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2 • COUNTERFACT


INSIDE<br />

ISSUE <strong>10</strong><br />

PUBLISHER<br />

One Small Step Games<br />

EDITOR<br />

Jon Compton<br />

CONTENT EDITOR<br />

Ty Bomba<br />

CONTRIBUTING EDITORS<br />

Paulo Vicente dos Santos Alves, Raymond<br />

E. Bell Jr., Jim Bloom, Arnold Blumberg, Jon<br />

Cecil, Andrew Hind, Maciej Jonasz, J.E. &<br />

H.W. Kaufmann, Timothy J. Kutta, Jonathan<br />

Lupton, Roger Mason, Christopher Miskimon,<br />

Ravi Rikhye, Javier Romero, Carl O. Schuster,<br />

Philip Sharp, William Stroock, Brian Train,<br />

Allyn Vannoy & Gil Villahermosa<br />

DESIGNER<br />

Lisé Patterson<br />

MAPS<br />

Larry Hoffman<br />

ADVERTISING<br />

Please contact orders@ossgames.com to<br />

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in exchange for ad space. Send queries to the<br />

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NOTE<br />

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4<br />

<strong>10</strong><br />

21<br />

26<br />

34<br />

38<br />

Operation Pincher: Stalin’s Drive in the Middle East,<br />

1948-49 – What If?<br />

by Ty Bomba<br />

Turkey vs. Bulgaria: A Potential Near-Future Conflict<br />

by Maciej Jonasz<br />

Hussite Wagon Warfare: Tanks Prefigured?<br />

by Jim Bloom<br />

India’s Maritime Strategy<br />

by Carl O. Schuster<br />

Compare & Contrast: Germany’s Panzer 38(t) vs. the<br />

USSR’s BT-7<br />

by Gilberto Villahermosa<br />

Infographic: Z-Day<br />

by Allyn Vannoy and Jay Karamales<br />

Visit the <strong>CounterFact</strong> Magazine Facebook page,<br />

where each week we post at least one original<br />

article—totally free to Facebook users.<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

ABOUT THE COVER<br />

An artist’s concept of one of<br />

Stalin’s heavy tanks on the attack<br />

in 1949.<br />

COUNTERFACT • 3


Operation<br />

Pincher:<br />

Photo Credit: Pixabay & background Created by BiZkettE1/Freepik<br />

4 • COUNTERFACT


By Ty Bomba<br />

Stalin’s Drive in the Middle East,<br />

What If?<br />

Communist Perspectives<br />

Immediately after the end of World War II, Stalin’s<br />

strategic outlook was centered on the idea of holding<br />

secure what had just been won in the struggle<br />

against Nazi Germany. He codified that thinking<br />

in a lengthy memo he wrote early in 1947 titled: “The<br />

Plan for the Active Defense of the Territory of the Soviet<br />

Union.”<br />

In it, he forecast that, were a new war to begin, it<br />

would do so via an Anglo-Allied attack into the Central<br />

European lands recently occupied by the Soviets. In turn,<br />

the Red Army’s initial mission would then be to defeat<br />

that aggression before it could advance far enough east to<br />

reach the Russian Motherland proper. The overall goal<br />

was to be “securing the invulnerability of the boundaries<br />

established by international agreement after World War<br />

II.”<br />

Since he still didn’t have an atomic bomb, his further<br />

thinking centered around defeating the US nuclear<br />

monopoly by deploying Soviet conventional strength<br />

on the ground. He therefore ordered the smaller<br />

postwar Red Army to be made more combat efficient<br />

via full motorization. (During World<br />

War II, the Red Army had still had to<br />

employ 3.5 million horses to meet its<br />

transport needs.) The mechanization<br />

program was mostly completed<br />

by 1949.<br />

COUNTERFACT • 5


YUGOSLAVIA<br />

Yugoslavs<br />

GREECE<br />

ROMANIA<br />

BULGARIA<br />

Bulgarians 15 Div<br />

<strong>10</strong> Div<br />

8 Div<br />

2 Div<br />

Istanbul<br />

6 Div<br />

15 Div<br />

20 Div<br />

3 Div<br />

2 Div<br />

Black Sea<br />

TURKEY<br />

US/UK Estimate of Soviet Mid-East Attack Plan<br />

1948-49<br />

1 Div<br />

9 Div<br />

Soviet Limits of Advance<br />

D + 45<br />

D + 90<br />

D + 120<br />

USSR<br />

<strong>10</strong> Div<br />

5 Div<br />

Tabriz 3 Div<br />

Mioneh<br />

Baku<br />

Caspian<br />

Sea<br />

Mosul<br />

Zenjan<br />

Tehran<br />

CRETE<br />

Mediterranean Sea<br />

2 Div Quantity of Soviet Divisions<br />

Trunk Railroads<br />

Main Oilfields<br />

Potential US Heavy Bomber Bases<br />

LIBYA Possible Soviet Airborne Mersa Matruh Attacks<br />

Soviet Invasion Routes<br />

CYPRUS<br />

EGYPT<br />

Tripoli<br />

LEBANON<br />

Haifa<br />

ISRAEL<br />

Suez<br />

Photo Credit: Freepik & Event and exhibition at the Foreign Ministry<br />

marking the 70th anniversary of the Axis powers’ declaration of war on Greece.<br />

www.mfa.gr/www.mfa.gr/Articles/en-US/ts25<strong>10</strong>20<strong>10</strong>_KL1951.htm<br />

JORDAN<br />

SYRIA<br />

SAUDI<br />

ARABIA<br />

Baghdad<br />

Kirkuk<br />

IRAQ<br />

Ahwaz<br />

Bander<br />

Basra Shar<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

in that tnati<br />

nation’s scivil lw<br />

war<br />

in<br />

1948.<br />

IRAN<br />

300 Miles<br />

500 Km<br />

MAP DESIGNED BY L. HOFFMAN<br />

Despite the greater<br />

access to Kremlin<br />

records granted historians<br />

since the implosion<br />

of the USSR, no<br />

document has as yet<br />

emerged telling exactly<br />

when Stalin moved<br />

from that doctrine of<br />

strategic defense to one<br />

of strategic offense. Even<br />

so, though it remains impossible<br />

to distinguish exactly<br />

when he crossed that line, we<br />

know that sometime in 1948 he<br />

had made the switch in his thinking.<br />

The evidence for that comes from<br />

his split with – and damning ideological<br />

condemnation of – Yugoslav communist<br />

dictator Josef Broz Tito in March<br />

of that year. The long-offered explanation for<br />

their mutual alienation was that it had come<br />

about due to Stalin’s jealously of the alternative<br />

approach to socialization presented by the smaller<br />

6 • COUNTERFACT


country’s dictator. As such, the blame later offered by<br />

historians was kept centered on the Soviet dictator’s<br />

well known ego and belief in his own unique mission<br />

in history in regard to the final unfolding of communist<br />

dominance of the planet. More recently, though,<br />

as documents from the former Yugoslav government<br />

have become available, we know that interpretation<br />

is, if not completely false, only a part of the story.<br />

The main reason the break came about was due to<br />

Tito’s desire to set up Yugoslavia as the regional hegemon<br />

of the Balkans. More particularly, he saw the<br />

then burgeoning Greek Civil War as the means to do<br />

that. He pleaded, if Stalin would only give logistical<br />

support for Yugoslav and Albanian forces to intervene<br />

there, a quick and complete communist victory could<br />

be won.<br />

Stalin disagreed, though not on principle, but due<br />

to the fact he was then in the process of fully consolidating<br />

his own control over what he judged to be<br />

more strategically valuable territory to the north of<br />

the Balkans in Europe – namely Czechoslovakia and<br />

Poland – and in the Far East, via the communist victory<br />

then looming in China’s civil war. He felt certain<br />

any open communist invasion into Greece would<br />

bring swift retaliation by the British and Americans,<br />

who had strong aero-naval forces on hand close by in<br />

the Mediterranean.<br />

It therefore was best, he maintained, to let the<br />

communist momentum building on those more<br />

important fronts carry forward the socialist bloc to<br />

the proper moment for launching a larger war directly<br />

against the two main opponents: the US and UK. Of<br />

course, for Tito, the Balkan peninsula was the crucial<br />

front.<br />

Since Tito was unwilling to back off from that idea,<br />

Stalin clothed the resultant split in ideological wrappings.<br />

In turn, Tito had to give up launching his proposed<br />

invasion of Greece, since he had no confidence<br />

in its success minus at least Soviet logistical support.<br />

Had Stalin been somewhat less egotistical, or had<br />

he merely had a different opinion of Euro-Asian strategic<br />

geography, we could’ve had a Third World War<br />

that began in the Balkans, and that was then likely<br />

to have quickly expanded from there into southwest<br />

Asia. That expansion would’ve taken place for two<br />

reasons.<br />

First, given the range of the US bomber force at<br />

the time, the only places from which the Americans<br />

COUNTERFACT • 7


could’ve dependably delivered their “air atomic”<br />

offensive against the industrial vitals of the USSR –<br />

then still mostly in and just east of the Urals, after<br />

having been moved there to keep them out of German<br />

hands during the previous war – would’ve been<br />

from British bases on Cyprus, Crete and at Suez.<br />

Second, America – which had been the powerhouse<br />

oil exporter for the whole Anglo-Allied war<br />

effort during World War II – was passing peak production.<br />

That meant the oilfields of the Mid-East<br />

would’ve been crucial to any major new war effort by<br />

those nations. Those oilfields, in turn (see map), were<br />

almost totally undefended, and they lay much closer<br />

to the Red Army’s start lines than they did to any concomitant<br />

centers of Anglo-Allied power. Their early<br />

seizure in any new World War could’ve been crippling<br />

to the Allies’ capabilities.<br />

<br />

“Sandown” was the codename for the initial 1948<br />

British plan to defend the Mid-East against a feared<br />

communist invasion that might stretch across a front<br />

from the Albanian coast to Iran. The British planners<br />

concluded that, on its own, the UK couldn’t hope<br />

to hold off such an attack for long. Since the only<br />

armies within that entire region that could be expected<br />

to be at least somewhat combat effective against<br />

the Soviets were those of Turkey and the nascent<br />

Jewish state of Israel, the essential ally again had to be<br />

the US.<br />

The lure in that regard – in those pre-NATO times<br />

– was to be the US need for bomber bases in range<br />

of the strategic centers of gravity of the USSR. That<br />

meant the aforementioned Mediterranean islands or<br />

the base complex at the Suez Canal.<br />

Though US Air Force generals viewed the Mediterranean<br />

and Middle East as the crucial staging area<br />

from which to begin their strategic counteroffensive<br />

against the USSR, that assessment wasn’t shared<br />

by those running the US Army. The army generals<br />

viewed that theater in the same way they had during<br />

World War II: a diversion from the main one in<br />

northwest Europe. Since it was the army that would<br />

be called on to provide the ground force necessary to<br />

secure the Mediterranean and Middle East bases the<br />

air force wanted, it was the older service’s viewpoint<br />

that counted most.<br />

Sandown was therefore initially drawn up by the<br />

British with four possible defense lines, each nearer<br />

Photo Credit: Freepik & Bundesarchiv, Bild <strong>10</strong>1I-178-1536-18A / Schütte / CC-BY-SA 3.0<br />

<br />

8 • COUNTERFACT


than the one before it to the crucial Suez and island<br />

nexus. The line ultimately to have been taken up<br />

would’ve depended on how much involvement could<br />

be gotten from the Americans, and how quickly it<br />

would be deployed, if the Soviets attacked.<br />

From the US military’s perspective, though there<br />

was general agreement the strategic bombing campaign<br />

of World War II hadn’t been decisive in bringing<br />

about the defeat of Germany, the advent of the<br />

atomic bomb seemed to finally provide the weapon<br />

needed to win wars solely from the air. Beyond<br />

theory, in light of all the above, there was no other<br />

practical strategy available for the US other than what<br />

the air force termed an “air atomic” offensive.<br />

In sum, at various times some 20 to 30 Soviet cities<br />

– picked for their industrial or administrative importance<br />

– were listed for bomber-delivered annihilation<br />

during any new world war’s first weeks. By 1948 those<br />

plans had gone through 18 major iterations, along<br />

with variants within each of them. They began with<br />

“Totality” in August 1945, which was Gen. Eisenhower’s<br />

quickly produced, almost memo-like, response to<br />

President Truman’s call for such a plan of operations<br />

in case one were needed.<br />

Pincher, begun in March 1946, went on to be<br />

adapted into a series of global “strategic studies,”<br />

which expanded and kept bifurcating, eventually<br />

subsuming even the British Sandown plan when the<br />

two powers resumed joint war planning in 1948.<br />

“Pincher” referred to the overall strategy of “pinching<br />

off” Soviet advances and capabilities.<br />

Conclusion<br />

At the end of World War II the Soviet Union had<br />

some 12.7 million personnel under arms, with the<br />

Red Army fielding approximately 477 division-equivalents<br />

supported by about 35,500 combat aircraft. By<br />

the end of 1947, the agricultural and industrial labor<br />

requirements for postwar reconstruction had allowed<br />

for only 4.4 million of those personnel to be kept in<br />

service along with about 24,000 aircraft. Meanwhile,<br />

however, the Anglo-Allied militaries declined from<br />

their wartime highs into an even smaller force.<br />

If World War III had begun during 1948-49, then,<br />

it’s difficult to evaluate which side would’ve won.<br />

At the conventional level, it’s possible the Soviets<br />

could’ve achieved the overrunning of Western Europe<br />

and Southwest Asia that Allied planners feared. At<br />

the same time, though, if those Soviet advances didn’t<br />

break overall Allied morale, thereby allowing time<br />

for the US “air atomic” strategic counteroffensive<br />

to be carried out, it’s difficult to imagine how the<br />

Soviets could’ve held up against that kind of destruction.<br />

It would most likely have been a close-run thing<br />

for both sides, with its final outcome dependent on<br />

which side kept up its morale – and therefore its determination<br />

to go on fighting – the longest. CF<br />

SELECTED SOURCES<br />

Ely, Col. Louis R. The Red Army Today. Harrisburg, PA:<br />

Military Service Publishing Co., 1949.<br />

Evangelista, Matthew A. “Stalin’s Postwar Army<br />

Reappraised,” International Security, Vol. 7, No. 3<br />

(Winter, 1982-83), pp. 1<strong>10</strong>-138.<br />

Gentile, Gian P. “Planning for Preventive War, 1945-<br />

1950,” Joint Force Quarterly, Spring 2000, pp. 68-74.<br />

Jeronim, Perovic. The Tito-Stalin Split: A Reassessment<br />

in Light of New Evidence. University of Zurich: Zurich<br />

Open Repository and Archive, 2007. Available as a free<br />

online download.<br />

Herken, Gregg. The Winning Weapon: The Atomic Bomb<br />

in the Cold War, 1945-1950. New York: Alfred A. Knopf,<br />

1980.<br />

Mastny, Vojtech, Sven G. Holtsmark & Andreas Wenger.<br />

War Plans and Alliances in the Cold War: Threat<br />

Perceptions in the East and West. New York: Routledge,<br />

2006.<br />

Ross, Steven T. American War Plans, 1945-1950:<br />

Strategies for Defeating the Soviet Union. Portland, OR:<br />

Frank Cass, 1996.<br />

Zabecki, Maj. Gen. David T., ed. Blueprints for Battle:<br />

Planning for War in Central Europe, 1948-1968.<br />

Lexington, KY: University Press of Kentucky, 2012.<br />

COUNTERFACT • 9


TURKEY<br />

VS.<br />

BULGARIA<br />

Photo Credit: Background texture Designed by Kjpargeter / Freepik<br />

<strong>10</strong> • COUNTERFACT


A POTENTIAL NEAR-FUTURE CONFLICT<br />

by Maciej Jonasz<br />

<br />

The history of Turkish-Bulgarian bilateral relations isn’t a pleasant<br />

one. The Turks completed their conquest of Bulgaria late in the 14 th<br />

century, beginning a half-millennium of brutal occupation. While<br />

little is mentioned about that chapter of European history when colonialism<br />

or imperialism is discussed, what the Bulgarians experienced was as<br />

bad as anything inflicted on other colonized peoples anywhere on the planet.<br />

