Being a so-called "Monster Game", 1985 is not exactly a beer and pretzel game. 2000 pieces, 3 22"x 35" maps, 80 pages rules booklet including air war, helicopters, electronic warfare, special forces, revolts, nuclear and chemical warfare.....you name it.
Here's a list of the main features:
- Revised Order of Battle
The OOB revision alone took 3 months, and differs from the usual "generic" OOB found in most of "Cold-War-Gone-Hot" games. 1985 OOB is set precisely in July, 1985 and is as detailed as possible, thanks to the vast array of undisclosed documents now available.
- Revised Tables of Organization
Several Central European Armies made radical changes to their organization during the 1975-1985 period. West Germany introduced Heeresstruktur IV, France moved from the traditional brigade divisions to the "light" divisions without component brigades, UK abandoned the much criticized "Field Forces" concept to return to the traditional divisional structure, and US was trying to find a compromise between the expensive "Army 86" project and the cheaper, more flexible "Army Of Excellence" concept.
- Revised Equipment
During the early eighties, both sides fielded a plethora of new weapon systems, represented or integrated into the rules of 1985: Stinger, Roland, Patriot, M1 Abrams, Leopard II, MLRS, AWACS, Offensive ECM air squadrons, T-80, Mig-27, F-16, Tornado are only a few.
|Sample US, French and Soviet Counters|
- Real and not Perceived Soviet Military Power
Warsaw Pact disintegrated in February 1991. Soviet Union itself followed a few months later.
The seeds of this sudden collapse were already there in 1985, maybe skillfully disguised by the Soviets or more probably plainly ignored by Western intelligence. Consequently, Soviet war machine has been toned down to reflect the reality of a country weakened by unsustainable arms race expenses, Afghanistan war and economic stagnation.
- New Charts and Tables
All charts and tables have been changed and rebalanced to take into account real combat experience not available in 1976 (Afghanistan, Desert Storm and Falkland are some example). All die rolls now use 1D20 to resolve the various game mechanics.
|Combat Result Table Analysis|
- Redesigned Map
Map has been updated, and there are more changes than you would expect. For example, in 1976 West Germany completed the Elbe SeitenKanal, a 115 km artificial channel connecting Elbe river to the North and MittellandKanal to the South. One of the reasons for its construction was "to serve as an anti-tank obstacle for enemy forces advancing along an East - West axis". Several airfields have been added, particularly previously undisclosed WP advanced heliports.
Graphic layout of the map is being defined as I write.
|Sample map, a big work in progress.|
- Air War
Air war, the real focus of the game, is no more handled abstractly at the start of a turn, but fully integrated into the Friendly and Enemy Movement Phases. Players execute specific air missions, assign escort to them, and intercept enemy missions. Obtaining Air Superiority over specific map areas allows one side to use air power to its full potential in support of ground operations.
|A US F-4E intercepts a Soviet Mig27 Ground Strike mission, escorted by Mig23.|
"Mind the Gap" scenario playtest with home-printed counters.
- Variable Reinforcements
A real-life commander doesn't have the luxury of knowing exactly when reinforcements will arrive, and in many cases doesn't even know if they will arrive at all. In 1985, most reinforcements' arrival date depends on both players' decisions, air superiority and external events on which players have limited control.
- Tactical / Operational Doctrine
Both sides have several tactical choices for influencing Land Combat: Corps Reserves, Airmobile Anti-Tank Battalions, Active Defense and Single Echelon Attack are among them.
- Weapons of Mass Destruction Escalation
In most games, one side or the other may decide to use Chemical or Nuclear weapons knowing exactly what the consequences will be (usually a Victory Point penalty). In 1985, nobody knows where that path will lead once a side decides to take it.
- Warsaw Pact Unrest and Revolts
Warsaw Pact satellite countries are very unstable allies, and Warsaw Pact player must constantly keep an eye on them. Revolts are not handled abstractly, but played on the game map. NATO Player also has the possibility of executing Air Missions to support revolts.
- Victory Conditions
1985 has two completely different sets of victory conditions: obtaining a Political victory is the first and paramount objective for both sides, meaning that the enemy political structure has collapsed or will do shortly due to the war events. Failing that, both sides may try to obtain a Military victory, measuring how well they performed on the ground but giving no assurance about how future events will unfold.
- Campaign Games
1985 will have two Campaign games:
- Forward Comrades! covering the classic Warsaw Pact offensive in Central Europe.
- Butterfly Effect, covering a large-scale revolt in one or more Warsaw Pact countries and an air / land intervention by several NATO countries to support the rebels.
Smaller scenarios are in definition, but three sure winners are:
- Checkpoint Charlie, covering the assault on West Berlin by 20th Guards Army.
- Mind the Gap, covering the secondary attack against US V and German III Corps by 8th Guards and 1st Guards Tank Armies.
- A Damned Nice Thing, covering the main attack against NORTHAG by the bulk of Warsaw Pact forces.