Nearly two years ago, Cuban Missile Crisis almost sparked open conflict between West and Eastern bloc. Both superpowers might have made bargain to escape military confrontation. Nevertheless, the tense remained high throughout the decade.
4 October 1964. USSR. 18,000 meters above Sea of Azov...
The sky was clear and dark blue -- the sky that only the small band of jet pilots know the world around. At this altitude the weather, whatever weather there was, was a remote thing, noticed only as patches of white cloud below, obscuring the ground. A black aircraft flies at a supersonic speed. This, however, is not a usual aircraft. It is a Dragon Lady, nickname for the Lockheed U-2 reconnaissance aircraft. The aircraft is on a highly-classified mission, but something has gone very wrong. Two Soviet MiG-21 fighters are pursuing behind closely. The U-2 attempts to accelerate itself and break the pursuit, only to be responded by barrage of missiles from its pursuers. Hours later, the spy plane was found on the coast 30 km southwest of Rostov, sealed off by Soviet authority. This incident is only the start for the chain of events to come.
6 October 1964
Soviet Bomber Exploded in Canada Airspace
Big explosion shattered a quiet morning at St John’s after a Soviet Tu-20 bomber, famously known as “Bear”, collided with a CF-101 jet. The Bear, believed to have deliberately enter Canada airspace was spotted on radar and soon two CF-101 jets were sent from 416 Squadron Base in Chatham, New Brunswick. Shortly after the collision, the two aircraft exploded. Both of the CF-101 jet and Bear pilots were killed. The other CF-101, although managed to avoid the collision, was hit by fire from the enormous blast. The pilot, unable to control the aircraft and knew it was burning, ejected and reached the ground unharmed. His aircraft crashed into the ground, and was found 15 kilometers south of St John’s hours later. According to the pilot, who is also the only survivor and eyewitness, Captain Francis Schalk, after the Bear’s left wing hit his companion’s aircraft, it suddenly made a sharp maneuver. This occurred only seconds after he managed to take a picture of both aircraft. Moments later, both his companion’s plane and the Soviet aircraft engulfed in flame, followed by explosion which happened very quickly. His friend didn’t manage to eject from the plane in time...
Another American Spy Plane Downed
An American spy plane, most probably flown from Turkey, was shot down over Bulgarian airspace yesterday evening. The plane, which the American most probably use to conduct counter-revolutionary activity, given the fact that only two days ago similar spy plane was spotted to have been deliberately violated Soviet airspace and shot down near Rostov, crashed into Yugoslav territory. Soviet authority believes these two incidents prove that Western imperialist countries led by America are conducting activity for preparation of war against the Warsaw Pact states. However, the Soviet First Secretary of Communist Party and Premier, Mr. Khrushchev has said that “We will not be provoked by this deliberate attempt by imperialist countries. But if they truly wanted war with us, then they better prepare to dig their own graves!”...
===========================
NATO – Warsaw Pact Conflict is a multiplayer based on alternate history depicting conventional warfare between two military alliances, the North Atlantic Treaty Organization led by United States, against the Warsaw Pact led by Soviet Union.
Here is the map of Europe in mid-1960s, showing each state’s alignment
Another maps:
Spoiler Alert, click show to read:
While any military conflict between NATO and Warsaw Pact will hypothetically, and most probably, turned into nuclear warfare, and resulted complete devastation for all participants with neither side achieve victory. Here we assume that not a single nuclear weapon will be used, regardless of the military doctrine, situation and possible outcome. All states are completely forbidden to use nuclear, biological, and chemical weapons, and the conflict will be entirely conventional. Any attempt to use them will be denied. Also, due to the nature of modern warfare, I have decided to make each turn last one week in-game time (or less, depending on the situation) and several states will not be available to be chosen. These states will be played by me.
List of states
http://en.wikipedia.org/wiki/List_of...eaders_in_1964
NATO States
Unplayable NATO States
Warsaw Pact States
Unplayable Warsaw Pact State
Non-Aligned State (Playable)
Your TASK for this turn:
- Choose the nation you want to play. The list is available above, some nations are not available and will be controlled by me. However, if you choose United States or Soviet Union, there are requirements you must fulfill before:
- You must find out the strength of your military around 1964, including the armaments and Order of Battle (ground, naval, and air forces). Advice: You might want to study troops deployment during Cuban Missile Crisis in 1962, as the military strength is not much different than in 1964, and you might also want to look other sources.
- Find out about your military doctrine, general strategy, and battlefield tactic for war in Europe.
- Find out who’s your second-in-command, the commander-in-chief (of NATO or Warsaw Pact) and defense minister or secretary of defense.
- Find out the nature of your military alliance, and your relation to each of member states.
- All requirements above must be either posted in the thread, or sent by PM to me (to keep it secret). You will be denied choosing one of the two nations above before you complete the requirements.