In fact, in many ways, Turkish colonialism was far worse than the average.<br />

The Turkish occupation began with the extermination of the upper strata<br />

of Bulgaria’s society, which left only what the Turks referred to as the “cattle.”<br />

The land and its residents were then distributed among Turkish lords and, in<br />

addition to working for them and paying the non-Muslim head tax, the Bulgarians<br />

had to hand over a quota of children each year for indoctrination to<br />

become fanatical Muslim warriors – the infamous Janissaries.<br />

In addition to the suffering purposefully inflicted by the Turks, the Bulgarians<br />

were also saddled with the same socioeconomic system that set in place<br />

stagnation all across the Ottoman Empire while the rest of Europe saw steady<br />

progress. While that same Ottoman stagnation set the conditions for their<br />

eventual fall, it also meant, when Bulgarian independence was finally achieved,<br />

they were far behind the rest of Europe. Some of its modern-day economic ills<br />

can still be traced back to that bleak heritage.<br />

The occupation ended in 1878 when, after a bloody two-year campaign, the<br />

Russians liberated Bulgaria. At first, due to Western unease and uncertainty<br />

over exactly how the Ottoman retreat from Europe was to be handled, Bulgaria<br />

was officially granted only autonomy within that empire, but in 1908 it status<br />

was finally turned into full independence.<br />

As one legacy of the Turkish imperial presence, eight percent of Bulgaria’s<br />

population still consists of citizens of that ethnicity. That demographic fact<br />

could become a flashpoint for conflict anytime a fully Islamist regime in Ankara<br />

wanted to make it so.<br />

<br />

With a population just over 80 million and a large and well armed military,<br />

Turkey is the Balkan region’s powerhouse. Bulgaria, with fewer than 8 million<br />

citizens and a military that’s not only small but also armed with outdated weapons,<br />

