CENTAG Assault! Wrapping up Cold War Month

As The Angry Dachshund winds down “Cold War Month”, we played another Battlegroup: NORTHAG game using the West German Bundeswehr list from the “CENTAG” book, and a Soviet Motor Rifle Company in BTR-60s from the “NORTHAG” book. This was a roughly 330 point game’s worth of gear and troops but with somewhat disparate break points (Soviets were 43 and the West Germans were 34).

That didn’t stop the Soviets from losing, though! Read on.

For a “simple” battle, I picked the “escalating engagement” scenario from the rulebook. This was an easy choice because it is the only scenario in the rulebook. (I’ve started piecing together a deliberate assault scenario but just wanted to get something on the table quickly and had already done enough math to get the forces ready to fight.)

After playing a few of these battles now, I am finding that I really enjoy the challenge of playing with an infantry-heavy force and the Soviets have a large option with their motor-rifle company which consists of 9 light machine gun fireteams and 9 RPG teams mounted in BTRs or BMPs. If played right you can really cause alot of havoc as the infantry teams with their RPG-toting brothers are quite dangerous to be near, and once they get settled into terrain, they’re really tough to force out.

This was a simple setup with most of the objectives lined up from one long end of the table to the other. The Soviets “out scouted” the Germans with more scout elements on the table including 2 x BRDM-2 armored recce patrol cars, and 2 x T-64Bs to accompany them. The Soviets also purchased the “breakthrough” option, which forces a morale chit pull for every Soviet unit that leaves the table. My fear, which proved unfounded, was that this would be a jail break and NATO would be sent packing in less than an hour.

Out-scouted – the Germans pull their first chit. A German gunship is due to arrive! Lucky for the Soviets, the Germans roll a “1” and the helo goes somewhere else.

The Soviet scouts began skirmishing with the German Luchs recce and their tanks quickly got the upper hand on the Germans. The BRDMs pulled up closer to the table edge – right in time for the German Leopard I platoon to arrive in force!

Soviet recce teams move from one objective to another! (blue dots are objectives) The Soviets are running fast to try and exit as many vehicles as they can off the table.
German Luchs firing (or attempting to) at the Soviets!
With the Luchs destroyed, the Soviet armor rumbles through the light woods towards the table edge. This is a T-72 masquerading as a T-64B. I would have used a T-80 ot masquerade as a T-64B but they’re not yet based…
The BRDMs are full of hope. “We’re going to force 2 x chit pulls! The table edge is literally 8 inches away!”

4 Leopard IA4 tanks arrive and block the path of the BRDMs and tanks and a knife fight develops with the Germans gaining the upper hand. Their “advanced optics” and “advanced gunnery” means the Soviet T-64s lose any advantage they had hiding in cover. Needless to say, the BRDMs do not pass – even with rolling “snake-eyes” to kill one of them.

Note the Leo’s to the front. This BRDM lives another turn, although he’s now pinned. Soviet tank rounds miss their chance to knock out the Leopards, who roll well in the ensuing tank battle.

By turn 5 the situation with the reconaissance troops on the Germans’ right is stabilized however a new threat develops as a huge force of armored vehicles approaches the hill!

The Soviet vanguard has arrived – all 11 BTR-60s loaded with troops and gear. THey immediately aim for the valley to try and race off the table – but there is way too much ground to cover. The German tanks and Infantry Fighting Vehicles redeploy to cover the valley and it will be a turkey shoot unless the Soviet commander shows some initiative…

The Soviet vanguard arrives! A full motor rifle company along with an automatic grenade launcher and an AT-4 anti tank missile. My intent is to speed them off the table and force enough chit pulls to win the game for the Russians. The enemy had other plans of course!

The Soviets, seeing the Germans redeploy to cover the valley, decide instead to assault the hill and go for an “all objectives secured” victory. Instead of racing off the table, the Soviets will dismount their horde of infantry platoons and assault the hill objective. If they can successfully seize it, the game will be won via objectives – the old fashioned way. My infantry platoons have 3 RPG teams each (total of 9) and can assault the German infantry on the hill. It will be glorious!

More German kit arriving each turn! This effectively closes the option to storm the gap. The Soviets instead are going to fight it out with the Germans, who cannot afford to take too many casualties.

As I said before, I like playing with infantry forces in this game because they give you lots of options and have lots of capabilities. It forces you to think like a commander – deciding which tools from your toolbox to use.