- Make some research about your state (including US or USSR, if you choose either one as your state). This information will be available to all players, and can later be used to plan your strategies. Things to research:
- Your head of government (and maybe head of state), even though I’ve listed them, it will be better to check and clarify.
- The strength of your military (in general, doesn’t have to be explicit, but it will surely be helpful), your military readiness, and mobilization time for both active military personnel and reservists (for all ground, naval, and air forces)
- Your country’s economy, political, and social condition in 1964
- Potential uprising and rebellions, such as Forest Brothers in Baltic, North Ireland separatists, communist insurgents, etc
Since my PM box size is very limited, please try to gather all the decisions that need to be sent to me by PM into a single PM, if possible.
RULES
- Objectives :
- NATO: Liberate Warsaw Pact states (except Soviet Union) by capturing their capital cities, Baltic states (Estonia, Latvia, and Lithuania), and end effective offensive from the Soviet military.
- Warsaw Pact: Free NATO countries (except America, Canada, and Iceland) by capturing their capital cities and gain naval superiority over North Sea to deny more reinforcements from continental America.
- Non-aligned / Neutral states: Defend your country and repel any aggression to your country, prevent your capital from falling into enemy’s hand (or recapture it if it already fell) until either NATO or Warsaw Pact is defeated. NOTE: If you later choose to join one of the military alliances, your objectives will change into them.
- If your capital city is captured or if most of your country territory falls into the enemy, you’re not immediately defeated. You can set up government-in-exile somewhere within your ally states and continue to control resistance movement within your country. While the invaders are also free to set up their own “friendly government”.
- Switch into other military alliance: If you are playing as either a nation of NATO or Warsaw Pact, then you can’t change your allegiance for at least 6 turns. After 6 turns of playing, you will only be able to become a “neutral state” and must wait for another 2 turns to join the opposing military alliance. Beware though, the consequences can be very dangerous and you might end up being removed from power (and perhaps executed) for treason, although it differs from one state to another. If you’re removed from power or executed, then you will no longer be able to play and will be replaced by new player (new head of government).
- Neutral states joining military alliance: You must wait for at least 2 turns before you can decide to join a military alliance. However, you should be careful with your decision as it might cause unrest or even lead to civil war within your country.
- Newspaper: Each turn I will try to publish “a newspaper” if available, the example can be seen here in introduction chapter. Liberty Tribune will be presented as “Washington-based media” while the Socialist Enquirer will be presented as “Moscow-based media”. Newspaper is another source of information about what happen, other than in-game story, some might contain exaggerated information, but most of them are based on what actually happen. You are allowed to submit your own article if you want, however I might edit the articles to match or suit more with the situation (or perhaps the grammar). Newspaper might be counted as propaganda.
- Inactivity: Failure to send orders in at least 3 turns (not necessarily 3 turns in a row) will result in immediate removal from office (you will no longer play) and replacement by a new (player) head of government. However if you drop a message here in the thread informing about your absence (and the reason), you will not be removed and your state will be temporary run by me or by your second-in-command (temporary substitute player).
- How to play :
Every turn, I’ll list questions about the most relevant issues for the player to decide. However, each turn it’s also possible to decide about things that aren’t listed in that turn. Examples of actions that you can decide are listed here for reference during the game:
* Actions made publicly in this thread:
- Declaring war (normally against or by non-aligned / neutral states)
- Propaganda - Your nation probably wants to use propaganda actions posted as a public proclamation in the thread. This can also be a general call for, but also actions for your own population. Normal actions that aren’t explicit propaganda can also have propaganda effects. Public propaganda has much greater effect than covert propaganda.
- Setting up government-in-exile
* Actions made by sending a PM to me (this information risks being leak out into the public):
- Organizing your army (particularly reservists) and militia
- Diplomatic discussions, particularly with neutral states
- Using non-aligned / neutral states territory to cross your army (doesn’t have to ask permission)
- Choosing where to launch offensives, what strategy or tactics to use and key targets to strike - You’re allowed make very complex strategies with conditional plans and diversions etc. Just remember it must be logistically feasible within the length of the chapter. Also remember that pushing soldiers too hard can result in undisciplined behavior, mutiny and desertion etc.
- Starting war without formal declaration (for neutral states only)
- Determining what to do to POW / Prisoner of War (and rebels). I’ll ask more specific questions and give you options about how to act when POW were captured or when rebellion takes place.
* Other decisions:
You can decide about almost anything you can think of that isn’t very historically unlikely (but possible), like sending soldiers into extremely hazardous area, killing prisoners of war, etc. Those decisions can be sent to me by PM. However you should be able to figure out the consequences of your actions.
Current Status: Chapter 08
Index:
Chapter 1
Chapter 2 - 11 October 1964
Chapter 3 - 18 October 1964
Chapter 4 - 26 October 1964
Chapter 5 - 2 November 1964
Chapter 6 - 9 November 1964
Chapter 7 - 16 November 1964
Chapter 8 - 23 November 1964
Bookmarks