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So I've been fiddling around with the info I could find on the Georgia/South Ossetia War from this past summer. I was trying to piece together a scenario or two [link=http://www.bayonetgames.com/nworangecrush.htm]for Next Wars series[/link] using the [link=http://www.bayonetgames.com/images/4NW1OCCountersheet.jpg]existing Orange Crush counters[/link], and a few slight mods... Basically, I was trying to set the game up so you could re-create the war and be able to play a 1-sitting game, in which each side was trying to do better than they actually did in the historical game.
Here's the problem, though. For either side to exceed their historical stopping points, you have to really "break" the game. For the Georgians to stem the red tide would require blowing up the Roki Tunnel - in which case, darn near [i]nothing[/i] gets into the oountry, based on limited mobility elsewhere, and it becomes a Kosovo-ish air campaign on the part of the Russians (which Next Wars really isn't the best at).
The other option for the Georgians is to fight a total guerilla fight - again, not the best use of the Next Wars system.
If the Russians were to seize any more of Georgia than they did, you're likely running into more of a 4-headed diplomatic game. Additionally, to properly account for the Ossetian / Chechen / Abkhazian 'rebels' you've got to increase the partisan counters by a LOT in the countermix.
So, even though it seems like it'd be a TON of fun, I can't figure out a way to make the Next Wars rules work in a Georgia - Russia shootout.
If anyone's got any suggestions, I'm happy to hear them. Please share!
First, you get big points for working on a conflict in that area of the world before it popped up on radar.
Second, I have no idea. I've never heard of grogs complaining about too many counters. You may have to increase the price point from a very reasonable $25, though.
Third, although we chatted about it at Origins, I can't recall a lot of the detail of the system. Can you share some highlights so I might try to wrap my tiny, overfilled brain around it and attempt to contribute?
Counters right now are partially limited by what I can afford to print, but the Russia-Georgia thing was going to be an add-on, or possibly a downloadable game.
[/align]$25 was the p500 price, not the final retail price (which was planned to be closer to $40 but may have to go up some)[/align]
Some details can be found over at http://www.bayonetgames.com/nworangecrush.htm
[/align]Short version: bn-level, with HQ units that are needed to coordinate when multiple bn's operate together. players also have a handful of cards that represent particular orders that the HQs have written and rehearsed and are ready to execute.[/align]
[/align]units are rated atk-def-support-move. lead attacker can add support values from other units when they support an attack, but only if an HQ is nearby to coordinate the actions. results are a mixture of retreats and damage. [/align]
[/align]Airpower is abstracted through the use of cards. There are some helicopter aviation units, but outside of CAS, there's no real airpower play.[/align]
[/align]Finally - supply is a big deal and based primarily on roads to maintain supply routes, with support units that can extend those routes.[/align]
[/align]But it doesn't scale that well when trying to show the effects of squad-level partisan actions on a battalion-size maneuver element. It was really designed for 'hot' wars, and not a lot of little stuff...[/align][/align]