is at the other end of that regional power scale.<br />

The Bulgarians field a fully professional army of 16,000 personnel who are<br />

grouped into one special forces and two mechanized brigades. Thanks to the<br />

COUNTERFACT • 11


Photo Credit: US Army Reserve / Sgt. 1st Class Brian Hamilton<br />

Cadets from the Turkish Military Academy react to direct contact during<br />

the 2016 Sandhurst competition.<br />

professionalization of the armed forces, numerous<br />

deployments on peacekeeping operations abroad, as<br />

well as participating in NATO exercises, the quality<br />

of those soldiers is rated high. In addition, as the<br />

military consists almost exclusively of ethnic Bulgarians,<br />

it’s a cohesive force whose personnel would be<br />

fully motivated to fight for their country in the face of<br />

Turkish aggression.<br />

While the personnel are of good quality, their<br />

equipment isn’t. Armored vehicles are largely of Cold<br />

War vintage and, even at that, they’re not numerous.<br />

For example, there are fewer than 300 infantry fighting<br />

vehicles, mainly old BMP-1 and BMP-23 models.<br />

Another big weakness is the lack of a serious tank<br />

force. Once Bulgaria had almost 2,000 T-54/55 and<br />

T-72 main battle tanks, but nearly all those have been<br />

decommissioned and put into storage. Currently only<br />

about 20 T-72s remain fully operable and in active<br />

service. While the ones in storage could theoretically<br />

be brought back into service, the soldiers needed to<br />

operate them would also have to be trained. That<br />

means, in any suddenly erupting war, the tanks in<br />

storage could only see service as replacements for<br />

those lost in combat. There likely<br />

wouldn’t be sufficient time to use them<br />

to expand the armored force.<br />

Facing the Bulgarians would be a<br />

Turkish Army of 350,000 personnel,<br />

who are grouped into one motorized<br />

infantry and two mechanized divisions,<br />

along with 16 separate mechanized brigades,<br />

eight separate motorized infantry<br />

brigades, a dozen separate armored<br />

brigades and four separate commando<br />

brigades.<br />

The Turks field a force of well over<br />

2,000 main battle tanks. That includes<br />

349 fully modern German-made Leopard<br />

2 models. The rest have been kept<br />

sufficiently up to date to ensure they<br />

remain at least minimally combat ready.<br />

Turkish mechanized infantry would<br />

ride into combat in a mix of US-made M113s, Turkish-made<br />

ACV-15s and Russian-made BTR-60PBs and<br />

BTR-80s, for a total of almost 5,000 infantry fighting<br />

vehicles. Whereas only the ACV-15s boast armament<br />

larger than a machinegun (a 25mm cannon) the overall<br />

size of the Turkish tank force means their infantry<br />

are unlikely to be left without support when dealing<br />

with enemy armor.<br />

In the air, the disparity between the two countries<br />

is even greater than on the ground. With only<br />

about 50 combat aircraft of all types, the Bulgarian<br />

Air Force wouldn’t be capable of providing effective<br />

air support in any large-scale conventional war. Not<br />

only tiny, the air force is saddled with obsolete Cold<br />

War-era aircraft that are becoming more and more<br />

difficult just to keep in the air.In comparison, the<br />

Turks can put over 400 combat jets into the air. Most<br />

of them are F-16C/D models, along with three dozen<br />

upgraded F-4E Phantoms, which is an older but still<br />

capable machine. In addition to those fixed-wing<br />

aircraft, the Turks have over 50 attack helicopters – a<br />

mix of US-made AH-1 Cobras and domestically produced<br />

T-129s.<br />

At sea the balance of forces isn’t any more favorable<br />

for the Bulgarians, even though their navy is in<br />

a better condition than their air force. The core of<br />

their surface combatant force consists of three former-<br />

Belgian Wielingen-class frigates. Though those are<br />

1970s vintage warships, they underwent an upgrade<br />

12 • COUNTERFACT


Shumen<br />

Hwy A2<br />

Varna<br />

Sofia<br />

Hwy A4<br />

Veliko Tarnovo<br />

Sliven<br />

Hwy A1<br />

Burgas<br />

Black<br />

Sea<br />

Plovdiv<br />

Haskovo<br />

Istanbul<br />

BULGARIA<br />

Option 1: Northern Amphibious Attack<br />

Option 2: Southern Amphibious Attack<br />

Option 3: Overland Attack Left<br />

Option 4: Overland Attack Right<br />

Xanthi<br />

Main Attacks<br />

Supporting Attacks<br />

0 25 50 75 <strong>10</strong>0<br />

0 50<br />

Miles<br />

Km<br />

<strong>10</strong>0 150<br />

Edirne<br />

Rte 7<br />

Kirklareli<br />

TURKEY<br />

Corlu<br />

Sea of<br />

Marmara<br />

Turkish Strategic Options<br />

in 2004. Other than those three frigates, Bulgarian<br />

warships are all un-modernized Cold War-era<br />

designs and not up to today’s standards. In fact, the<br />

navy’s one Soviet-built frigate, and all three of its<br />

corvettes, are likely not combat capable. Bulgaria’s<br />

last submarine was retired from service in 2011.<br />

Like with the rest of the Bulgarian armed forces,<br />

the navy has transitioned to an all-professional force<br />

and its personnel have participated in numerous<br />

NATO exercises. It one truly notable asset is its<br />

special forces element.<br />

Another asset that warrants mention, and that<br />

would likely be the only one that could be operationally<br />

effective against the Turks, are the <strong>10</strong> minewarfare<br />

vessels. In the face of what would be almost<br />

certain Turkish supremacy on the water and in the<br />

air, they wouldn’t last long, but they could potentially<br />

lay minefields that would impede enemy operations<br />

in Bulgaria’s coastal waters.<br />

Facing the Bulgarian Navy at sea would be a Turkish<br />

force that dwarfs it in both numbers and capabilities.<br />

Whereas its inventory includes a number of<br />

outdated warships, the Turkish Navy also has plenty<br />

of modern designs – both surface and sub-surface –<br />

thanks to what’s been a steady pace of procurement.<br />

An important element of the Turkish Navy would be<br />

Turkish Army vehicles<br />

<br />

the collapse of the<br />

solution process in July<br />

2015.<br />

its force of 55 amphibious landing craft, giving it a<br />

sealift capacity sufficient to land all of their marine<br />

brigade at one time.<br />

Overall, the Turkish military advantage is overwhelming<br />

in every important numeric category. Even<br />

Photo Credit: US Wikimedia Commons / Mahmut Bozarslan<br />

COUNTERFACT • 13


subtracting forces Turkey requires to deal with Kurdish<br />

insurgents, maintain security on their border<br />

with Syria, and those deployed in occupied northern<br />

Cyprus facing the Greeks, the odds against the Bulgarians<br />

are still massive.<br />

Terrain<br />

A look at the topographic map of Bulgaria shows<br />

the country is broken into four distinct regions which<br />

run east-west, essentially looking on a map like nothing<br />

so much as layers of a cake. In the north there’s a<br />

strip of flat land along the Danube. At about 40 to 90<br />

miles wide, that river valley stretches all the way from<br />

the Black Sea coast in the east to the Serb border on<br />

the west.<br />

Parallel to that valley on the south are the Balkan<br />

Mountains, which are about 30 miles across northsouth<br />

and that also run east-west from the sea to<br />

Serbia. While not exactly alpine in ruggedness, they<br />

remain a significant obstacle to military operations as<br />

they have only a limited road network and are heavily<br />

wooded. All movement through them would be kept<br />

channeled into a few narrow passes.<br />

South of the mountains, there’s another strip of<br />

flat ground. It extends from the sea two-thirds of the<br />

way across the country.<br />

The strip of land along the Turkish border also<br />

consists of rough terrain and makes up the final<br />

strategic layer. Though not really mountainous, that<br />

Strandzha region is hilly and forested enough to impede<br />

mechanized operations. The main access route<br />

through that rough terrain is Highway A4 in the west<br />

Route 7 in the center. The A4 in the west would<br />

make a good main supply route, while the Route 7<br />

corridor is narrow and passes through a more heavily<br />

forested region, which would make it easier to block<br />

by the defenders.<br />

Bulgaria’s capital, Sofia, is in the west of the country<br />

close to the Serb border. It’s in a valley within the<br />

Balkan Mountains, and it can only be accessed via<br />

14 • COUNTERFACT


BULGARIA VS. TURKEY<br />

QUANTITATIVE COMPARISONS<br />

BULGARIA<br />

TURKEY<br />

7.1 Million<br />

Population<br />

80.8 Million<br />

<br />

33,150<br />

350,000<br />

19,500<br />

Reserves<br />

360,565<br />

Photo Credit: US Army / Staff Sgt. Matthew Keeler<br />

Main Battle Tanks<br />

531* 2,446<br />

Other Armored Vehicles<br />

1,<strong>10</strong>3 9,031<br />

<br />

600 2,398<br />

Bulgarian mechanized infantry on winter maneuvers.<br />

narrow passes. The country’s second-largest city, Plovdiv,<br />

lies exposed on the southern plain. Two other<br />

important locales would be Burgas and Varna on the<br />

coast, as the control of their port facilities – especially<br />

at Varna – would make it easier for the Turks to push<br />

forward supplies.<br />

<br />

An important fact about Bulgaria’s population is<br />

the large number of ethnic Turks within it. At eight<br />

<br />

20 207<br />

Ground Attack Aircraft<br />

32 207<br />

* Fully operable = 20<br />

COUNTERFACT • 15


Marine Corps Gen.<br />

Joseph Dunford Jr., left,<br />

chairman of the Joint Chiefs<br />

of Staff, speaks with Gen. Hulusi Akar of<br />

the Turkish army, center, and Gen. Valery Gerasimov<br />

of the Russian army in Antalya, Turkey, March 6, 2017. The three<br />

chiefs of defense are discussing their nations’ operations in<br />

northern Syria.<br />

percent they still form a sizable minority, even though<br />

a large number of them have recently begun moving<br />

back to Turkey to take advantage of their parent<br />

country’s better economy and labor market.<br />

In the war being hypothesized here, some portion<br />

of Bulgaria’s Turks could be expected to support the<br />

invading forces as a “Fifth Column.” Even without<br />

resorting to arms, their employment as guides and<br />

informers would render the Turkish military valuable<br />

service. If armed, they could intercept Bulgarian supply<br />

columns behind the front line.<br />

A more recent factor, which could also be used by<br />

the Turks to advantage, is the mass of other Islamic<br />

migrants heading to Europe. Currently held back at<br />

the Bulgarian border, they could be allowed to move<br />

freely once that border was breached. A wave of such<br />

migrants, bussed into occupied parts of Bulgaria<br />

by the Turks, could then continue to walk north,<br />

thereby adding further strain on Bulgarian defensive<br />

operations. That would be especially true if the Turks<br />

armed them, or if they helped themselves to weapons<br />

abandoned on the battlefield. After all, those migrants<br />

are overwhelmingly fighting-age men who, as<br />

the crime statistics now coming out of Europe indicate,<br />

aren’t generally averse to violence.<br />

Not only would the movement of thousands of<br />

migrants force the Bulgarians to divert resources<br />

to stopping them, their very presence could set in<br />

motion a flow of ethnic-Bulgarian refugees. Those<br />

two groups would likely clash with each other, in<br />

a savage war within a war, thereby adding further<br />

strain on the overall Bulgarian defense.<br />

International Reaction<br />

Bulgaria’s most likely allies in a conflict with<br />

the Turks would be Serbia and Romania, who<br />

also have a bitter history of dealing with Ottoman<br />

imperialism. Sadly for the Bulgarians, neither of<br />

those nations, alone or together, has the combat<br />

power – especially in the air – to match the Turks.<br />

Bulgaria’s other neighbor, Greece, is stronger and,<br />

in some ways, might be considered evenly matched<br />

against the Turks, and they would also be positioned<br />

on the invaders’ strategic flank during any such war.<br />

At the same time, though, the decision to support the<br />

Bulgarians could be difficult for the Greeks. Their<br />

many islands near the Turkish coast would be vulnerable<br />

to quick seizure, and their common mainland<br />

border is narrow enough the Turks could protect it<br />

without ending their thrust into Bulgaria.<br />

Further afield are other eastern European countries<br />

that also share a history of Turkish invasion, and that<br />

therefore might summon the political will to move<br />

to help stop a new one. All of them, however, with<br />

the exception of Poland, have only limited military<br />

strength, and they would likely only have the combat<br />

power needed to stop the Turks without an ability to<br />

actually throw them back. Even if all those countries<br />

entered the war on the Bulgarian side, they would be<br />

hard pressed to muster the strength necessary to liberate<br />

any occupied territory.<br />

Western European nations don’t have much of a<br />

military edge over the Turks, either. As things stand,<br />

after a quarter-century of reductions in their defense<br />

budgets, their armed forces are no longer anywhere<br />

near what they used to be. The strongest of them -<br />

Britain, France and Germany – have air forces smaller<br />

than Turkey’s (albeit better equipped), and they can<br />

muster only a total of 244 combat ready main battle<br />

tanks.<br />

16 • COUNTERFACT


There is also the political question of any of those<br />

countries showing willingness to risk the heavy casualties<br />

a clash with Turkey would entail, or even to<br />

go against a Muslim country in defense of a Christian<br />

one. Given their own growing and increasingly<br />

separatist Muslim populations, such an intervention<br />

would carry the risk of an outright break in their<br />

already deteriorating security situations at home.<br />

Of the world’s two largest powers, the US is the<br />

one that could stop and roll back a Turkish invasion<br />

with relative ease. At the same time, though,<br />

America’s hands would be tied by the existence of<br />

the USAF base at Incirlik in Turkey. That facility’s<br />

personnel and their dependents would potentially<br />

become hostages as soon as US intervention was<br />

threatened.<br />

Lastly there is Russia. Though it has a long way to<br />

go to match the US in military strength, the Russian<br />

armed forces have made considerable progress in<br />

recent years. That progress is likely sufficient to stop<br />

and throw back the Turks, though not nearly as fast<br />

or as thoroughly as could the US.<br />

More importantly, though, Russia has demonstrated<br />

the political will to deploy its armed forces<br />

into combat in order to serve their own strategic<br />

interests. If Bulgaria’s turning away from NATO to<br />

enter into Russia’s sphere of influence was on the<br />

table, as it almost certainly would be, that might be<br />

enough of a gain for Putin to order his forces into<br />

action.<br />

<br />

With two overland avenues of approach and an<br />

amphibious one available to the Turks, their options<br />

are three – left, center and right.<br />

The left option would see their main advance<br />

along Highway A4 to Plovdiv and then on to Sofia<br />

from there. The advantage of that approach would<br />

be its potential speed. It’s not only the shortest<br />

route to Sofia; Highway A4 also provides the easiest<br />

route on which to push forces and supplies into the<br />

fight. At the same time, though, and for those same<br />

reasons, that route would certainly be defended by<br />

Bulgaria’s best units. Operations there would likely<br />

be immediately costly in terms of casualties and<br />

equipment wastage.<br />

BULGARIA TURKEY<br />

<br />

25 445<br />

Transport Helicopters<br />

24 475<br />

Attack Helicopters<br />

— 54<br />

Submarines<br />

— 12<br />

<br />

4 16<br />

Corvettes<br />

3 <strong>10</strong><br />

Patrol Boats<br />

— 34<br />

Mine Warfare Craft<br />

<strong>10</strong> 11<br />

Merchant Marine Vessels<br />

80 1,285<br />

COUNTERFACT • 17


Photo Credit: US Air Force photo by Staff Sgt. Nesha Humes<br />

Bulgarian paratroopers wait to load two Super Hercules C-130Js and an<br />

Alenia C-27J Spartan during Exercise Thracian Spring 17 over Plovdiv<br />

Regional Airport, Bulgaria, March 15, 2017.<br />

The center option would see an advance along<br />

Route 7 and then, once the Turks reached east-west<br />

Highway A1, they would turn left toward Plovdiv<br />

and Sofia. The terrain there is more difficult, as the<br />

forested hills would channel their advance into a<br />

series of potential kill zones. Further, Highway A1<br />

doesn’t have the same capacity to handle traffic as<br />

Highway A4. Again, though, for those same reasons,<br />

the Bulgarians wouldn’t defend that approach with<br />

their best.<br />

The Turks’ third option would be to conduct an<br />

envelopment of Bulgaria’s landward defenses by<br />

executing an amphibious operation on the Black Sea<br />

coast. Neither the Bulgarian Navy nor Air Force have<br />

the assets to stop such an operation, or even to inflict<br />

much in the way of losses on the Turks. Nor could<br />

the ground force defeat it once the Turkish marines<br />

set up a secure beachhead.<br />

The Bulgarians have only enough combat power<br />

to defend the two dry land routes into their country<br />

from the south and not much more. As Turkish<br />

diverisonary attacks in the south would still likely be<br />

sufficient to keep some significant portion<br />

of the Bulgarian Army busy there, the road<br />

to Sofia from the beachhead would be<br />

largely open.<br />

As the Turks have sufficient assets for<br />

only one amphibious landing, they would<br />

need to choose between one at Burgas in<br />

the south or one at Varna farther north.<br />

Both locations have beaches perfect for<br />

landing troops, and both have airports<br />

that can be used to ferry in reinforcements<br />

and supplies and to evacuate casualties.<br />

An advantage for landing at Burgas is<br />

the fact the A1 highway that begins there,<br />

runs all the way to Sofia, allowing for<br />

rapid movement of troops and supplies. In<br />

contrast, the A2 highway, which starts in<br />

Varna, goes west for less than a 70 miles,<br />

which would mean the rest of that advance<br />

would have to be made along regular two-lane<br />

roads.<br />

The Burgas option has the disadvantage<br />

that, if the Bulgarians were to pull back their<br />

forces holding the border area south of there, they<br />

would be able to block the A1. If a landing took place<br />

at Varna, on the other hand, no withdrawal in the<br />

south would likely be able to bring troops into position<br />

to block it in a timely way.<br />

<br />

The Bulgarians have two options: defend forward<br />

or in depth. A forward defense would see both their<br />

army brigades blocking the land routes into the country<br />

from the south, using the rough terrain near the<br />

border to form a series of successive defensive positions.<br />

The intent would be to prevent the Turks from<br />

capturing significant Bulgarian territory before some<br />

kind of outside intervention halted the invasion.<br />

Politically, that’s the best option, as it would force<br />

the Turks to fight hard from the moment they crossed<br />

the border. If outside intervention came fast enough,<br />

the invaders would capture only a small piece of the<br />

country, and that would also bring the least harm<br />

to Bulgaria’s civilian population. At the same time,<br />

speedily mounting Turkish casualties might lead to<br />

opposition to the war at home.<br />

18 • COUNTERFACT


Even so, this option is risky from a military standpoint<br />

and could lead to disaster. That is, given the<br />

Turks’ crushing superiority, the Bulgarians wouldn’t<br />

be able to hold any positions near the border for<br />

long. The attackers would punch through, and the<br />

Bulgarians would be forced to withdraw under a hail<br />

of bombs, rockets and missiles from above. That<br />

could deal them such a blow they would be unable<br />

to mount effective resistance anywhere else in the<br />

country, and the Turks might then complete their<br />

conquest with ease. Only if foreign intervention came<br />

before the border defense collapsed, or at least before<br />

the inevitable retreat from it could be turned into a<br />

rout, would this option stand a chance of success.<br />

The second option, defending in depth, is militarily<br />

the better one. Here the Bulgarians would pull<br />

back into the Balkan mountains to make their stand.<br />

Taking advantage of that good defensive terrain, they<br />

could hold ground much longer and inflict heavy<br />

losses on the attackers. Even in this case, however,<br />

the Turks could advance by using vertical envelopment<br />

via helicopter assaults and paradrops. Still, this<br />

option wouldn’t only cost the Turks more time and<br />

blood, the longer the campaign lasted, the greater the<br />

chance of foreign intervention.<br />

On the other hand, this option could be a political<br />

disaster in that at least a third of the country would<br />

speedily come under occupation. Then, if the Turks<br />

repeated what they did on Cyprus – ethnic cleansing<br />

and the bringing in of settlers – the Bulgarians could<br />

see some large portion of their country partitioned<br />

out from under them. That might be the “lesser<br />

evil,” though, as the same could happen to the whole<br />

country if the forward defense was chosen but then<br />

