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The BORSCHT WARS - CM Black Sea Campaign

Welcome to The Borscht Wars -- a fun, (hopefully) fast-paced CM Black Sea campaign of a war between two fictional, small former Soviet Republics (somewhere along, say, The Black Sea coast): The People's Republic of Chomsk and... The Kurgan Democratic Republic.

The always uneasy relationship between the two countries reached a flashpoint about a decade ago with the discovery of oil and gas fields in the disputed border region along the Drashina River valley, centred on the border town Derashnaya, which escalated into
a series of short, sharp military clashes.
A UN-sponsored ceasefire created a neutral, demilitarised zone around Dereshnaya with a revenue sharing put in place with outside oil companies given licenses to do the drilling.

Mutual allegations of graft and corruption over the last few years, have soured relations once a gain between Chomsk and Kurgan and tensions in the multi-ethnic Dereshnaya demilitarised zone have added fuel to the fire, and both sides have placed their regular military forces and border units on high alert.

Under the pretext of "securing the rights of the Kurgan peoples", a clique of nationalist military officers have taken over virtual control of the Kurgan Republic's government, and the commander of the Kurgan Army's Black Star Battalion has launched a small pre-emptive invasion into the demilitarised zone, taken over Dereshnaya and attacking the Chomsk National Guard border guard post on the western side of Dereshnaya.

The Chomsk government issues an immediate ultimatum to Kurgan to pull back its forces, but this is ignored. As the armies and air units on both sides go on a war footing and reserves are called up ... the fuse is lit and hostilities escalate as more and more units are sucked into the fighting...

NEW-BORSCHT-2020 3600px CLEAN.jpg

The battles in this campaign are fought out in CM Black Sea by reinforced company-sized units on medium-sized maps (2km x 2km). Each map hex represents about 5x5km approximate -- the CM battle map will represent a critical sector of the map where the actual fighting is going on. Each TURN on the strategic map represents an 8 hour period -- MORNING, AFTERNOON and a NIGHT turn.

I am thinking of both sides issuing orders simultaneously and I as DM will play them out and then set up the CM battles.

There will be limited FOW -- enemy units will be easily spotted and identified, but exact strengths etc will be estimates and based on battle post-mortems.



It's the height of one of the hottest summers in years -- so it's dry, dusty and all the rivers are running low... so plenty of fording points everywhere.

The terrain is mostly flat rural, with some forested and rolling hills (nothing like CMFI Italian hills)

The CHOMSK armies will be using Ukrainian kit and units... the KURGAN armies Russian kit and units (most of it not top of the line)

Below the order of battle of the two sides.... core units are combined arms Battalion Task Groups -- either Tank-focused, BMP mech infantry or BTR mech infantry.

Each side has FOUR regular standing army battalions and TWO reservist battalions which will mobilise once hostilites commence.

(there is an optional third reservist motor rifle battalion for each side -- will see how full the map will get)

There are also independent support units:
Tunguska Air Defence platoons
ATGM vehicle platoons
Ground attack helicopters
Ground attack aircraft

I am thinking of adding in three BRIGADE headquarters for each side (2 regular, one reserve)

OOB - Borscht new.jpg

Samples of available units:

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(thinking of dropping the Engineer platoons as I can't really think of too many functions for them)

Main combat formations are combined arms units: the Tank Battalion Tactical Group, The Mech Infantry Battalion Tactical Group (BMP or BTR), the counters represent company-sized combat units and smaller HQ, artillery/mortar batteries and platoon-sized support units attached to each Btn Tactical Group.

Three main combat units are:

1. Tank Company - 3 Tank platoons (10 tanks total), 1 BMP infantry platoon

2. BMP Company - 3 Mech infantry platoons, 1 tank platoon (either 3 or 4 tanks)

3. BTR Company - 3 Mech infantry platoons, 1 heavy weapons platoon, 1 tank platoon (either 3 or 4 tanks)

UNIT COUNTERS IN DETAIL:

The colour outline refers to the parent Battalion size unit

For simplicity sake, with the prevelance of similar vehicles, all units will have the same movement points.


