for each subsequent activation the unit needs to roll more than the number of command tokens already allocated to that unit. In this case, the Chieftan to the left would need 3+ and the one on the right 2+ on a D6 to activate. Once you declare an activation, your opponent can spend a command token to attempt to interupt. There chance to do this is dependent what they are reacting to and how many tokens they have. This is rolled on a D6. a 6 is always a success and also makes you the active player.
In order to be able to play the game I made myself a set of NATO & WARPACT Command and hidden deployment tokens, which I have added to our tokens & templates page in case anyone else is interested in them.
3 GUARDS MRR advanced on 3 axis with a platoon of tanks in lead followed by infantry in APC's. This attack is looking stalled. First two T72's are destroyed and the 3rd has two morale markers on it. When you fire against an enemy target you roll to hit. This is based on quality of unit and tactical modifiers. If you hit you inflict a morale marker automatically as long as your weapon was capable of penetrating armor. You then roll a D10 and add your weapons penetration value. If your score is equal to armor the target gains maximum number of morale tokens, if it exceeds armor value the vehicle is destroyed.
On 2 QUEENS left flank heavy casualties are sustained by the relentless Soviet attack.
3 GUARDS MRR also suffer casualties, particularly when caught in the flank by a well sighted Milan detachment sighed on the spur of the hill.
Our first game ended with a marginal British win. The Soviet attack had suffered heavy losses and had not entered there primary objective.
Both Doug and I are looking forward to playing more of this game in the future. Our first game was pretty slow as there was a lot of rules reading, discussing and checking stats. The key part of the game is deciding when and how to spend your limited supply of command points to most influence the battle, and speed with this will come through playing the game.