collapsed before foreign intervention stopped the<br />

invaders.<br />

In the end, the Bulgarians’ choice would depend<br />

on their estimate of long foreign intervention would<br />

take to make itself felt. If quickly, then forward<br />

defense would have to be the choice; if slowly, then<br />

defense in depth.<br />

<br />

Overall, the disparity of forces between Turkey and<br />

Bulgaria – not only in quantity, but also in quality –<br />

is so large any conflict between the two would be decisively<br />

one sided. It would be a conflict the Bulgarians<br />

couldn’t win on their own and, at best under present<br />

conditions, they could only hope for a Cyprus-style<br />

cease-fire and partition of their territory. That would<br />

likely be the first step in the subsequent destruction<br />

of independent Bulgaria.<br />

The Bulgarians’ salvation in case of war can only<br />

come in the form of foreign intervention – either<br />

military or political. The strength of the Turkish<br />

armed forces means a military one would require not<br />

only a lot of combat power, but also the acceptance<br />

of potentially heavy losses by the intervening nations.<br />

They would also face the risk of socio-political turmoil<br />

at home from their own Islamic populations.<br />

That would likely require more political will than any<br />

potential interventionist countries possess. CF<br />

COUNTERFACT • 19


20 • COUNTERFACT


By Ty Bomba<br />

Operation<br />

Pincher:<br />

Photo Credit: Pixabay & background Created by BiZkettE1/Freepik<br />

Stalin’s Drive in the Middle East,<br />

1948-49<br />

What If?<br />

COUNTERFACT RULES • 1


CONTENTS<br />

1.0 Introduction<br />

2.0 Components<br />

3.0 Set Up & Hex Control<br />

4.0 How to Win<br />

5.0 Turn Sequence<br />

6.0 Airpower<br />

7.0 Stacking<br />

8.0 Supply<br />

9.0 Reinforcements<br />

<strong>10</strong>.0 Movement<br />

11.0 Combat<br />

12.0 Atomic Attacks & US Prestige<br />

CREDITS<br />

Design & Development: Ty Bomba<br />

Playtesting: Grant Cardwell, Milton Duncan, Sanders and<br />

Isaiah Elliott, Christopher Perello & Sherman Tutweiler<br />

Map Graphics: Ania B. Ziolkowska<br />

Counters & Production: Jon Compton<br />

Layout: Lisé Patterson<br />

1.2 Scales.<br />

Each hexagon on the map represents 60 miles (97 kilometers)<br />

from side to opposite side. Communist units of maneuver<br />

are Soviet and satellite-nation armies (plus super-elite Guards<br />

Airborne divisions) along with Allied armies, corps, divisions,<br />

brigades and regiments. There are no US units on-scene at the<br />

start of play, but army “regimental combat teams” and Marine<br />

Corps regiments and a brigade rush in as reinforcements. Air<br />

power is abstracted, with counters and rules showing the effects<br />

of one side or the other gaining temporary air superiority over<br />

portions of the map.<br />

1.3 Definitions.<br />

If a rule is said to apply to “Communist units,” that means it<br />

applies to all the units of that side (see 2.5). If a rule is said to<br />

apply only to “Soviet” units, it applies to all the subset of Communist<br />

units bearing the “SU,” “8G” or “15G” abbreviations<br />

(for “Soviet Union,” 8 th Guards Airborne Corps” and “15 th<br />

Guards Airborne Corps,” respectively). If a rule is said to apply<br />

to “Allied units,” that means it applies to all the units of that<br />

side, regardless of their nationalities (see 2.6). If a rule applies<br />

only to some further national or unit-type subset of Communist<br />

or Allied units, that will be specifically stated.<br />

Old Hands Note. No reps, no ZOC. (If you don’t know what<br />

that means, you’re not an old hand, but don’t worry about it.)<br />

1.0 INTRODUCTION<br />

1.1 Operation Pincher: Stalin’s Drive In the Middle<br />

East, 1949 – What If?<br />

(OP) is an alternative history wargame that allows two players<br />

investigate the strategic parameters that would’ve been in place<br />

in southeastern Europe and the Middle East had Stalin attacked<br />

there at that time, most likely in conjunction with a drive into<br />

Western Europe. His goal in starting such a southern drive<br />

would’ve been to blitz to the oilfields and Allied base areas in<br />

North Africa and the upper Persian Gulf. That would’ve effectively<br />

broken the geostrategic back of the British Commonwealth<br />

of Nations, disrupted Europe’s oil supply, and delayed the US<br />

from being able to mount an atomic bombardment campaign<br />

into the USSR. The scenario is based on the actual “Pincher”<br />

series of defensive plans drawn up in the Pentagon from 1946<br />

through 1949.<br />

2.0 COMPONENTS<br />

2.1 Components.<br />

The components to a complete game of OP include these rules,<br />

the mapsheet and the sheet of 176 die-cut counters (which are<br />

also referred to as “units” and “unit-counters”). Players must<br />

provide a standard six-sided die to resolve combat and other<br />

probabilistic events in the game.<br />

2.2 Map.<br />

The Game Map illustrates the militarily significant terrain<br />

found around the eastern Mediterranean littoral in 1949 when<br />

portrayed at this scale. A hexagonal (“hex”) grid is printed over<br />

the map to regulate the placement and movement of units across<br />

it, much like in Chess and Checkers. A unit is considered to<br />

be in only one hex at any one time. Every hex on the map has<br />

a unique four-digit identification number printed within it.<br />

They’re provided to help find exact locations more quickly and<br />

to allow for the recording of unit positions if a game has to be<br />

taken down before it can be completed. For example, the city of<br />

Cairo is in hex 18<strong>10</strong>.<br />

2 • COUNTERFACT CT<br />

RULES


Design Note. On the game map, it looks as if the Israelis had<br />

managed to gain and maintain control of both the West Bank<br />

and the Gaza Strip during their first war with the Arabs. Rather<br />

than have to write special rules to handle those two initially<br />

split-controlled hexes, I decided to assume that, the moment<br />

this hypothesized war first began, the Israelis would’ve indeed<br />

reacted by taking those two areas.<br />

2.3 Unit-Counters.<br />

Most of the counters represent combat formations; others are<br />

provided as informational markers and memory aids. After<br />

reading through these rules at least once, carefully punch out the<br />

counters. Using a nail clipper (or an emery board or purposedesigned<br />

counter-clipping device) to remove the nub-like “dog<br />

ears” from their corners will facilitate the units’ easy handling<br />

and stacking during play and will also demonstrate to your opponents<br />

your samurai-like determination and discipline.<br />

2.4 Sample Combat Unit.<br />

Each combat unit-counter displays several pieces of information:<br />

nationality, specific historic identification, unit type and size and<br />

combat strengths.<br />

Historical<br />

Identity<br />

Attack<br />

Factor<br />

Unit Size<br />

Defense<br />

Factor<br />

Unit Type<br />

Nationality<br />

(color scheme)<br />

BACK<br />

(reduced)<br />

Allied Side<br />

British (UK) units – black on tan<br />

Hellenic (Greek) unit – white on black<br />

Iranian & Arab units – white on leaf-green<br />

Israeli units – black on sky blue<br />

US Army units – black on olive drab<br />

US Marine Corps units – white on olive drab<br />

Turkish Units – black on gray<br />

2.6 Historical Identification & Abbreviations.<br />

All units are given their specific identities by the numbers or<br />

names used to designate those formations during this period.<br />

Those abbreviations are defined as follows.<br />

APA – Albanian People’s Army<br />

BPA – Bulgarian People’s Army<br />

DAG – Democratic Army of Greece (Greek Commies)<br />

EA – Egyptian Army<br />

G – Guards<br />

HA – Hellenic Army<br />

IIA – Iranian Imperial Army<br />

Is – Israeli<br />

JA – Jordanian Army<br />

LA – Lebanese Army<br />

MC – Mechanized Corps (Yugoslavian)<br />

SA – Syrian Army<br />

Sh – Shock<br />

SU – Soviet Union<br />

T – Turkey<br />

UK – United Kingdom<br />

US – United States<br />

USMC – United States Marine Corps<br />

Yu – Yugoslavia<br />

2.5 Nationality.<br />

A unit’s nationality, and therefore the side it’s on, is shown by<br />

its color scheme and a two-letter abbreviation.<br />

Communist Side<br />

Soviet Airborne units – white on red<br />

All Other Soviet units – black on red<br />

Yugoslavian units – black on orange<br />

Bulgarian units – black on yellow<br />

Albanian & Greek communist (DAG) units – black on white<br />

2.7 Unit Sizes.<br />

Units’ organizational sizes, from largest down to smallest, are<br />

shown using the following symbols. If a unit’s size symbol is<br />

bracketed, that means its an ad hoc formation, put together solely<br />

for this campaign, rather than being one regularly carried on the<br />

table of organization of its army.<br />

XXXX – army<br />

XXX – corps<br />

XX – division<br />

X – brigade<br />

III – regiment or “regimental combat team” if bracketed<br />

COUNTERFACT CT RULES •<br />

3


2.8 Unit Types.<br />

The following symbols in each counter’s unit-type box distinguish<br />

the various combat arms employed here.<br />

2.12 Marker Counters.<br />

The uses of the following counters are explained at the appropriate<br />

points throughout the rest of the rules.<br />

Armor/Tank<br />

Shock<br />

• Hex Control Markers<br />

(see 3.8 & section 4.0)<br />

Infantry or Combined Arms<br />

Mechanized<br />

Paratroop<br />

• Soviet Guards Airborne Corps Designators<br />

(see 3.5)<br />

2.9 Combat Factors.<br />

Attack and defense factors are the measures of each unit’s ability<br />

to conduct those types of combat operations. Their specific uses<br />

are explained in section 11.0.<br />

• Soviet Victory Point Markers<br />

(see sections 4.0)<br />

• Game Turn Marker (see section 5.0)<br />

2.<strong>10</strong> Movement Factor.<br />

This number – which isn’t actually printed on the counters – is<br />

a measure of a unit’s ability to move across the hex grid printed<br />

over the map. Units pay varied movement costs to enter different<br />

hexes, depending on the terrain in each and, in some cases,<br />

the moving unit’s type. Every unit’s movement factor is four<br />

during first movement phases and two during second movement<br />

phases. See sections 5.0 and <strong>10</strong>.0 for details.<br />

• Allied & Communist Airpower Markers<br />

(see section 6.0)<br />

2.11 Step Strength.<br />

All ground units in the game have one or two “strength steps,”<br />

which are also simply called “steps.” That’s an arbitrary term<br />

used to express the ability of a unit to absorb a certain amount<br />

of combat losses before ceasing to be an effective formation (a<br />

measure of its “robustness” in current US Army jargon). Those<br />

units with combat factors printed on only one side of their<br />

counters are “one-step” units; those with printing on both sides<br />

of their counters are “two-step” units. If a two-step unit suffers a<br />

one-step loss, it’s flipped over so its one-step side (with the lower<br />

combat factors) shows. If a one-step unit, or a two-stepper that’s<br />

already been “reduced,” suffers a step loss, it’s removed from the<br />

map (“eliminated”) and placed into a “dead pile” off to the side.<br />

No fully eliminated unit is ever returned to play, at any level of<br />

step strength, for the remainder of the game.<br />

• Allied & Communist Aerial Supply Markers<br />

(see 8.16)<br />

• Atomic Blast Markers<br />

(see section 12.0)<br />

4 • COUNTERFACT CT<br />

RULES


3.0 SET UP & HEX CONTROL<br />

3.1 In General.<br />

The players should first decide which of the two sides each will<br />

control. One player commands the Communist forces while the<br />

other commands the Allied forces. After determining sides, the<br />

players should each take the units under his own command (see<br />

2.5) and sort them onto and around the maps according to the<br />

instructions below. Note that stacking rules apply during set up<br />

(see section 7.0). Set up using the step-by-step sequence given<br />

below.<br />

3.2 US Reinforcements & Aerial Supply Marker.<br />

The Allied player should set aside, within easy reach off to the<br />

side of the maps, his side’s aerial supply marker along with the<br />

four USMC units. He should then take all the US Army regimental<br />

combat teams and place them into a large-mouth opaque<br />

container (such as a cereal bowl or coffee mug), Those US Army<br />

and Marine Corps units form the Allied reinforcement pool,<br />

meaning they will only enter play on the map after the game has<br />

already begun. Note there are no other reinforcements for the<br />

Allied side.<br />

3.3 Allied On-Map Set Up.<br />

The Allied player next sets up the HA unit anywhere in mainland<br />

Greece, all the Turkish units anywhere in that country, the<br />

IIA unit anywhere in Iran, the EA unit in Cairo, the Is, JA, LA<br />

and SA units anywhere in their respective countries and, finally,<br />

the UK units in Suez (19<strong>10</strong>) and/or Port Said hexes (1811).<br />

3.4 Communist Set Up.<br />

The Communist player should begin his side’s set up by setting<br />

off to the side, within easy reach, all seven of the Soviet<br />

guards airborne divisions and his side’s aerial supply marker.<br />

He should then place the Albanian, Yugoslavian and Bulgarian<br />

units anywhere in their respective countries. He also sets up<br />

the DAG unit anywhere in Yugoslavia. He should next place all<br />

Soviet armies, along with the 8G and 15G Corps markers, into a<br />

second large-mouth opaque container, and then blindly (meaning<br />

without looking) pulls 14 of those counters. The ones not<br />

pulled are out of play and should be put back into their storage<br />

container. Further in regard to Soviet unit set up, see rule <strong>10</strong>.22.<br />

If one of the counters the Communist player pulled during<br />

the step above was the 8 th Guards Airborne Corps marker, he<br />

should add the 7 th , 76 th and 98 th Guards Airborne Divisions to<br />

the armies he pulled from the container. He should then put<br />

away that corps marker as it has no further function during<br />

play. If one of the counters the Communist player pulled during<br />

the step above was the 15 th Guards Airborne Corps marker, he<br />

should add the <strong>10</strong>3 rd , <strong>10</strong>4 th , <strong>10</strong>5 th and <strong>10</strong>6 th Guards Airborne<br />

Divisions to the armies he pulled from the container. He should<br />

then put away that corps marker as it has no further function<br />

during play. It’s possible the Communist player will get one,<br />

both or neither of the airborne corps. For further details on<br />

those divisions’ entry into play on the map, see 5.8, 6.5, 8.16,<br />

8.17, 9.2, 9.4 and 11.23<br />

3.6 Soviet Armies Set Up.<br />

All the Soviet armies drawn by that player as given above in 3.4<br />

are now set up by that player in any hexes in the USSR and/or<br />

Bulgaria.<br />

3.7 Marker Deployment.<br />

Put the Turn marker in the “1” box of the Turn Track printed<br />

on the mapsheet. Put the “x<strong>10</strong>” and “x1” markers into the “0”<br />

box of the Communist Victory Points Track. Put an Atomic<br />

Blast marker into the “0” (zero) box of the US Atomic Attacks<br />

This Turn Track. Put the Hex Control and Atomic Blast markers<br />

into any easily reached pile off to the side of the map. That<br />

completes set up.<br />

3.8 Hex Control.<br />

The idea of “hex control” — which side “owns” which hexes<br />

at any given instant — is important for purposes of judging<br />

victory (see section 4.0). At the start of play the Communist<br />

side controls all hexes in the USSR, Bulgaria, Yugoslavia and<br />

Albania; the Allied side controls all others. The control status<br />

of a hex switches from one side to the other whenever a ground<br />

unit from the other side enters it. Control switching is immediate,<br />

and may occur and reoccur in the same hexes any number<br />

of times during play. Hex control markers are provided for use<br />

on the board to help keep track of which hexes are controlled by<br />

which side in areas where the deployment of actual units doesn’t<br />

make that clear.<br />

3.5 Soviet Airborne Reinforcements.<br />

The only reinforcement units mandated as such on the Communist<br />

side are (possibly) the seven Soviet Airborne Divisions.<br />

COUNTERFACT CT RULES •<br />

5


4.0 HOW TO WIN<br />

4.1 In General, the Communist player is generally on the<br />

offensive, trying to win by driving into Allied territory as fast as<br />

possible and in such a way as to bring about the conquest of as<br />

much of the map as possible. The Allied player wins by preventing<br />

the Communist player from having fulfilled that side’s victory<br />

conditions as judged at the conclusion of Turn 8.<br />

4.2 When to Check for Victory.<br />

The various kinds of victory are generally only checked during<br />

Phase IV of Game Turn 8. Of course, the game may also end at<br />

any time if either player assesses the situation to be hopeless and<br />

therefore capitulates unconditionally to the other player.<br />

4.4 Winning on Points.<br />

If the Soviet player didn’t have either guards airborne corps in<br />

his order of battle, at the end of Turn 8 he’s considered to have<br />

won the game if he has 30 or more VP at that time. If the Soviet<br />

player had either one of the guards airborne corps in his order<br />

of battle, at the end of Turn 8 he’s considered to have won the<br />

game if he has 40 or more VP at that time. If the Soviet player<br />

had both guards airborne corps in his order of battle, at the end<br />

of Turn 8 he’s considered to have won the game if he has 50 or<br />

more VP at that time.<br />

4.5 Allied Victory.<br />

The Allied player wins the game if, at the end of Turn 8, the<br />

Communist player hasn’t fulfilled that side’s victory conditions<br />

as given above.<br />

4.3 Communist Victory Points.<br />

The Communist player earns victory points (VP) for controlling<br />

various kinds of hexes according to the list below. At the start<br />

of play he has zero VP; keep a running total of them, recording<br />

each change immediately as it happens. Note the Communist<br />

player will have fewer than zero VP and the Allied player never<br />

earns VP. Also note the status of a hex in regard to supply and<br />

having been nuked has no bearing on its yield of VP.<br />

• Istanbul = <strong>10</strong> VP<br />

• Jerusalem = <strong>10</strong> VP<br />

• Every other city in mainland Europe and Asia = 1<br />

VP<br />

• Every other major city in mainland Europe and Asia<br />

= 2 VP<br />

• Every oilfield = 3 VP<br />

• Every Libyan, Egyptian or island city or major city =<br />

5 VP<br />

• Variable VP due to US atomic attacks (see section<br />

12.0)<br />

Design Note. If hex contains both a city and an oilfield, it has<br />

the VP value of both combined.<br />

Historical Note. The cities in the final category above are worth<br />

so much more than the others on the map because it was from<br />

bases in North Africa and on the Mediterranean islands the<br />

USAF was to later launch the (atomic) strategic air campaign<br />

that would ultimately win the war for the Allies.<br />

Design Note. All the cities and major cities have been deliberately<br />

omitted from the Communist home areas on the map.<br />

That way, though Allied units are allowed to potentially move<br />

into and through those countries, there’s no VP advantage for<br />

doing so. That’s because, all the Pincher series plans were totally<br />

defensive in nature; the US and its allies were not logistically or<br />

strategically prepared to go on the offensive at the grand strategic<br />

level in this theater at this time. Their objective would’ve been to<br />

defeat the Communist attack, not start one of their own.<br />

5.0 TURN SEQUENCE<br />

5.1 In General.<br />

Every game turn of OP is divided into two “player turns,” one<br />

Communist and one “Allied.” That full sequence makes up one<br />

“game turn,” of which there are a maximum of eight in an entire<br />

match. The Communist Player Turn is the first player turn in<br />

every game turn. Every action taken by a player must be carried<br />

out during the appropriate part of the sequence outlined below.<br />

Once a player has finished a particular phase, or a specific activity<br />

within a phase, he may not go back to perform some forgotten<br />

action or redo a poorly executed one unless his opponent<br />

graciously permits it.<br />

5.2 Turn Sequence.<br />

The game turn sequence is given below in outline. The rest of<br />

the rules are organized, as much as possible, to explain things in<br />

the order they’re encountered as you go through this sequence<br />

in each game turn.<br />

6 • COUNTERFACT CT<br />

RULES


Turn Sequence Outline<br />

I. Airpower Phase<br />

II. Soviet Player Turn<br />

A. Soviet First Movement Phase<br />

B. Soviet First Combat Phase<br />

C. Soviet Second Combat or Second Movement Phase<br />

III. Allied Player Turn<br />

A. Allied First Movement Phase<br />

B. Allied First Combat Phase<br />

C. Allied Second Combat or Second Movement Phase<br />

D. US Reinforcement Phase<br />

IV. Administrative Phase<br />

5.3 Second Movement or Combat Phase.<br />

At the start of Phase II.C. in every Communist Player Turn, and<br />

at the start of Phase III.C. in every Allied Player Turn, the player<br />

taking his turn must declare whether he will finish it with a second<br />

movement phase or a second combat phase. That decision<br />

is always up to each commander. No matter what phase choice a<br />

player makes, all his units are bound by that decision.<br />

5.4 Second Movement Phase MF Reduction.<br />

All the normal movement rules given in section <strong>10</strong>.0 pertain in<br />