The first Soviet teams dismount and charge the hill from the woods! Those are unsuspecting German vehicles to their front! It’s a bold plan and I feel like Ivan just might pull it off!

The Germans also are much closer to their breakpoint than the Russians are. With a big difference between BPs, the Soviets are much more inclined than normal to push their troops and take some risks. Little did I know how quickly the fortunes of war could shift!

The Soviets gearing up to assault the hill. Lots of infantry crowding the base of the hill!
The Soviets maneuvered an RPG team up close to the summit and opened fire from teh woods – knocking out a Marder on the objective and forcing the 2 passenger teams to dismount, pinned! You can see the AT Team on the left with their yellow pin marker and the LMG team on the right with theirs. Subsequent fire against the dismoutns fails to knock them out and the Soviets are too far away to assault them. Drat!
Soviet commander dismounts with his company, urging them forward, thrilled at the prospect of a successful attack for once!

Things start to go a little sour for the Russians on Turn 6 as a Soviet timed artillery barrage clips and pins 2 of their teams assaulting the hill. To make matters worse, almsot every shot on the hill misses and the Germans are able to return fire and/or redeploy and end up killing or pinning lots of Soviet troops. The element of surprise has been lost!

The Germans, knowing half of the Soviet company is still down in the valley, strikes. They move their tanks and Anti Tank Guided Missile vehicles around the hill (covered from RPG fire) and launch a serious barrage of fire at the BTRs milling about in the valley, knocking out all of the BTRs who had not yet joined the assault. Meanwhile, the German vehicles atop the hill redeploy to get a little cover, preparing to assault through the Soviet ambush.

Turn 7 saw the prompt destruction of 4 BTRs and 7 infantry teams (the infantry teams all failed their casualty save rolls after dismounting). This is getting bad!

One bright spot is the Soviets were able to get 1 BTR off the table forcing a German chit pull which turned out to be a tactical “Nuclear Strike” (OMG!). A quick scan of the rules states that since I did not purchase the “cleared for nuclear attack” option at the start of the game, a nuclear exchange doesn’t happen. Well that’s heartening!

This BTR forced the final chit pull for the Russians who lost the game.

The single Marder on flank guard knocked out the remaining BTR who was trying to sneak off the table on the German right, forcing a chit pull. It had been awhile since I tallied up the Soviet morale chits. Some quick math reads “44” which is 1 over my morale. The Soviets, who had a serious force at the base of the hill ready to over-run it, now pull out and the battle ends. So close!

The Germans were at 27 – close to their BP but not close enough. Had the Soviets held on and over-run those teams on the hill top, the battle very well could have swung in the other direction. If the Soviet shooting had been better on the hilltop on Turn 6, knocking out a few more vehicles with RPGs, the game may very well have turned out differently.

I was hoping for a Soviet win here but it wasn’t meant to be – the German stuff just showed up at the right time and place and were able to use their mobility and shoot-on-the-move capabilities (they gain a +1 modifier to shooting with their advanced gunnery which cancels out the -1 penalty for moving) to beat the Russians.

Still though, the only thing actually losing the game for the Russians this time were the German missile vehicles and a handful of Leo’s on their baseline knocking out a bunch of BTRs in a single volley. The Germans fought right from the march. It was a near-run thing and exactly the kind of reversals of fortune you expect from the Battlegroup rules.

Wrapping Up Cold War Month

So far, the idea of “themed” months has worked well. I was able to explore a number of Cold War rules and broke out a substantial number of my 1/285 miniatures onto the table.

A large Dunn-Kempf game was played, as well as a large Battlegroup NORTHAG game based off of Objective LOG and Hill 214 from the Team Yankee boardgame was also played. I finally got my West Germans, painted in their NATO 3 color scheme to the table for an inaugural game, too.

Speaking of 1/285 minis, I finished re-basing my American infantry in 1/285, finished my West German and Soviet collection (all of them are now painted to a decent standard – every last one – about 300 vehicles). Pictured below are teh Soviets.

2 Soviet Motor Rifle Battalions and accompanying infantry painted. 1/285 micro armor.
3 Soviet tank battalions. Foreground T-72 battalion, middle T-62 battalion and background T-80 battalion ( T-80s are painted but not yet based).
Soviet support vehicles including medium and heavy self propelled artillery, reconaissance, anti tank, anti aircraft, supply and even airborne (VDV) vehicles. THe lighter olive is my take on “Soviet Uniform Green” and I actually think it turned out nicely! If you look closely you can see the parachute and wings on the side of the VDV vehicles. I’ll have to play the battle of Iceland or Denmark sometime soon.
A sleepy dackel.

