Rethinking NATO’s defense strategy

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

Moderator: MOD_Flashpoint

Post Reply
User avatar
Tcao
Posts: 516
Joined: Thu Oct 10, 2013 2:52 pm
Location: 盐城

Rethinking NATO’s defense strategy

Post by Tcao »

"My center is giving way, my right is in retreat, situation excellent, I am attacking!"
----General Foch

"The direct assault transmits strength into the resistance, which increases with the momentum of attack. In contrast, an indirect approach loosens the grip of the defender and undermines his balance."
----B. H. Liddell Hart : The Indirect Approach

I hadn’t played FCSS in a long time, but a recent tournament match and a game with an online friend made me rethink NATO’s defense strategy. I’ve noticed that most battles in FCSS erupt around VP locations. Like in other wargames, many FCSS players commit a significant number of units to VP locations, hoping to secure them from start to finish. But is that really the best approach? Is it worth it in FCSS?

Let’s take tournament scenario #2, A Final Push, as an example. The map contains five VP locations, each worth 500 points. In theory, if the WP player controls all five, that’s a 5000 VP swing.

Now, consider the unit values:

An M1 platoon is worth 1536 VP, and an M2 platoon 740 VP.

On the Soviet side: a FARP is 801 VP, a 2S1 SPA battery 700 VP, a BMP company 731 VP, and a T-80 company 2889 VP.

So, why on earth would you station a 740 VP Bradley platoon at a VP location, endure two hours of artillery bombardment, just to hold a 500 VP objective? Is that really a good trade?

Instead, why not let the WP player take the VP location and concentrate your forces like an iron fist elsewhere? Set up an ambush along the approach roads. Let them bleed for every inch they take, then withdraw. Eliminating a T-80 company alone is worth three 500 VP locations—why fight on their terms?

If the WP player is attacking, they can’t be strong everywhere. Find the gaps in their formation—flow in like water, and, ATTACK !!!. Destroy their HQ, artillery units, FARP, parked helicopters. Bag enough VP to force your opponent to react. Then, either pull back to the LD (line of departure) or set up an ambush to crush their relief force.

You have the initiative. You dictate the battlefield. Forget about VP locations, and you will find a new world.
Post Reply

Return to “Flashpoint Campaigns Southern Storm”