second movement phases with the following special restriction:<br />

all units only have movement factors of two rather than the four<br />

of first movement phases.<br />

5.5 Second Combat Phase Odds Shift Penalty.<br />

All the normal combat rules given in section 11.0 pertain in<br />

second combat phases, but with added restriction that all attacks<br />

suffer a one-column-left odds reduction (in addition to all other<br />

applicable odds shifts).<br />

5.6 Ending a Game Turn.<br />

Game Turns 1 through 8 are completed when each one’s Phase<br />

IV is concluded. At those times move forward by one box the<br />

Game Turn marker on the Game Turn Track printed on the<br />

mapsheet.<br />

5.8 Communist Reinforcements.<br />

The only Communist reinforcements available are the Soviet<br />

guards airborne divisions that may have been included in that<br />

side’s order of battle as given in 3.5, and which are entered into<br />

play during any of that side’s movement phases (first or second).<br />

See 5.8, 6.5, 8.16, 8.17, 9.2, 9.4 and 11.23 for more details on<br />

both Soviet and US airborne entries and special combat rules in<br />

that regard.<br />

5.9 Administrative Phases.<br />

During these phases, the players should cooperate to clean up<br />

around the map, moving and adjusting markers as necessary to<br />

prepare for the start of the new turn.<br />

6.0 AIRPOWER<br />

6.1 In General.<br />

At the start of the Airpower Phases of Turns 2 through 8, both<br />

players openly a die. The side getting the higher total has “air<br />

superiority” for that turn all across map (reroll ties). If you had<br />

air superiority the turn prior, add one to your roll this turn; however,<br />

that addition may never be greater than one no matter how<br />

on many previous turns you may have had air superiority. Subtract<br />

the lower rolled total from higher roll total: the winning<br />

player gets that many airpower markers (one through five). He<br />

immediately places all those markers as described below. Note<br />

there will never be a turn in which both players have airpower<br />

markers deployed on the map at the same time. Also note the<br />

Soviet player will automatically always get a +1 modifier to his air<br />

superiority die roll on Turn 2.<br />

6.2 Turn 1 Communist Air Superiority.<br />

On Turn 1, due to the factor of strategic surprise, the Communist<br />

player is guaranteed to have air superiority that turn. Only<br />

he rolls an airpower die that turn. That result is the number of<br />

Airpower Markers he deploys that turn. (If he rolls a six, he still<br />

only gets five markers.)<br />

5.7 US Overseas Reinforcement Phases.<br />

See <strong>10</strong>.4 for details on this phase. It is the method by which US<br />

Army reinforcements enter play on the map after having come<br />

from overseas. Note that this phase is skipped during Game<br />

Turn 1.<br />

6.3 Placement.<br />

Available airpower markers may be placed in any hexes on the<br />

map. Friendly and enemy ground unit presence has no bearing<br />

on this. Note, though, no more than one marker may be placed<br />

in any one hex. All available markers must be deployed.<br />

COUNTERFACT CT RULES •<br />

7


6.4 Range.<br />

Every airpower marker on the map effects the hex in which it’s<br />

placed and all six of the immediately surrounding hexes. That’s<br />

termed its “range.” If the ranges of two or more friendly airpower<br />

markers overlap, there are no additive effects because of it.<br />

6.5 Airpower’s Effect on Enemy Movement.<br />

For an enemy unit or stack to make a regular move into a hex<br />

that’s in range of one or more of your airpower markers, it must<br />

pay an extra movement point (MP) to do so for each such hex<br />

entered, for both in-hex and hexside costs. Your own airpower<br />

markers have no effect on the movement of your own forces.<br />

Note that enemy airpower presence in a hex doesn’t absolutely<br />

prohibit your units making regular moves into and/or through<br />

such hexes; it merely makes it more expensive in terms of movement<br />

point expenditures. Also note neither player may make<br />

paratroop airdrops in range of an enemy airpower marker.<br />

6.6 Airpower & Combat.<br />

If you make an attack into a hex that’s in range of one or more<br />

of your airpower markers, your attack gains a one-column<br />

rightward shift (cumulative with all other applicable bonus<br />

and penalty shifts). Conversely, if an enemy attack is launched<br />

against one of your forces, and that defending force is in range<br />

of one or more of your airpower markers, that defense benefits<br />

from a one-column leftward shift (cumulative with all other applicable<br />

bonus and shifts). Those shifts never amount to more<br />

than one column per battle, no matter how many markers are<br />

in range. Also note these shifts are applicable in both first and<br />

second combat phases.<br />

6.7 Soviet Airpower & US Atomic Attacks.<br />

No US atomic attack may take place within range of one or<br />

more Soviet airpower markers. Note that doesn’t mean Soviet air<br />

superiority on any given turns work to prevent any US atomic attacks;<br />

it only does so within the range of the individual markers<br />

deployed on the map.<br />

6.8 Airpower Marker Retrieval.<br />

Deployed airpower markers remain on the map until the Administrative<br />

Phase of each turn, at which time they’re retrieved for<br />

use again in the next turn. Airpower markers are never subject<br />

to elimination; all the markers are always available for use as<br />

described above.<br />

7.0 STACKING<br />

7.1 In General.<br />

Stacking is the term used to describe the piling of more than<br />

one friendly unit in the same hex at the same time. Opposing<br />

grounds units will generally never stack together; generally only<br />

friendly units stack together. See 11.23 and 11.24 for the exceptions.<br />

7.2<br />

The stacking rules are in effect for both sides during set up and<br />

all through every phase of every turn. You therefore need to be<br />

careful in regard to the order in which you move your units;<br />

otherwise, moves made carelessly early in your movement phases<br />

may work to jam you up later in those phases. If, at the end of<br />

any phase, any hexes are found to be over-stacked, the player<br />

owning the units in those hexes must eliminate enough excess<br />

units there, of his choice, so as to bring the hexes into compliance<br />

with the stacking rules.<br />

7.3 Stacking Limit.<br />

The stacking limit for both sides is a maximum of seven units.<br />

Note that for stacking purposes step and combat strength and<br />

have no bearing; however, each (XXXX) army and corps (XXX)<br />

sized formation counts as “two units” for stacking purposes.<br />

7.4<br />

None of the markers pictured in rule 2.12 have any stacking<br />

value, and they may be placed in any hexes according to the rules<br />

for their respective uses.<br />

7.5<br />

Both players are always free to examine all stacks on the map<br />

and the map sheets, both friendly and enemy.<br />

7.6 Stacking Order.<br />

The top-down/bottom-up order in which units in a hex are piled<br />

together has no significance.<br />

7.7 International & Inter-Service Stacking is allowed for<br />

both sides, but only within the strictures of rule <strong>10</strong>.19. US Army<br />

