“Kashmir”, Game Turn 3
Game Turn 3 in this scenario is a “contested” turn; with much more limited movement/combat segments. In the Next War series turns are either “Initiative” turns (that have 3 move/attack cycles for the attacker and 2 move/attack cycles for the defender) or “Contested” turns that provide only 1 move/attack cycle for each side. These turns represent the need for both sides to sometimes slow combat operation in order to address logistical issues and plan for future operations.
Here in Kashmir, the Pakistan/China side has so far been stopped at the north end of the Kashmir valley. Airmobile and Airborne operations in the Indian rear area at the south end of the valley have met with limited success.
Before going into GT3, a quick note on the air situation. In the Next War series control of the air and fully taking advantage of your air assets is a critical part of the game. The air situation in “Kashmir” in GT3 is now basically even. In the “Standard Game” in the Next War series the air war is somewhat abstracted with “Air Points” being provided to both sides that can be used for fighter escort of Airmobile and Airborne missions as well as ground combat support. By comparing Air Points, the “Air Superiority Level” for each turn is set, which then determines the level of air defense threat to each side (less threat if you have superiority). In the first two turns of “Kashmir”, the Pakistan/China side has “Air Advantage”, which is the lowest level of air superiority. Still, that gives them the ability to move units by Paradrop and Airmobile movement with only limited risk of Air Defense Fire (at least in theory, although Mitch’s ADF dice have been hot). They also get a slight edge in Air Points to use in combat. In the “Advanced Game” scenarios players get much more detail (and work) to fight the air war, with individual air unit counters, SAM/AAA defense tracks, and a host of mission options including combat support, strike missions, and air-to-air combat.
Ok, now back to the ground action. In the Pakistan/China GT3, the Pakistan/China side reorganizes the front line a bit and then is able to finally bash through (thanks to a good die roll) over the river line into hex 4410, which also threatens to flank the Indian units in Bandipora (4610), which is a VP hex. The Indian 19th Infantry Division is eliminated in the battle. However, the last two full-strength Pakistan divisions from XI corps are flipped in the combat, so now the entire remaining Pakistan/Chinese force from X Corps and the two Chinese airborne divisions are at reduced strength.
The Indians are not inactive during the contested turn. In response to my successful attack, the Indians send their elite 6th Mountain Division back to the south end of the valley where they attack and eliminate the Chinese airborne brigade that had airdropped on the VP hex in 4214 last turn. The next turn is an initiative turn for the Indian side, so Mitch knows the Indians will get back-to-back movement/attack cycles, which will allow the 6th Mountain to move back north and get back in the main defense line.
Here is the situation at the end of GT3:
So, going into the last turn the Paks/Chinese still only have one VP hex (worth 5 each) and they are behind by 6VP on casualty VPs. To win, they will need to take at least two more VP hexes back and do a lot of damage to the Indian side without taking any more losses.
Pakistan/China Player GT3 Thoughts –
It was a moderately successful turn for the Pakistan/China side. Getting across the minor river south of Baramulla and wiping out an entire Indian division in the process gives me a slight chance to pull out a win on the last turn. But, my casualties have been huge. My entire force is now at reduced strength, so going on the attack next turn is going to be very risky. Unfortunately Mitch was able to take out my Chinese paratroopers in the south end of valley, who I was counting on holding up at least some of the Indians next turn as I pushed toward Srinagar. I also tried one Airmobile move but lost the Airmobile Point and got the mission aborted due to Air Defense Fire. Trying the Airmobile move during a “Contested” air situation is risky, but I thought I had to go for it. Due to the close terrain, in this scenario it is hard to find a landing hex that isn’t within 2 hexes of the big Indian Airbase at Srinagar. (Being within 2 hexes of that base means there is a hefty -2 DRM on the Air Defense Fire). In GT4 I hope to use my “last move” advantage (Mitch will have the Initiative) to snag a couple more VP hexes and maybe squeak out a win.
India Player GT3 Thoughts –
My Indians are running out of troops to cover all the bases, and the relentless grind is going to make the last two turns interesting. As this is a Contested turn, I will, at least, have to weather only one move/attack cycle, and, in addition, the following turn is my Initiative turn. That means that I’ll get back-to-back movement/combat cycles and can use this turn to set up any required counterattacks and limit the Pakistan/China advance. Doug’s forces are also beginning to feel the wear and tear of combat as nearly all of his divisions are reduced and the Chinese airborne brigades are pretty much wrecked. If I can just hold at least 3 out of the 5 VP hexes, that, combined with the VPs for eliminated units should give me a victory, albeit a Pyrrhic one.
The loss of that division holding the river line hurt, but with the double move and nearly zero threat of an Airborne/Airmobile assault, I think I can hold out against Doug for the win.
Please note: I reserve the right to delete comments that are offensive or off-topic.