1599919477226.png

CASUALTIES

1. Tanks - unit tanks losses are counted individually and the number is adjusted on the counter after each battle (disabled or abandoned tanks are considered recovered by the side in control of the battlefield)

2. Artillery/Mortar units - artillery batteries are usually off map. If a SP artillery unit is caught in a hex by itself by an attacking enemy company, it is considered overrun. Mortars can be placed on a map and crews can fight it out or attempt to retreat. (some Russian units have 82mm SP mortar vehicles)

3. Mech Infantry units - each strength pip on a Mech Inf unit represents a full-strength platoon. When counting casualties, vehicles and rifle platoon losses are assessed as % of total strength, added together and averaged out, rounding up or down. A units suffering more than 50% loss is considered disbanded/destroyed.

When a infantry platoon is considered destroyed/disbanded, the pip is removed from the company unit counter.

NB: ONLY the rifle platoons are considered for casualties, the company HQ units are ignored and are always considered present/replaced when a unit regroups.

Example:
A Russian BMP platoon has 3 BMP vehicles and 24 men (not counting vehicle crews)

In a battle it loses 2 BMP (66,7%) and 14 men (58,3%) ... that averages out to 62,5 % -- the platoon is disbanded.

Another platoon loses 1 BMP (33,3%) and 15 men (62,5%) ... that averages out to 47,9% -- the unit survives.

4. Support unit -- support platoons are counted in similar fashion -- will have a basic chart of all unit strengths and they will be handled in a similar fashion.

Example:
A Russian BTR grenade launcher platoon has 3 BTR vehicles and 16 men

In a battle they lose 3 BTR (100%), but only 3 men (18,8%) ... still averages out to 59,4% -- the unit is disbanded.

5. Air Defense platoons -- SAM launchers deploy on the CM battle field and are counted individually like tanks.

6. BTN HQ units can be deployed forward with fighting companies (they offer additional command and control and arty spotters and air controllers)


AIR SUPPORT

Air support (ground attack aircraft and attack helicopters) are assigned at each turn by the side's CO to a BATTALION HQ and then vectored into action when the battle is announced (or can be assigned during movement orders)

Companies in battles will always have an air controller or spotter automatically assigned if they receive arty or air support.

All aircraft losses during the CM battle are counted individually and deducted from the counters and recombined if necessary. (air support in CMBS always comes in pairs, so single aircraft can't fly missions)

Aircraft and helos will be a scarce resource that must be used judiciously by both sides)

AIR to AIR Combat

I am thinking of abstracting this out ... both sides focused on ground support. Neither side has the resources for much of any strategic bombing.

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Here a map with all the unit counters in place (deployments will be up to each side's CO ... looks a lot to start with, but these units will evaporate in combat quite quickly and there won't be nearly enough for continuous front lines.

NEW-BORSCHT-2020 3600px unit setup.jpg
(click on map image to zoom in to full size -- I made it with larger hexes than previous version to make more room for the unit counters)

1599920548641.png

The idea is for this to fun and inter-active with lots of propaganda, disinformation etc...

Campaign ends when either side is so damaged that they sue for peace or one of the capital cities are captured.


--- will update here as I work out more details and nail down the definitive rules.
 
I would really love helping out with map making, though I'm a novice. I'm currently working on a factory/town/river map with woods and some domiciles scattered about.

It was originally a 1.2km x 1.2km map but I'd be happy to expand it out to 2km x 2km. It's obviously not done yet and it still has a long way to go, but I'd like to work on it regularly and have it done for you by the time you get the campaign started.

cm black sea.exe Screenshot 2020.09.12 - 14.03.35.76.png

cm black sea.exe Screenshot 2020.09.12 - 14.03.55.98.png

Also if this map looks like crap and there's obvious flaws I'd really like to know.
 
I would really love helping out with map making, though I'm a novice. I'm currently working on a factory/town/river map with woods and some domiciles scattered about.

It was originally a 1.2km x 1.2km map but I'd be happy to expand it out to 2km x 2km. It's obviously not done yet and it still has a long way to go, but I'd like to work on it regularly and have it done for you by the time you get the campaign started.

View attachment 20882

View attachment 20883

Also if this map looks like crap and there's obvious flaws I'd really like to know.

One would have to look at it in the editor to assess it. Looks good so far.
 