and USMC units may stack together without any special considerations<br />

coming into effect.<br />

8 • COUNTERFACT CT<br />

RULES


8.1 In General.<br />

8.0 SUPPLY<br />

In order for a unit to be able to move and fight at its full potential,<br />

it must be in supply. Supply for movement is determined at<br />

the moment a given unit begins to move and, once determined,<br />

that status lasts all during a unit’s move. Supply for combat is<br />

determined at the start of each individual battle for all the units<br />

of both sides involved in that battle.<br />

8.2 Tracing Supply Lines.<br />

No counters are provided to represent the materiel consumed<br />

by the combat units. Instead, that’s abstracted into the process<br />

of supply line tracing (“tracing supply”). A unit has supply (“is<br />

in supply”) if it can trace a path of contiguous hexes of any<br />

length from a friendly “supply source hex” to its own location. A<br />

unit without a valid supply line is said to be “out of supply” or<br />

“OOS.”<br />

8.3 Enemy Units & Supply Lines.<br />

Supply paths may generally not be traced into enemy occupied<br />

hexes. See 11.23 and 11.24 for the exceptions.<br />

8.4 Terrain & Supply.<br />

Within the strictures given in this section, the supply lines of<br />

both sides may be traced into and through all kinds of terrain<br />

except for all-sea hexes and hexsides, which is prohibited.<br />

8.5 OOS Movement.<br />

If a unit or stack is found to be OOS at the start of its move,<br />

the movement factor of that force is halved for that phase. That<br />

halving remains in effect throughout that movement phase even<br />

if the moving force moves into a location where it would’ve been<br />

judged to have had supply had it started its move there.<br />

8.6 OOS Combat.<br />

If an attack contains one or more units found to be OOS at<br />

the start of that battle’s resolution, those OOS units have their<br />

attack factor halved when that battle’s odds are calculated. If a<br />

defending force is OOS at the start of that battle’s resolution,<br />

those units have their defense factor halved when that battle’s<br />

odds are calculated. In both those cases, when halving round<br />

up all remainders. If more than one unit in a given battle is to<br />

be halved, add together the combat factors of all such units and<br />

them perform just one halving and rounding.<br />

8.7 Indefinite OOS.<br />

No unit is ever reduced in step strength or fully eliminated<br />

simply for being OOS. Units of both sides may remain OOS<br />

indefinitely.<br />

8.8 Willful OOS.<br />

It’s permitted for both players to move units into hexes in which<br />

they may or will become OOS.<br />

8.9 Appropriate Supply Sources.<br />

Units may only use supply sources appropriate to their own side<br />

as described in the rules below.<br />

8.<strong>10</strong> International Supply Line Tracing is allowed. That<br />

is, the supply lines of units of the various nationalities, both<br />

friendly and enemy, may freely cross each another and my even<br />

run through same hex paths.<br />

8.11 Nuked Hexes.<br />

On both maps, hexes containing an atomic attack marker may<br />

still have supply lines traced into and out of them (but see 8.13<br />

below).<br />

8.12 Home Country Supply.<br />

All units are always in supply for all purposes when in hexes of<br />

their own country.<br />

8.13 UK & US Supply Sources are all the friendly controlled<br />

port (coastal city and coastal major city) hexes on the map. Note,<br />

however, that once a port is nuked, it loses its supply providing<br />

capacity for the rest of the game. Because of the mobility restrictions<br />

on non-UK/US Allied units (see <strong>10</strong>.19), all those other<br />

nationalities will only make use of the home country supply rule<br />

given above in 8.13<br />

8.14 US/UK & SU Coastal Supply.<br />

US/UK units in coastal hexes anywhere on the map are always<br />

in supply while in those hexes. Similarly, Soviet (SU) units in<br />

Black Sea coast hexes (3307 to 3316, inclusive) are always in supply<br />

while in those hexes. That remains true regardless of whether<br />

a coastal hex has been nuked, and it is equally true in the coastal<br />

hexes of all the various oceans, seas and gulfs on the map.<br />

8.15 Communist Supply Sources, which are potentially<br />

available for use as needed by all the nationalities on that side<br />

in the game, are all the friendly controlled all-land hexes on the<br />

north map edge: 3300 to 3307 & 3316 to 3321, inclusive. Those<br />

COUNTERFACT CT RULES •<br />

9


hexes lose their supply-providing capacity while occupied by enemy<br />

units, but they regain that capacity as soon as that condition<br />

is overturned.<br />

8.16 Aerial Supply.<br />

A one hex aerial supply capacity is available to both sides. Either<br />

player may place his side’s aerial supply marker(s) atop any one<br />

of his side’s stacks anywhere on the map anytime during the<br />

turn, provided only that the chosen hex isn’t in range of one or<br />

more enemy airpower markers at that time. All friendly units in<br />

that hex are considered fully supplied while the marker remains<br />

in place. The marker remains in the chosen hex throughout the<br />

remainder of that turn or until it becomes enemy controlled,<br />

whichever comes first. An aerially supplied unit or stack moving<br />

away from the chosen hex might therefore still run into supply<br />

difficulties later in the turn, depending on the phase sequence.<br />

The markers have no step or combat values of their own, but<br />

neither can they ever be eliminated from play. Both are always<br />

available for potential use every turn (but also see below).<br />

8.17 Paratroop Air Assault Supply.<br />

If a paratrooper unit or stack is making an airdrop, no matter if<br />

it’s opposed or unopposed (see 5.8, 6.5, 8.16, 8.17, 9.2, 9.4 and<br />

11.23) that uses its side’s aerial supply capacity for that turn.<br />

8.18 USMC Amphibious Attack Supply.<br />

If a USMC unit or stack is making an opposed amphibious landing<br />

(see 11.24) that unit or force is in supply as an extension of<br />

rule 8.14.<br />

9.0 REINFORCEMENTS<br />

9.1 In General.<br />

Reinforcements are units of both sides that don’t start the game<br />

already in play on the map; rather, they enter play after the war<br />

has already begun. On the Allied side, the only reinforcements<br />

are US units. On the Communist side, the only reinforcements<br />

are the Soviet guards airborne divisions (provided they were<br />

found to be in that side’s order of battle during set up, see 3.4<br />

and 3.5).<br />

9.2 Communist Airborne Reinforcements.<br />

The seven guards airborne divisions constitute the only reinforcements<br />

potentially available to the Communist side during<br />

the game. During any turn the Communist player may decide<br />

to enter one, some or all of those those divisions during any<br />

portion of his first or second movement phase, provided only<br />

that his aerial supply marker isn’t already on the map at that<br />

time. He may pick as their entry location any land hex on the<br />

map other than mountains or marshes or ones in range of any<br />

Allied airpower marker (enemy ground unit occupation is OK).<br />

On any given turn, there may not be more than one drop made.<br />

That selection made, he places the divisions he’s selected into<br />

the chosen hex. They remain there throughout the rest of the<br />

game turn unless eliminated by Allied attack. During that turn<br />

of entry they may neither move nor attack (however, see 11.23 -<br />

Paratroop Air Assaults) but are automatically in aerial supply as<br />

given in 8.17. After their turn of entry, they trace supply (or draw<br />

aerial supply) and move like normal units.<br />

9.3 US Army Reinforcement Arrivals.<br />

Starting on Turn 2, during that turn’s and every subsequent<br />

game turn’s Phase III.D, the Allied player should openly a die<br />

and subtract one from that result. That result (zero through five)<br />

is the number of units he then pulls blindly (without first looking)<br />

from the US reinforcement pool created during set up according<br />

to rule 3.2. The arriving units are generally immediately<br />

placed in any functioning US/UK supply source hex (meaning<br />

an un-nuked and friendly controlled ports) on the map. Also<br />

note, since US reinforcement don’t enter during a movement<br />

phase, it costs them nothing to be placed onto the map.<br />

9.4 US Paratroop (Airborne) Arrivals may, at the Allied<br />

player’s option, enter via airdrop. That is, when they become<br />

available via 9.3 above, that player may enter them in generally<br />

the same way the Soviet airborne are entered. That is, as soon<br />

they become available, he may select any land hex on the map<br />

other than mountains or marshes or ones in range of any Soviet<br />

airpower marker (enemy ground unit occupation is OK). On any<br />

given turn, there may not be more than one drop made. Note<br />

these units would still be entering during the Phase III.D, not<br />

during an Allied Movement Phase. Such units will afterward<br />

need to trace supply normally or be provided aerial supply and<br />

they would use up the Allied aerial supply capacity on the turn<br />

of their airdrop. If this kind of entry isn’t made on their turn<br />

of their initial availability, the Allied player must enter them as<br />

regular ground reinforcements. If a chosen airdrop entry hex<br />

contains any Communist unit(s) immediately resolve the resultant<br />

air assault combat in that hex using the same procedure as<br />

given in 11.23.<br />

<strong>10</strong> • COUNTERFACT CT<br />

RULES


Historical Note. The restrictions on US paratroop entry given<br />

above are meant to model the historic fact that, despite the Anglo-Allies<br />

having been the first powers to ever organize a whole<br />

“Airborne Army” in WW2, that combat arm had been allowed<br />

to wither away in the years after 1945. On the Soviet side, their<br />

high command had intensely studied the airborne operations<br />

of WW2 that had been conducted on all sides, and they would<br />

therefore have been better prepared in regard to deployment<br />

timing and flexibility.<br />

9.5 No US Army Delays.<br />

No US Army reinforcement of any type may have its arrival<br />

delayed to a later turn. Any US Army units not entered during<br />

their turn of arrival are simply put back into the reinforcement<br />

pool.<br />

9.6 USMC Reinforcements.<br />

The four USMC units in the counter-mix aren’t placed into the<br />

pool of US Army reinforcements. Instead, starting during Phase<br />

III.D. of Game Turn 3, they become available one per turn (chosen<br />

deliberately by the US player). That means all four will have<br />

become available by that phase in Game Turn 6. The Marines’<br />

arrivals aren’t debited against the Allied player’s reinforcement<br />

rolls for US Army units.<br />

Unlike US Army reinforcements, the USMC units may be held<br />

off-map indefinitely by the Allied player. He may choose to enter<br />

them – singly, a few at a time, or as a unified group – as if they<br />

were (non-paratroop) army reinforcements during Phase III.D.,<br />

or he may bring them ashore via amphibious assault, either opposed<br />

or unopposed, during any of his movement phases. For<br />

details on that, see <strong>10</strong>.20 and 11.24.<br />

<strong>10</strong>.0 MOVEMENT<br />

<strong>10</strong>.1<br />

Every ground unit in the game has a movement factor of four<br />

during their side’s first movement phases and two during their<br />

side’s second movement phases. That’s the number of “movement<br />

points” (also called “MP,” “movement factors” and “MF”)<br />

available to the unit to use to move across the hex grid during<br />

its side’s movement phases in each game turn. Units move from<br />

hex to adjacent hex – no “skipping” of hexes is allowed – paying<br />

varied costs to do so depending on the terrain in, and barriers<br />

along the sides of, the hexes being entered. The movement of<br />

each player’s ground units takes place only during his own player<br />

turn’s movement phases and reinforcement entries.<br />

<strong>10</strong>.2 Limits.<br />

MP may not be accumulated from turn to turn or phase to<br />

phase, nor may they be loaned or given from one unit or stack<br />

to another. A player may potentially move all, some, or none of<br />

his units in each of his movement phases throughout the game.<br />

Moving units aren’t required to expend all their MP before stopping.<br />

The movement of each unit or stack must be completed<br />

before that of another is begun. A player may only change the<br />

position of an already moved unit or stack if his opponent agrees<br />

to allow it.<br />

<strong>10</strong>.3 Minimum Movement Ability.<br />

Every unit is generally guaranteed the ability to move at least one<br />

hex during a friendly movement phase by expending all its MF<br />

in order to do so at the very start of its move (no matter what<br />

would otherwise be the exact numeric costs involved). Note,<br />

however, that guarantee doesn’t allow units to enter hexes or<br />

cross hexsides that are otherwise impassable.<br />

<strong>10</strong>.4 Stack Movement.<br />

To move together as a stack, units must begin a friendly movement<br />

phase already stacked together in the same hex. Units<br />

aren’t, however, required to move together simply because they<br />

started a friendly movement phase in the same hex; such units<br />

might be moved together, individually or in sub-stacks.<br />

<strong>10</strong>.5 Splitting Stacks.<br />

When moving a stack, you may halt it temporarily to allow a<br />

unit or sub-stack to split off and move away on a separate course.<br />

The units left behind in the original (or “parent”) stack may<br />

then resume their own movement, even splitting off other units<br />

if desired. Once you begin moving an entirely different parent<br />

stack, or an individual unit that began in a different hex than<br />

the currently moving parent stack, you may no longer resume<br />

the movement of the earlier stack without your opponent’s<br />

permission.<br />

<strong>10</strong>.6 Terrain & Movement.<br />

All terrain features on the map are classified into two broad categories:<br />

natural and manmade. Both those categories are further<br />

divided into different types (see below). There’s never more than<br />

one type of natural terrain in any one hex, but more than one<br />

type of manmade terrain may exist in the same hex.<br />

<strong>10</strong>.7 Natural Terrain & Water Barriers.<br />

There are the following types of natural terrain and hydrographic<br />

features on the map: clear, mountain, marsh, river hexsides<br />

and all-sea/lake/strait hexes and hexsides and Qattara Depres-<br />

COUNTERFACT CT<br />

RULES •<br />

11


sion hexsides. The effects those various features have on the<br />

movement of units are described below and are also summarized<br />

on the Terrain Effects Chart (TEC) printed on the mapsheet for<br />

quick reference during play.<br />

<strong>10</strong>.16 Oilfields generate no movement costs on<br />

their own; entry into oilfield hexes is determined<br />

by the other terrain in their hex and any water barriers<br />

around their hexsides.<br />

<strong>10</strong>.8 Clear terrain is the “base” terrain of the<br />

game; it’s devoid of any natural features that would<br />

enhance defense or slow movement at this level of<br />

operations. Each clear hex costs all ground units<br />

one MP to enter. All city and major city hexes are considered to<br />

otherwise be clear terrain.<br />

<strong>10</strong>.9 Mountains.<br />

Each mountain hex costs most units two MP to<br />

enter.<br />

<strong>10</strong>.17 Transport Line Movement.<br />

The “transport line” hexes on the map represent<br />

amalgamated representations of this region’s main<br />

railroads and highways in 1949 (based on US Army<br />

maps from that period). Therefore, as long as a moving unit<br />

moves from one transport line hex to another transport line hex<br />

by crossing a transport line hexside, that move only costs that<br />

unit only one-half of a movement point. That is, all normal inhex<br />

and hexside movement costs are suspended for units using<br />

that kind of movement (but also see 12.6).<br />

<strong>10</strong>.<strong>10</strong> Marsh hexes cost two MP to enter.<br />

<strong>10</strong>.11 River, Strait & Lake Hexsides.<br />

These water barriers exist between hexes, along<br />

the hexsides, rather than lying in-hex. Every such<br />

hexside may generally be crossed by units by paying<br />

one extra MP for that crossing. “Extra” means in<br />

addition to whatever normal movement cost is<br />

involved for the hex being entered. For all rules<br />

purposes, the Dead Sea, Bahr al-Milh, Buhayrat<br />

ath-Tharthar and Hawar al-Hammar (as well as<br />

Lakes Van and Orumiyeh) are considered lakes<br />

<strong>10</strong>.12 All-Sea hexes & Hexsides.<br />

No movement or combat is generally allowed across<br />

or into them, but see <strong>10</strong>.20 below for the exception.<br />

<strong>10</strong>.13 Qattara Depression hexsides may not be<br />

crossed by any unit.<br />

<strong>10</strong>.14 Manmade Terrain & Movement.<br />

Manmade terrain exists in the following types:<br />

cities, major cities, oilfields, transport lines and<br />

border hexsides.<br />

<strong>10</strong>.18 Cumulative Costs.<br />

The total movement cost for entering any hex is always the sum<br />

of all the applicable in-hex and hexside costs.<br />

<strong>10</strong>.19 Multi-National Stack Movement & Geographic<br />

Restrictions.<br />

Within the nationally determined geographic restrictions given<br />

below – and also printed on the mapsheet for quick reference<br />

during play – international stacking and movement is allowed<br />

without penalty for both sides. Note that SU, UK and US units<br />

may potentially move anywhere on the map. Also note “Arab<br />

units” are all Egyptian, Jordanian, Lebanese and Syrian units in<br />

the counter-mix.<br />

GEOGRAPHIC RESTRICTIONS<br />

Nationalities<br />

Albanian,<br />

Bulgarian, Greek<br />

Communist &<br />

Yugoslavian<br />

Arab, Greek,<br />

Iranian, Israeli<br />

& Turkish<br />

Only Move & Fight In<br />

Europe & Asiatic Turkey. May not<br />

attack across the border hexsides<br />

of Asiatic Turkey.<br />

Anywhere in their own countries.<br />

May attack, but not advance after<br />

combat, across their respective<br />

nation’s border hexsides.<br />

<strong>10</strong>.15 Cities & Major Cities.<br />

The cost for entering un-nuked city or major city<br />

hexes is one MP for all units. Except for purposes<br />

of adjudicating victory points (see section 4.0),<br />

there are no functional differences between city<br />

and major city hexes.<br />

12 • COUNTERFACT CT<br />

RULES


<strong>10</strong>.20 US/UK Sea Moves.<br />

During each of that side’s first and second movement phases,<br />

the Allied player may move-by-sea up to one full stack of US<br />

and/or UK units. Each such move must begin and end in a<br />

friendly controlled and un-nuked port. Units that make sea<br />

moves may not move in any other way or attack that turn. That<br />

latter condition remains in place no matter the phase sequence<br />

being used that turn. Sea moves may not be made during Allied<br />

Movement Phases in which a USMC amphibious landing is<br />

made (see 9.6).<br />

<strong>10</strong>.21 Paratroop Airdrops.<br />

See 5.8, 6.5, 8.16, 8.17, 9.2, 9.4 and 11.23.<br />

11.3 Multi-Hex Attacks.<br />

An enemy occupied hex may be attacked in one battle by as<br />

many of your units as you can bring to bear from one, some or<br />

all the surrounding hexes; however, no more than one hex may<br />

ever be the object of any one attack.<br />

11.4 Indivisibility of Individual Units.<br />

No single attacking unit may have its attack factor divided and<br />

applied to more than one battle. Likewise, no defending unit<br />

may have part of its defense factor attacked by one or a few<br />

attackers while another part is attacked by others. No attacking<br />

unit may attack more than once per combat phase, and no defending<br />

unit may be attacked more than once per combat phase.<br />

<strong>10</strong>.22 Soviet Black Sea Amphibious Move.<br />

During the Communist set up (see 3.4) that player may place any<br />

one Soviet (SU) combined arms army (with factors of 4-6/2-3)<br />

in any unoccupied Turkish Black Sea coast hex from 3<strong>10</strong>7 to<br />

