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Friday, January 18, 2019

Tank on Tank: Central Front (Rules and test game)


Tank on Tank: Central Front

This is a brief introduction to my modifications to Lock ‘n Load Publishing’s outstanding Tank On Tank series for 1980’s Central Front on the tabletop. Despite the rules being free, you should pick up a copy of one of the original games and help support a great company.  I have East Front and it is going to see a lot of use on my table!

This project was not original to me and was completely inspired by these guys, check out their projects and thoughts!



Assumptions (in no particular order)

  • Each unit is a company sized formation
  • Attachments and recon units are platoon-sized units that add special capabilities such as air defense or engineering 
  • Each hex is roughly 1 km across
  • 4 units can fit in a hex
  • Concentrating units makes control easier but makes them vulnerable to artillery and air strikes
  • ATGM's have a slower rate of fire than tank guns
  • Destroyed units are not physically destroyed but combat ineffective for the rest of this fight
  • Helicopters and aircraft represent flights
  • Scouts and recon units should be used to screen friendly defensive positions, locate enemy positions when on the attack, destroy enemy screens, screen flanks, and perform other economy-of-force missions
  • Helicopters are always at a tactically appropriate altitude

To try them out, I have resurrected my 5Core Brigade Commander solo campaign from 3 years ago.
Here is what that game looked like then...


As I am just testing the rules, I have trimmed out the helicopters and electronic warfare assets.  Let’s see how it plays.


CENTAG, August 1985: Campaign Game 1

I will be following the fictional 2nd Brigade, 6th Armored Division.  The division forms part of the US V Corps, and is in the process of completing the implementation of the Division '86 reorganization. All subordinate units have reorganized to the new H series MTOE, but only 2 of the 4 infantry battalions have upgraded from M-113 to M-2 Bradley's.

The Warsaw Pact has launched a short notice assault across the Inter-German border, after a few weeks of escalating tensions for the stated purpose of liberating the FRG from fascism.  The Soviets have announced that they will not use chemical or nuclear weapons and they intend to stop at the Rhine River.

At the outbreak of hostilities, the division's front is covered by elements of the Corps Armored Cavalry Regiment.

2nd Brigade consists of:
  • 1/44 Armor
  • 3/44 Armor
  • 2/93 Infantry (Mech)
  • 1/198 Artillery (direct support from DIVARTY)
2/93 is equipped with M-113, the two armor battalions with M-1's (105mm)

As the Brigade scrambles to roll out of their motor pools, the ACR if engaging lead elements of the 205th Motor Rifle Division...

Game 1: Screening Mission


3/44 Armor has been given the mission to rush to meet the Soviet spearhead and act as a screening force to give time for the rest of the Brigade to form up.  They are to perform a mobile defense / delay in sector.  They have 1/198 FA firing in direct support.


The lead elements of the 205th Motor Rifle Division have rushed passed the Armored Cavalry units on the border and are moving towards 3/44 Armor's position.  Their orders are to identify the enemy position, and bypass resistance encountered.  If they are unable to bypass, they will hold in place and wait for the rest of the lead Motor Rifle Regiment to arrive and perform a regimental attack.

The Soviet forces consist of the Division Forward Detachment (at top of photo) consisting of the Division recon battalion, 1 tank company, and 1 Motor Rifle Company (BMP). Immediately behind is the lead battalion of the Motor Rifle Regiment.  They are reinforced by the Regimental Artillery Group of 122mm guns in direct support. 


Here is the initial setup, with 3/44 Armor in defensive positions screening about an 8km frontage with the Forward detachment probing forward.

Here is the Motor Rifle Battalion (BMP) + that will be following the forward detachment.
The Soviet recon elements scout the NATO forward positions, while excellent gunnery knocks out the lead T-72 company.
The Soviet scouts do their job and pinpoint the NATO forward positions.
The Motor Rifle Company of the forward detachment is eliminated, while the 155mm guns in direct support of 3/44 Armor attrite the follow on MRB.
And here we have the conclusion, with the Forward Detachment and the lead MRB in smoldering ruins.

A few quick observations:
1) I LOVED the way the rules played.  So far so good, but no major changes yet.  That may change 
2) My terrain setup was poor.  It was basically a gunnery range for the tankers of 3/44 Armor.  4-5km visibility, which is very uncommon in West Germany, and the advancing Soviets had no cover or concealment, something they would take maximum advantage of in real life.  So, next game, I will give them a better terrain setup.

Until next time, good gaming!

1 comment:

  1. A nice looking setup especially the woods which are very effective. I am looking forward to seeing how you progress with these rules in a modern setting.

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