Cold War month has been a blast. I learned that I like Battlegroup: NORTHAG best for large-scale Cold War battles and frankly I’m not sure what I’ll do with my 15mm Cold War kit as it just takes up too much space for me and I dont play all that much 15mm Cold War these days. Much to ponder here.

The goals for the month – that of finishing up my numerous microarmor collections, playing a bunch of Cold War games, and settling on my favorite Cold War rules has been accomplished.

As far as the month goes, there is still some time for me to put my 1/285 scale “Checkpoint: Charlie” era Cold War stuff together including Soviet T-10 heavy tanks, lots of US M-48s, and a host of other vehicles and assorted goodies but I’m not sure if I will find the time to do so. If I dont, it’s safe to say that “Cold War Month” 2026 has been a complete success and much fun. I am looking forward to unveiling April’s theme, but until I do here is a little hint.

Perhaps serving in Von Steinwehr’s Brigade?

Battlegroup NORTHAG: Objective LOG & Hill 214 PART II – ENDGAME

The Angry Dachshund played a large-ish Cold-War-Gone-Hot battle recently, recreating battles from the Team Yankee novel and using a few sets of rules to do it. If you read the first installment, we now come to the denouement. (if you have not yet read it – I strongly suggest reading it first and then circling back to this post! If only for the pictures of the miniatures!)

The last of Team Yankee closing on Lemm after securing the crossing and village.

The newly liberated town of Lemm is in ruins after repeated artillery bombardments and small unit actions inside the village. Team Yankee is racing like hell to assault Objective LOG, AKA Hill 190, with the ultimate mission of capturing Hill 214, the prized high ground overlooking the town of Arndorf, from the Soviets.

There should be more maneuver space between Lemm and Objective LOG but this is how it sat when I played the game. LOG is menacingly close to Lemm and the Americans are under the watchful eyes of the Soviets throughout their redeployment. We commence the story where the Americans are swinging wide around the hill to try and take it from multiple directions. The Americans took such heavy casualties seizing Lemm that additional significant casualties here would be catastrophic and endanger the Team’s mission to capture Hill 214.

Redeploying an M1 platoon to serve as a base of fire element for the infantry in APCs to swing around. unfortunately for them, they are close to the hill – too close!

A lucky shot with an RPG knocks out an M1. Box cars were rolled. Note the pinned American squad next to the burning M1.

The M1s are taking heavy volleys of RPG fire on their way around the hill mass. The Soviets, wishing to be more aggressing, manuever some of their squads to the side of the hill to match the Team’s advance. Instead of sneaking up the opposite slope, the Americans run into a Soviet squad and RPG team and another nasty surprise – the PKM team from the first battle!

Another M113 burns from an accurate RPG round while M1s circle the hill. The surviving infantry teams dismount, pinned down under scary accurate Soviet fire.
Redeploying more M1s from behind Lemm to fire on Objective LOG.

While the Americans left 1 infantry squad and dragon team in Lemm due to losing their ride, 2 x M113s swing around the flank. Both are taken out by accurate RPG fire. The Americans have to get to grips with their ambushers and assault towards the hill, calling in one of their last remaining fire missions to even the score a bit.

Horrifyingly, the mission falls short – and scores a direct hit on the American squad advancing up into Objective Log! The tanks will have to do the rest of the work as I will need the infantry that are still alive to assault Hill 214! This is getting bad.

American firepower in the form of 155mm artillery strikes right on top of the maneuvering American squad going up the hill! It also knocks out the PKM team and the BTR. Brutal!

With the coast clear, the Americans maneuver a platoon of M1s up onto the hill and begin methodically knocking out targets. It’s risky because there are still RPG teams afoot atop Objective LOG…

M1s surge up Objective LOG and destroy the remaining resistance.

The Soviets draw a chit and it moves them over their Breakpoint – of 53 (I incorrectly reported this as much higher in the last installement). Presumably, since the Soviet motor rifle company has seen 2 of its platoons destroyed and hears the “high pitched whine” of turbine engines atop Objective LOG, it retreats from the defense of Hill 214 – to say nothing of the T62 company waiting for the word to ambush. And thank goodness, too, because Team Yankee was NOT relishing the idea of doing this all over again with only 2 x Dragon Teams and 1 x single infantry squad. Not to mention the fact that all of the M113s were knocked out. And there was only 1 Artillery fire-mission left. Ouch!