3217, inclusive. If that set up option isn’t taken, or it’s blocked<br />

by there being one or more Turkish units in every one of those<br />

hexes (unlikely), it may not be conducted later in the game.<br />

11.0 COMBAT<br />

11.1<br />

Attacks take place between adjacent opposing units during the<br />

combat phases in every player turn. Attacking is generally voluntary;<br />

the mere fact of enemy unit adjacency doesn’t necessitate<br />

your units launch attacks against those adjacent enemy units.<br />

Both players are generally free to attack or not, as each chooses<br />

on a case by case basis, during both of his own combat phases<br />

in each turn throughout the game. (For the two exceptions, see<br />

11.23 and 11.24 below.) The player whose combat phase it is, is<br />

considered the “attacker,” and the other player is considered the<br />

“defender,” no matter the general situation across the map.<br />

11.2 Multiple Defenders in One Hex.<br />

If there are two or more enemy units in a hex being attacked<br />

by your units, you may only attack that stack as if it were one<br />

combined defending unit.<br />

11.5 Attack Sequencing.<br />

There’s no arbitrary limit on the number of attacks each player<br />

may resolve during his combat phases. The attacker need not declare<br />

all his attacks beforehand, and he may resolve them in any<br />

order he wishes, as long as the resolution of one is completed<br />

before that of the next is begun.<br />

11.6 Stacks Attacking & Defending.<br />

It’s not necessary for all the units you have stacked in a given hex<br />

to participate in the same attack. Some of the units in a stack<br />

might attack into one hex while others attacked into some other<br />

hex or simply didn’t attack at all. No defending unit may ever<br />

refuse combat; all units in an attacked hex must participate in its<br />

defense.<br />

11.7 Combat Procedure.<br />

Normally the attacking player should strive to have several times<br />

more attack factors involved in a battle than the defender has<br />

defense factors. Such battles are called “high odds” attacks. To<br />

resolve such fights, the attacking player begins by calculating his<br />

“odds.” Do that by adding together the attack factors of all the<br />

attacking units involved in the battle; then add up the defense<br />

factors of the enemy units defending in the battle. Divide the<br />

defender-total into the attacker-total and round down any<br />

remainder. For example, if 26 attack factors attack 7 defense<br />

factors, the situation yields an odds ratio of 3:1 (“three to one”).<br />

That is, 27÷7=3.71, which rounds down to 3. To turn that “3”<br />

into a ratio, you must set a “1” next to it on the right. Thus “3”<br />

becomes “3:1,” which corresponds to a column-heading on the<br />

Combat Results Table (CRT) printed on the mapsheet.<br />

COUNTERFACT CT<br />

RULES •<br />

13


11.8 Poor Odds Attacks.<br />

Battles in which the attacking force has fewer combat factors<br />

than the defender are called “poor odds attacks.” Procedures in<br />

such situations are modified from what’s described above in that<br />

here you divide the defender’s total by the attacker’s, round up<br />

all remainders, and set the “1” on the left side of that result. For<br />

example, if a force with 5 attack factors is attacking a force with<br />

11 defense factors, it’s a poor odds attack. In that case, divide 11<br />

by 5 (11÷5=2.2), and round up (2.2 becomes 3); then set a “1”<br />

on the left of that “3,” yielding odds of 1:3 (“one to three”).<br />

11.9 CRT Odds Limits.<br />

Note the column headings on the CRT range from 1:2 to 6:1.<br />

Final odds greater than 6:1 are resolved at 6:1. Odds less than<br />

1:2 always receive automatic “2/0” results.<br />

11.<strong>10</strong> Odds Shifters.<br />

Combat odds may be modified by the terrain in the defender’s<br />

hex and around its perimeter, as well as by other factors described<br />

below. All applicable odds shifters are cumulative in<br />

their effects. That is, in every battle, all applicable shifts are applied<br />

to get one final left or right shift. Leftward shifts favor the<br />

defender; rightward shifts favor the attacker.<br />

11.16 Combat Air Support.<br />

If you conduct one or more attacks and/or defenses within one<br />

or more of your airpower marker’s ranges, those combats get a<br />

one-column odds shift in your side’s favor. That bonus is never<br />

increased beyond one odds shift per battle, however, even if a<br />

particular combat is in range of more than one marker.<br />

11.17 Concentric Attack.<br />

If a defending hex is attacked by units in opposite hexes, or by<br />

units from three surrounding hexes with one hex between each<br />

and the next attacker-occupied hex, or by units from more than<br />

three hexes, that attack may be eligible to receive the “concentric<br />

attack” one-column right odds shift bonus. The concentric shift<br />

is never awarded for attacks into city or major city hexes (nuked<br />

or not), but is otherwise always available when the attacking<br />

units are positioned as described above.<br />

11.18 Final Combat Resolution.<br />

After all applicable odds shifts have been applied, the attacker<br />

rolls a die and cross-indexes that result beneath that proper odds<br />

ratio column to get a “combat result.” For example, a result of<br />

“6” rolled for an attack made at 3:1 odds yields a combat result<br />

of “2/1.”<br />

11.11 Clear Terrain.<br />

Units defending in clear terrain hexes devoid of all other terrain<br />

features derive no benefit to their defense.<br />

11.12 Mountains.<br />

Units defending in mountain hexes receive a one-column-left<br />

(1L) benefit on that account.<br />

11.13 Marsh.<br />

Units defending in marsh hexes derive no benefit to their<br />

defense.<br />

11.14 River, Straits & Lake Hexsides.<br />

If all the attacking units in a battle are attacking across any<br />

combination of these types of water barrier hexsides, that attack<br />

suffers a one-column-left (1L) odds shift on that account.<br />

11.15 Cities & Major Cities.<br />

Shift the odds one column leftward (1L), and no concentric attack<br />

bonus (see 11.17 below) is ever possible when attacking any<br />

defenders in a city or major city.<br />

11.19 Combat Results given in terms of steps lost by the<br />

involved forces of one or both sides. The number printed to<br />

the left of each result’s slash applies to the involved attacking<br />

units; the number printed to the right of the slash applies to the<br />

involved defending units. For example, a combat result of “1/2”<br />

would mean the involved attacking force must lose a total of one<br />

step, while the involved defending units must lose a total of two<br />

steps. In each battle the defender must always completely absorb<br />

his combat result before the attacker absorbs his. There is never<br />

any carry over of a combat result from one battle into any other<br />

battle or phase or turn. Any combat losses in excess of those<br />

involved are ignored.<br />

11.20 Apportioning Losses.<br />

Within the strictures given above, both players are always free to<br />

apportion his own side’s step losses among his involved attacking<br />

or defending units as he sees fit.<br />

11.21 Advance-After-Combat.<br />

At the end of every attack, whenever the defender’s hex is left<br />

empty of all units, the victorious surviving attacking units may<br />

14 • COUNTERFACT CT<br />

RULES


advance-after-combat into that hex. Stacking limitations must be<br />

observed. Such advances aren’t part of normal movement; they<br />

don’t cost any MP, but advancing units must still observe normal<br />

terrain prohibitions. Advancing-after-combat is an option; it’s<br />

never mandatory; however, the decision to advance must be<br />

made immediately after the battle is resolved and before that of<br />

another is begun. It’s not necessary for advancing attackers to<br />

stack-full the newly won hex; the victorious player may send just<br />

one or a few units. There’s never any defender advance-aftercombat;<br />

victorious defenders and simply hold in place.<br />

11.22 Multi-National Attacks & Defenses.<br />

Within the strictures given in <strong>10</strong>.19, multi-national attacks and<br />

defense are permitted for both sides without any special considerations<br />

or penalties or bonuses.<br />

11.25 US 1st Marine Division is said to be deployed whenever<br />

any three or four of the USMC units in the counter-mix<br />

are in the same hex. Whenever that situation pertains, all Allied<br />

defenses in that hex, and all Allied attacks including that hex<br />

within the attacking force, gain a one-column-shift in favor of<br />

the Allied side.<br />

11.26 US/UK Coastal Combat Bonus.<br />

Whenever US and/or UK units are defending in, or attacking<br />

into, a coastal hex (which includes gulf hexes and hexsides), that<br />

combat receives a one-column odds shift in favor of the US/UK<br />

force. Also note the presence of other Allied nationalities in no<br />

way serves to negate this bonus, as long as one or more involved<br />

units is US or UK.<br />

11.23 Paratroop Air Assaults.<br />

If a US or SU paratroop drop is made into a hex containing one<br />

or more enemy units, a special kind of in-hex battle must immediately<br />

be fought there. Normal combat procedures are followed<br />

except only in-hex terrain is taken into account and no units<br />

from outside the airdrop hex may participate in the battle in<br />

any way. If the drop is being made within the range of a friendly<br />

airpower marker, those planes do contribute their combat bonus<br />

to the paratroop attack. Further, at the end of the battle’s resolution,<br />

if there are one or more surviving units on either side,<br />

recalculate the odds and run another round of combat on that<br />

basis. Keep that up until either all the landing paratroopers or<br />

all the defenders have been annihilated. Further in this regard,<br />

also see rules 5.8, 6.5, 8.16, 8.17, 9.2 and 9.4.<br />

11.24 USMC Amphibious Landings.<br />

If a USMC unit or stack is making an amphibious landing (see<br />

9.6 & <strong>10</strong>.20) into a hex containing one or more enemy units,<br />