Prelude to the breaking storm...

19 June, 05:45 ... shortly after dawn. The Chomsk fortified border post on the western edge of the Derashnaya demilitarised zone.

CM Black Sea 2020-09-13 15-15-33-639.jpg

Captain Orsuk has his men of the 1st Company of the Chomsk National Guard stand to! Nervous eyes scan the horizon where the main road from Dershnaya disappears over the rolling countryside.

It's been total confusion so far with scores of frantic civilians fleeing Derashnaya, bearing often contradictory accounts of what seems like a Kurgan Army incursion into the demilitarised zone ... then worryingly the flurry of traffic ceases. All goes eerily quiet.

CM Black Sea 2020-09-13 15-22-06-263.jpg

The Captain's frantic radio and phone calls to higher headquarters for instructions are suddenly interrupted... as the morning light breeze carries the unmistakable sound of heavy tank and armoured vehicle engines coming from further down the Derashnaya highway.

An increasingly worried Captain Orsuk considers his options... what to do? His border troops are lightly equipped with only hand-held anti-tank weapons. Maybe he should send a scouting patrol across the border on his own initiative? ... when suddenly the cry goes up: "Incoming!!" ... and the first Kurgan mortar shells start raining down.


(the first battle is an introductory fight to get the narrative going ... "The Last Stand of Captain Orsuk" )
 
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Did some playtesting... initial moves and opening battles if both sides go at it aggressively... while the campaign system works really well, the map becomes quite a dense mess after a while, especially with everybody piling in as many support units as possible... arty, air and helo support etc... below a screenshot of the northern end of the front. No FOW in force on this map.

The Kurgan Black Star Mech Inf Btn that had violated the neutral zone and kicked off the war and taken over Derashnaya was counter-attacked by the Chomsk Cherkov Mech Inf Btn -- who called off the attack after suffering heavier losses than anticipated (even with attack helo and air support) ... the Black Star Btn 's two companies lost a third of their infantry and 2 tanks ...

Battle sample map shot.jpg

South of the Drashna river, the main Tank Battalion Task Groups of both sides advanced into the Razhinovka Gap -- and two meeting engagements resulted.

One I played out -- the Chomsk 101 Battalion had two companies up against 2 companies of the Kurgan Iron Fist Battalion on a wide open map of mostly rolling fields and farmland ... the Chomsk attack helicopters did sterling work, accounting for most of the Iron Fists Btn's 10 destroyed T-72's... (the air defence platoon was unfortunately posted with the 3rd Company and not up with the main attack.
101 Battalion had it's air defence platoon at hand and shot down two Kurgan Hinds, keeping them at bay... but a rash, too early advance cost 101 Battalion eight of a total of 12 destoyed T-84 Oplot tanks out of the two companies combined OOB of 20 tanks.
(the red NATO symbols on the counters highlight that those sub units have taken losses.

Further south, along the main Slutsk-Razhinovka highway ... 202 Battalion face off against the T-90's of the Kurgan Guards Tank Battalion (with helo support and the air defence platoon at hand) -- hoping their heavy Chomsk Air Force air support will help their T-64 Bulats make a stand.

The BMP infantry play a very minor role in these open map battles.

Below is what the campaign map in this sector would look like from the Chomsk command's with FOW in place ...

Battle sample map shot FOW.jpg

Enemy units are identified once engaged ... the enemy counters facing 202 Battalion are "generic enemy tank" counters.

The red cross on enemy counters indicate that enemy unit is damaged and taken losses (estimates will have to be done from CM battle commander's reports)

For instance, in the battle against the Iron Fist Battalion, the Chomsk 101 Battalion withdrew from the battle, so really have no exact idea how many enemy tanks have been destroyed/damaged.

I have ideas of using abstracted "RECON POINTS" for each side that identify units from air recon, radio intercepts etc...


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Anyway -- thinking cap on how to simplify this ... I am thinking of astripping out the arty support units and combining them in a Btn HQ Unit ... also want to simplify the support units etc...

As it stands, it would be managable on one map with no FOW -- but a potential disaster waiting to happen using full FOW.
 
This looks really cool. Whenever it kicks off I would love to join.
 
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