Hill 214 – a fortress bristling with Soviets – who up and ran anyways! The Americans got extremely lucky that the Soviets reached their BP. The Americans were about 12 away from their BP.

All in All, the Americans lost almost an entire mechanized infantry platoon and the remaining elements of the platoon are certainly non-mission capable with no more functional APCs.

The Americans also lost 3 M1 tanks during the battle, including CPT Bannon’s (although that was to mechanical breakdown). I am assuming the Americans will probe and redeploy onto Hill 214 without firing a shot, and the story can continue on in the novel almost as it occurred in Coyle’s story – except with far fewer infantrymen.

Well this was an adventure and it was alot of fun recreating battles from books I’ve read. I would love to get some more cold war armor and Cold War battles onto the table as the Angry Dachshund is halfway through “Cold War Month”. Stay tuned for more armored action.

TO THE RESCUE! Small Dunn-Kempf Game (RAW)

I was finally able to get a small game of Dunn-Kempf on the table using my 1/285 Cold War microarmor and the results did not disappoint! The scenario was taken from the GDW Board Game “Team Yankee” and features a platoon of Soviet T-72s and BMP-1s attempting to overrun a small, West German village which is held by 2 x sections of Cavalry Scouts in Bradley fighting vehicles. 2 x M1 Abrams tanks are racing to rescue them from the clutches of the evil empire.

The village bordering on a small river is sheltering 2 x US Cavalry scout sections. The Soviets will approach from the secondary road in the upper-center of the pic. The US M60’s will approach from your left along the highway. ( I forgot to add the bridge in this picture)

I took a little artistic license with the OOB and since we’re playing DK, I used M113 APCs as the Bradleys and M60 Main Battle Tanks instead of M1 Abrams.

Before you dive in, the following WWIII battle report is probably best paired with the old “Steel Panthers 2 – Modern Battles” soundtrack…

TO THE RESCUE

“The remnants of a US recon company are desperately fighting for survival against a Soviet advance guard. Just as all seems lost, US tanks come charging to the rescue!”

Turn 1

Just movement. The DK scales are very tight (1″ = 50m) and movement is not very generous with vehicles on a road moving 6 inches (300m) and infantry moving 2 inches off road and 3 inches on. Vehicles moving cross country get 4 inches of movement. Not sure the Soviets will even reach the village by Turn 8!

Soviet armor and infantry moving towards the village! They’ve started out of sight of any US missiles or other weapons. There is a US squad with a Dragon ATGM launcher in that tan building with a M113 APC waiting in the street.

The first Soviet turn is spent completely in movement (targets in a town are spotted at 3″ and so the Russians can only move until they are fired upon). And fire upon them the Americans do! The US Squad in the townhouse opens fire with their Dragon Anti Tank missile at 500 meters.

53 is a hit! The US squad needed a “26” (a 2 or higher on the red (tens) die). Does the impact knock out the T-62?
It does! A T-62 is burning on the road. Ivan knows there are troops in that building now.

The American M60s trundle down the road at 6″ per turn. They’re still quite a ways away from influencing this battle. The Russians will get their revenge on these American cowboys!

Turn 2

That’s better. You cant have a Cold War scenario without a bridge!

The Soviets unload with T-62 firing the AA machine gun at the tan building with the second tank in the column. Note how the tanks are snaking around the burning lead tank.

The column snakes around teh knocked out, burning T-62. A smililar scene is repeating itself across West Germany this morning!
The American infantry squad in the tan townhouse is suppressed while the other infantry squad moves into the church.

Turn 3

The Soviets continue to unload into the town now, intent on knocking out the American cavalry sections defending.

The Soviets unload on the church and knock out a US squad! .
Revenge for their fallen buddies in the church as the US send another dragon missile flying down the road hitting, but not killing, a second T-62 at 500 meters.

Turn 4

The Soviets pick up the pace now and move the BMP infantry fighting vehicles off the road to get more firepower to their front. They need to destroy or suppress those gunners to make this movement to the town easier. The American M60s creep closer to the battle area. The Americans spray .50 caliber machine gun fire at the BMP in an attempt to suppress it but the fire is not accurate.

The Soviets execute the Battle Drill they’ve rehearsed dozens of times and with a single word, the vehicles begin to deploy into the assault. Successful shooting is able to suppress the American squad in the townhouse now.

Turn 5

The Soviets, seeing the fire from the M113 in the town, open fire and knock it out with an HE round. More fire keeps the US cavalry scouts suppressed!

Turn 6

The Soviet BMPs surge toward the town to try and capture it and just in the nick of time, the Cavalry shows up! 2 x M60 tanks appear from the woods along the highway north of the town!

BMPs go for broke as the turn limit is approaching!
The American M60 tanks add weight to the fight! An unforseen and unpleasant development that the Soviet commander could have gone without! The M60s fire right from teh march, both hitting and knocking out targets.
Scratch 2 x BMPs as the American gunners find their targets. I did not know what to do with the dismounts when their transport is destroyed so I dismounted them, suppressed.

Turn 7

The Soviets go for broke and surge a T-62 and BMP along the river towards the church. If they can get a dismount section into the church they can actually still win this fight!

Good shooting from Ivan knocks out an M60. The American commander is still nervous! Note the M113 in the background that swung around last turn to engage the infantry dismounts who lost their ride. His fire goes wild and misses the Russians in the open.
American shooting knocks out another T-62 along the road. Note the BMP next to him on the left sneaking around to try and get to the church. In Dunn Kempf, it takes an entire move to mount or dismount and so the Soviets will not be able to win this game in 8 moves. In fact, it was probably unfair to have the game only go 8 moves.

By the end of Turn 8, the final BMP is destroyed by the single remaining American M60 and the squad in the townhouse. This was a tough fight and it felt brutal. Most weapons have a good chance of getting an effect on the target (even if they can’t kill it) and suppressed tanks fire at a disadvantage and suppressed infantry can’t fire at all. Fire and maneuver is rewarded and the old saying rings true: “if it can be seen, it can be hit. if it can be hit, it can be killed”. Nowhere is this more apparent than the modern battlefield.

Issues Encountered

During play a few things stood out to me.

Range & Rounding.The range blocks in the game are in increasing increments (50, 100, 250, 500, 750, 1000, etc) so it is inevitable that you will have to round numbers up or down. There is no guidance for this at all that I could find, so I’ll have to think about this one a little bit.

Dismounts. As mentioned above, there was no guidance given about the fate of dismounts when their transport is knocked out. Are they simply knocked out with it? Do they have a chance to save themselves? I ended up dismounting them, suppressed.

Line of Sight. Always a sticky subject – there is not much given on LOS so you really do have to identify the effects of terrain and how LOS works prior to starting play. There is a highly restrictive (or highly realistic?) observation table that tells you what you can see at a given distance. So if the intent is to make LOS hard on the firer, I’ll have to take that into consideration.

Modifiers. The modifiers sneak up on you and they’re easy to forget or easily missed – even with the QRS. I found myself forgetting to apply them sometimes so I had to go back and re-roll some of the To-Hit rolls. There are quite a few modifiers that go into the To-Hit roll and are dependent on the firing unit’s status (moved? not moved? suppressed?) and the target’s status (moved? not moved?) and that is alot to apply. I’d almost like to make this a 2D6 game with a mean to-hit score, and a to-kill score based solely off the percentage required, then expressed to the closest 2D6 equivalent. I’m envisioning a handful of modifiers that keep it within the spirit of the rules here by moving the target up or down (not the dice roll). (As an important aside, 2D10 as percentage dice would probably be the most accurate way to do this, but I can’t stand using D10s! As a thought exercise, I already have the percentages for the To Hit / To Kill rolls from the tables worked out and I could just play those within the results of a 2D6 roll, instead of the strange 16-66 method used in DK.)

Movement & Play Sequence. The play sequence is rigid and deliberate. This isn’t a problem really, but being used to more free-flowing games like Battlegroup: NORTHAG where a player can pick the order of operations, I kind of like having just a little more flexibility. That said, this play sequence just *works* with fire enabling suppression which gives you a bit more confidence moving across open ground when the enemy is present.

Templates. I didnt play this game with the templates provided in teh book (the scenario didn’t call for indirect fire) but I will be soon. If I play another GDW Team Yankee scenario, then there is most certainly a number of salvos of IDF that I’ll have as either the Soviets or the Americans. I’d like to get artillery support dialed in and figure out how to call for, track and eventually adjust fires. This is where an umpire helps tremendously. The real DK requires players to develop a fure support plan complete with pre registered target points and on call support elements. If I’m going to play a larger game of DK, I’ll need to get the artillery system worked out.

Final Thoughts

This was a great game! Lots of excitement and it moved fast (except for the agonizingly slow movement rates). The game is certainly written to be as specific (not abstract) as possible and very much plays like a military simulation (think JANUS or something you’d encounter at the Battle Sim Center). I hope I’ve successfully demonstrated that it has tremendous potential as a stand-alone wargame with whatever forces you choose. The sequence of play is gold, and would also work for a WWII wargame as well.

I would like to play this same scenario with my old Battlegroup: REFORGER or the current Battlegroup: NORTHAG rules to see how they play in comparison. Unfortunately NORTHAG doesn’t scale *down* so well and so I may have to dust off REFORGER and give it a go but as a thought exercise this was incredibly fun to get some Cold War kit on the table and blow up some stuff 🙂

Also – I want to build up more Cold War terrain – this terrain looks great so I need to finish more roads, more modern buildings, billboards and industrial areas for use in even bigger battles.

Introducing Cold War Month & The Dunn Kempf Project

2026 has been going swimmingly so far in the wargaming department. Besides being sidetracked a bit with unforseen projects (my son recently asked to start playing Bolt Action and so I’ve been furiously buying up 20mm kit to play it with him. Incidentally, if you live in the UK and are experiencing a sudden lack of availability of 20mm figures and vehicles, they’re probably all being shipped to my house in the US :).

Box art from the original, very crunchy “Tac Force” Micro Armor rules – this image has always been one of my favorites! Very evocative of the Cold War.

Anyways, according to my 2026 schedule, March is “Cold War” Month. (January was WWII focused, and February was Napoleonic focused). This is not a hard and fast rule but more of a prioritization for projects and the like. I’ve decided to focus on my 1/285 microarmor collection and play around with a “serious” wargame – the US Army’s old Dunn-Kempf simulation.

The John Curry DK Compilation which I happily own – Mr Curry has compiled known versions of DK and put them all into this convenient booklet. Thank you sir!

Dunn Kempf was a training simulation designed to test and evaluate Army units in a number of different categories from battle planning and situational awareness, all the way down to crew drills. It was a smash-hit in the Army, with “sets” being delivered to Army commands worldwide (like Kriegspiel years before – Der Wütende Dackel is pleased!)

You can read about Dunn-Kempf here (and there is even a gentleman who has been putting on huge and spectacular, doctrinally-correct DK games at HMGS conventions! Also from my understanding there are still corners of the US Army’s Training & Doctrine Command senior staff schools that occasionally use it) but my plan is to use the rules and bring them a bit more into the 21st century in terms of mechanics. If you want a quick primer, there is an outstanding QRS on Board Game Geek here, and also an amazing article in Wargame Digest (written in 1979 before I was born) that talks about mechanics of the “game”.

Recent 6mm modern game (Dunn-Kempf rules) I ran
Dunn Kempf in action more recently. Photo from HMGS. Used without permission.

The sticky part for Angry Dachshund fans is that DK is meant for multiple players and even full military staffs to work out course-of-action development problems and play with orders-transmission and tactical resource management – issues that are way beyond the scope of my humble abilities. (oh that truck was knocked out? S4 – how does that impact our calculus for resupply and how will it impact capability over the next 24 hours?) Instead, I want to focus on the tactical planning and engagements, and explore the capabilities of the belligerents as the US Army expected them to be in the late 1970s and early 1980s. Okay, full disclosure – I also want to get my microarmor on the table! 🙂

Example of Page 1 of the DK QRS from BGG (linked above)

Cold War month will culminate in a large campaign style series of games with the natural bad guys (Soviets or one of their clients) trying to seize key terrain held by the good guys (a NATO force TBD but I have Americans, West Germans and British in their assembly areas, maintaining strict light and radio discipline, and waiting for the word to move out).

After reading through Norm’s outstanding Napoleonic campaign, I think I’ll try out Henry Hyde’s “Junction Jeopardy” to fight a series of Cold War battles to either achieve or deny a Soviet breakthrough. Time permitting, you’ll get to see the results of these battles. Worst-case, you may get a short history of the results. I do plan on playing a very small DK game with the Rules-As-Written to see how they play “out of the box”.

As usual, expect plenty of goodies to be posted as I play around with a new QRS and a more streamlined way to play DK. Stay tuned!

PS – Comments were “opened” to allow commenting without permission (until the bots find me). Hopefully this is easier for those of you who wish to leave a comment.