a special kind of in-hex battle must immediately be fought<br />

there. Normal combat procedures are generally followed. If the<br />

invasion is being made within the range of a friendly airpower<br />

marker, those planes do contribute their combat bonus to the<br />

Marines’ attack, and rules 11.25 and 11.26 below also pertain.<br />

Further, at the end of the battle’s resolution, if there are one or<br />

more surviving units on either side, recalculate the odds and<br />

run another round of combat on that basis. Keep that up until<br />

either all the landing Marines or all the defenders have been<br />

annihilated.<br />

12.0 ATOMIC ATTACKS &<br />

US PRESTIGE<br />

12.1 First Use.<br />

On Turn 1, the Allied player may not make any atomic attacks.<br />

On subsequent turns that stricture is no longer in effect, and he<br />

may potentially make any number of such attacks.<br />

12.2 Targeting Eligibility.<br />

Any hex on the map may be attacked<br />

atomically (“nuked”)<br />

by the Allied player,<br />

provided it’s not in<br />

range of one or more<br />

Communist airpower<br />

markers at<br />

the time.<br />

Enemy<br />

unit presence<br />

isn’t needed in order to allow<br />

for an attack to be made into<br />

a hex. No off-map Communist<br />

units may be nuked until they are in<br />

play on the map.<br />

12.3 Atomic Attack Timing.<br />

Within the strictures given above, at any time during<br />

any his own side’s movement<br />

or combat phases,<br />

COUNTERFACT CT<br />

RULES •<br />

15


the Allied player may pause his non-atomic activities and say: “I<br />

will now conduct an atomic attack!”<br />

12.4 Attack Resolution.<br />

The Allied player should openly roll a die and then consult the<br />

Atomic Attack Terrain DRM (Dice Roll Modifiers) Table to<br />

get a final numeric result. The dice roll result is reduced by the<br />

modifier given for the terrain type in the hex where the attack is<br />

taking place. Note that the presence of one or more atomic blast<br />

detonation markers in a hex that’s being nuked again in no way<br />

affects which terrain line on the DRM Table is to be used for the<br />

new attack.<br />

12.5 Atomic Attack Results.<br />

The final numeric result obtained using the process above is the<br />

number of steps the Communist player must immediately eliminate<br />

within the attacked hex. He’s free to eliminate and reduce<br />

his involved units in any way he sees fit in order to satisfy the<br />

overall step-loss requirement. It’s possible no step losses will be<br />

required. Even so, all atomic attacks result in the disruption of<br />

all the surviving units in the target hex. Show that by placing the<br />

mushroom cloud marker atop such units, keeping it there until<br />

that turn’s Administrative Phase, when it would be moved to a<br />

position below the units and their disruption is ended. Disrupted<br />

Communist units grant their attackers a 1R column shift.<br />

12.7 US Prestige Loss.<br />

Every turn, if/when the Allied player makes that side’s first<br />

atomic attack, he must, immediately after resolving the attack<br />

itself, openly roll another die. He halves that result, rounding<br />

down any remainder to get a final result of zero through three<br />

(which procedure is abbreviated as “1d6/2rd”). The Communist<br />

player then adds that amount of VP to his total.<br />

A second attack during the same turn requires another such<br />

roll, but that time the halved result is rounded up if there’s any<br />

remainder (“1d6/2ru”).<br />

A third attack in a turn gets that same second-attack procedure,<br />

but then a one is also added to it (“1d6/2ru+1).<br />

Fourth and subsequent attacks in a turn get that same thirdattack<br />

treatment, but then a two is added to it (“1d6/2ru+2”) .<br />

Also note, in all attacks, if the target hex was until then an unnuked<br />

city the Soviet player increases his rolled VP by another<br />

one point, or by two in the case of major cities.<br />

A table is printed on the map to keep track of the number of<br />

atomic attacks made each turn.<br />

12.6 Atomic Detonation Markers.<br />

Within the strictures given above, there’s no limit on the<br />

number of times any given hex may be nuked per turn or over<br />

the course of an entire game. Each time a strike is made into a<br />

hex, no matter the operational result, place a mushroom cloud<br />

detonation (a.k.a. “blast”) marker there (see 2.11). If there are<br />

one or more blast markers in a hex, the normal entry costs for<br />

the in-hex terrain there are increased by one (total, no matter<br />

how many markers are present). If one or more hexes become<br />

multiply nuked, feel free to remove all the markers but one,<br />

since the effects of each blast aren’t cumulative.<br />

Copyright © 2019 One Small Step,<br />

Bowie, MD


Hussite<br />

Tanks Prefigured?<br />

by Jim Bloom<br />

Photo Credit: US wikimedia commons<br />

Battle Of Lipany.<br />

COUNTERFACT • 21


Some surveys of the background to the<br />

development of modern armor doctrine<br />

find precedents for the tank as far back as<br />

Hyksos, Philistine and Egyptian chariots.<br />

All that’s really just pop history, however, a patching<br />

together synthetic parallels for dramatic effect.<br />

The chariot was initially only a weapons carrier<br />

for infantry – the British World War II Bren carrier<br />

and the Humvee of Desert Storm fame come to mind<br />

rather than Guderian’s panz er columns. Somewhat<br />

later there was an effort to employ chariots to break<br />

enemy infantry formations, but the elephant proved<br />

more effective in that role until ways were devised to<br />

defeat those temperamental beasts. More properly,<br />

then, the battlefield innovations pioneered by legend-<br />

The Hussite Wars<br />

1419 – 36<br />

Magdeburg<br />

Kulmbach<br />

MECKLENBURG<br />

Havel<br />

BRANDENBURG<br />

Elbe<br />

22 • COUNTERFACT<br />

Saale<br />

Leipzig<br />

SAXONY<br />

1430<br />

Nuremberg<br />

Regensburg<br />

Eger<br />

BAVARIA<br />

Torgau<br />

Dresden<br />

Altenburg<br />

Eger<br />

Spree<br />

Oder<br />

Stettin<br />

Bernau<br />

Berlin<br />

1427<br />

Brandenburg<br />

Frankfurt<br />

Plauen<br />

Tachau<br />

Upper<br />

Palatinate<br />

Possessions of:<br />

Luxemburgs<br />

Habsburgs<br />

Wettins<br />

Hohenzollerns<br />

Hussite core territory<br />

Cottbus<br />

Guben<br />

Bautzen<br />

Prague<br />

BOHEMIA<br />

Pilsen<br />

Mies<br />

Taus<br />

Passau<br />

LUSATIA<br />

Saaz<br />

Areas of most intense fighting<br />

Main Battles<br />

Main Axes of Advance<br />

Aussig<br />

Neumark<br />

Lipan<br />

Tabor<br />

Danube<br />

POMERANIA<br />

Lauban<br />

Gorlitz<br />

Friedeburg<br />

Deutschbrod<br />

Zwettl Krems<br />

Warta<br />

Liegnitz<br />

Breslau<br />

Brieg<br />

SILESIA<br />

1427<br />

Nachod<br />

Koniggratz<br />

Konitz<br />

Brunn<br />

Iglau<br />

1427<br />

MORAVIA<br />

1425<br />

AUSTRIA<br />

1433<br />

Vienna<br />

March<br />

Danzig<br />

Dirschau<br />

TEUTONIC KNIGHTS<br />

Posen (Poznan)<br />

POLAND<br />

Neisse<br />

1428<br />

Pressburg<br />

Schwetz<br />

Thorn<br />

ary Hussite warrior Jan Ziska in the early 15 th century<br />

were at least somewhat relevant to the creation of<br />

armored warfare than the foregoing examples, though<br />

even that analogy is, as are most historical comparisons,<br />

still not perfect.<br />

That last caveat is true because there were several<br />

notable pre-Ziska theoretical speculations as to the<br />

employment of vehicle-mobile firepower. Even so,<br />

they were fanciful musings on a concept of a force<br />

multiplier rather than thought out practical blueprints<br />

for their production and deployment. For<br />

example, the often noted tank sketches of Leonardo<br />

da Vinci are really no more precursors of the modern<br />

tank than are the ancient near eastern chariots. They<br />

were really only reveries about battlefield wish lists.<br />

More recently, during the ascendancy of<br />

the eminent Prussian military theorist Moltke<br />

the Elder, there was another, generally overlooked,<br />

effort to rely on the Hussite precedent<br />

to solve modern battlefield problems. That is,<br />

Vistula<br />

Waag<br />

HUNGARY<br />

Komorn<br />

Gleiwitz<br />

0 50 Miles <strong>10</strong>0<br />

150<br />

0 50 <strong>10</strong>0 150 200<br />

Km<br />

250<br />

soon after the successful Prussian campaign<br />

against the Danes in 1864, and just before the<br />

Austro -Prussian Seven Weeks War, one Lt.<br />

Col. Kammby took a stab at reviving the Hussite<br />

system in his treatise, The Battlewagon: A<br />

Historical Study with Observations on the Unique<br />

Features and the Employment of the Battle wagon.<br />

That essay was discussed in a long footnote by<br />

the famous historian of warfare Hans Delbruck<br />

in his classic work, History of the Art of<br />

War, and it bears reexamination here.<br />

Kammby believed a battlewagon of the<br />

future could act as a combat arm, functioning<br />

as a blend between cavalry and infantry. He<br />

further imagined such vehicles could be used,<br />

like cav alry, to bring shock action against the<br />

enemy and break his formations.<br />

That portion of Kammby’s idea was strikingly<br />

similar to the tank concepts prevalent by<br />

the late 1930s, but he also incorpo rated the<br />

countervailing notion of the tank as a shield<br />

and lead element for advancing infantry. He<br />

wrote just before internal-combustion engine<br />

propulsion became feasible, and he therefore<br />

envisioned what was merely a more efficient<br />

and agile application of the Hussites’ animaldrawn<br />

vehicles.<br />

Apart from Delbruck, however, no one<br />

seems to have noticed the proposed new


possibility for the Hussite derivative. By the time<br />

agricultural caterpillar tractors were being appraised<br />

for possible military applications, around<br />

1905, the Ziska episode was of obscure historical<br />

interest only.<br />

Hussite Baptism of Fire<br />

The opening clash between their enemies and<br />

the Hussites came at a time still early in the developmental<br />

stage of the wagon-fort. The siege of<br />

Prague occurred at a time when the devices were<br />

still just an improvised expedient rather than a<br />

deliberately planned system.<br />

At the onset of the Papal call to arms against<br />

them, the heretic Hussites instinctively went on<br />

the defensive, seizing whatever fortified towns<br />

and castles they could and throwing up earthwork<br />

defenses wherever feasible. Such quantities of the<br />

new handheld firearms as could be seized from<br />

the armories of Czech nobles were dispersed<br />

among the ranks of their peasant throng, who<br />

were otherwise mostly armed with converted<br />

agricultural imple ments and crossbows.<br />

Ziska had appreciated the potential of the<br />

wagon-fort tactic before the start of the Holy Roman<br />

imperial drive to sup press the Czech rebellion.<br />

Czech Units in had implemented the method<br />

to a small extent during the reign of Venceslas IV, in<br />

fighting which Ziska had taken part.<br />

The only access route to Prague was through a relatively<br />

open flank of the siege guarded by a spiny ridge<br />

called Ziskov Hill. That was the Imperialists’ obvious<br />

focal point for opera tions. Ziska, aware of the hill’s<br />

crucial location, has tened to reinforce the existing<br />

watchtower on its summit by throwing up two wooden<br />

bulwarks and digging ramparts strengthened with<br />

stones, all fronted by a ditch. Several field guns were<br />

placed in back of the rampart, but the configuration<br />

of the terrain didn’t allow the use of true wagon-forts.<br />

The Imperialist operations around Prague were<br />

marked by their inability to coordinate the efforts of<br />

the various factions among their knights. Their offensives<br />

tended to unravel whenever some units failed to<br />

act in a timely way, either due to a lack of enthusiasm<br />

or poor communications. Ziska’s men were even able<br />

to take one of the surrounding enemy held castles<br />

from its gar rison, though there again there was no<br />

scope for employ ing wagon-forts.<br />

Eberhard Windeck with Hans von Polenz and his forces overwhelming those of the Hussites<br />

and their armoured carriages in a bloody battle (11 November 1429).<br />

From this experience, however, what Ziska learned<br />

was that a tightly knit and coordinated defense could<br />

lure the inflexible chivalry to throw themselves recklessly<br />

against devastating firepower. He also perceived<br />

how cracks in the Imperialist coalition prevented<br />

them from making anything beyond lackadaisical and<br />

disjointed thrusts, rather than launching a coordinated<br />

and all out onslaught that might’ve overturned the<br />

Hussites ability to check a deter mined heavy cavalry<br />

charge. Those lessons had impli cations for occasions<br />

when wagon-forts could be used.<br />

<br />

It’s reliably estimated Jan Trocnov was born into<br />

a gentry family in 1359. His nom de guerre, “Ziska,”<br />

meaning in Czech “One Eyed,” was given him after<br />

he’d lost an eye in combat. His service as a squire<br />

was notable enough to gain him an appointment as a<br />

hunter for the court of Bohemia’s King Wenceslas. As<br />

a leader of royal hunting parties, Ziska gained further<br />

experi ence in fieldcraft and marksmanship that<br />

served him well in later years.<br />

Photo Credit: US wikimedia commons / Illustrator aus der Werkstatt von Diebold Lauber<br />

COUNTERFACT • 23


Ziska left the king’s service to join one of the antiimperial<br />

guerrilla bands forming across Bohemia. It<br />

was during that period of shifting alliances, raid and<br />

counter-raid among the factions, that Ziska’s tactical<br />

prowess attracted the attention of the Moravian<br />

nobleman John Sokol of Lamberg.<br />

Sokol had observed the ease with which Ziska<br />

related to both peasants and the gentry — in short,<br />

he got on well with all those who had little to lose in<br />

opposing the empire. He also noted how Ziska was<br />

uncommonly skilled at quickly adapting his plans of<br />

attack and defense to take advantage of topography.<br />

Sokol sought and got Ziska’s participation in an<br />

expedition he was organizing to assist the King of Poland<br />

against the incursions of the Teutonic Knights.<br />

Those knights had at first pushed east with a Christianizing<br />

mission against the hea then Lithuanians.<br />

During that phase, Wenceslas support ed the German<br />

crusade. In turn, the German knights came to esteem<br />

Czech soldiers as among the finest in Europe and<br />

actively recruited among them.<br />

After the Lithuanians accepted Christianity, Czech<br />

support for the continued colonialism of the knights<br />

there evaporated. In fact, most in Bohemia and Moravia<br />

then came to be sympathetic to the struggle of<br />

fellow Slavs against German invaders. Czech soldiers<br />

rallied to the Polish-Lithuanian standards. Of the<br />

fifty such banners flying on the battlefield of Grunwald/Tannenberg<br />

on 15 July 14<strong>10</strong>, five denoted units<br />

comprised of Bohemian and Moravian volunteers.<br />

Ziska was present at that bat tle, but it’s not known for<br />

certain if he stayed at the Polish king’s headquarters<br />

or took a position in the line.<br />

Ziska was in fact Sokol’s eager student throughout<br />

that campaign. As such, he experienced the movement<br />

of large bodies of troops in full-scale combat,<br />

and he ob served for the first time the effects of<br />

massed gunpowder wea pons. He immediately grasped<br />

the limitations that new technology placed on armored<br />

cavalry when they had to fight en trenched<br />

forces. Ziska was also able to study the way both sides<br />

used the cover of their supply trains when driven back<br />

on their camps.<br />

While Ziska’s military art was being forged on<br />

foreign fields, his homeland raged with its own wave<br />

of religious and nationalistic upheaval. By the time<br />

of his return there in 1412, the preaching of Jan Hus<br />

had in flamed many of his countrymen.<br />

On his return from Poland, Ziska took up residence<br />

near Prague, once again entering the ser vice of<br />

the court of Wenceslas, but this time as a bodyguard.<br />

Since the queen worshiped at the chapel where Hus<br />

preached, Ziska soon struck up a relationship with<br />

the heretical pastor. In fact, along with most of the<br />

royal retinue, he soon became an ardent devotee.<br />

After the papal summons for a crusade, the Hussites<br />

coalesced into war parties around four captains.<br />

Ziska led the most militant faction, initially with<br />

Battle on Vitkov Hill.<br />

Photo Credit: US wikimedia commons / Painter Adolf Liebscher<br />

24 • COUNTERFACT


some 400 followers – and, equally important as it<br />

turned out, they also had a dozen farm carts.<br />

Hussite Offensives<br />

The portrayal of Ziska’s methods as being totally<br />

defen sive, both tactically and strategically, is a simplification.<br />

A few contemporary chroniclers recorded<br />

the wagon-fort system employed in deep raiding<br />

forays. One of the more fanciful of them, Aeneas<br />

Sylvius, an official in the Papal court, was particularly<br />

interested in recording the astounding performance<br />

of the Hussite armies.<br />

In one of his descriptions, he wrote of their wagon<br />

columns moving across an open field to engage formations<br />

of knights as the latter were advancing to<br />

attack. The Hussite column, according to Sylvius,<br />

would cut the charg ing knights into isolated groups<br />

by forming various letters of the alphabet, all directed<br />

by the use of flag signals.<br />

Elsewhere he mentions extended flying columns of<br />

rush ing war carts firing their cannon broadside into<br />

the flanks of surrounded Imperial forces. Though<br />

that was surely an exag geration, Ziska’s warriors did<br />

become imbued with a spirit of invincibility as their<br />

victories mounted.<br />

The loose ag glomerations of Imperial knights<br />

tended to become unnerved merely upon hearing<br />

the thunderous war anthems chanted from in side<br />

the lumbering wagon trains. As early as 1423, Ziska<br />

con ducted a bold experiment, leading an expedition<br />

into Hun gary only to quickly bring it back when the<br />

limitations of the wagon-fort system for the strategic<br />

offensive manifested themselves.<br />

The exaggerated drill-like precision in combat<br />

attributed to the Hussites by Sylvius and his like<br />

was surmised rather than observed. The Hungarian<br />

expedition (along with others launched later into<br />

other enemy heartlands; see the map) was only possible<br />

because of the fearful reputation the Hussites<br />

had already earned for themselves. The Germans,<br />

Mor avians, Hungarians and others whose lands were<br />

raided in that way didn’t challenge the plundering<br />

processions of Bohemian wagon-forts for that same<br />

reason. Had the Imperialists been bold and flexible<br />

enough to attack the extended files of wagons while<br />

they were moving through constricting terrain, the<br />

vaunted wagon-fort system would’ve been literally<br />

stopped in its tracks.<br />

Conclusion<br />

The complexity and precise calibration demand ed<br />

by what amounted to the semi-mobile barricade-andcounterattack<br />

system of the Hussite wagon-forts presupposed<br />

a degree of dedication and steadfastness not<br />

customarily associated with medieval armyies. Only<br />

an inspired and talented leader the likes of Ziska,<br />

along with the fanatic sense of duty and zeal of the<br />

hymn-singing Hussite throngs, could’ve made it work.<br />

It’s also significant the system was only effective<br />

against an enemy armed and led like the plodding<br />

and inflexible knight ly orders pitted against them.<br />

Once opposed by a similarly constituted force, such<br />

as at the fratricidal showdown at Lipany, results were<br />

indecisive.<br />

The wagon-fort system was later taken up briefly<br />

by various German duchies in the latter half of the<br />

15 th century. As field artillery became more mobile<br />

and flexible, however, the wagon bulwarks turned<br />

into-more of an impediment than a shelter. They had<br />

completely fallen out of use by the time of the start of<br />

the Thirty Years War in 1618.<br />

We can therefore put aside the vision of the wagon-forts<br />

as some kind of land battle fleet, armored<br />

train or panzer prototype. If a modern analogy is<br />

needed, then perhaps the Germans’ towed-into-place<br />

anti- tank gun “Pakfront” of World War II is most<br />

suitable. Similar to that German defensive method<br />

used against the Soviet juggernaut in 1943-45, Ziska<br />

employed what amounted to an anvil-and-hammer<br />

tactical scheme. CF<br />

The Hussite Wagenburg - an old sketch from the 15th century.<br />

Photo Credit: US wikimedia commons / Illustrator Unkown<br />

COUNTERFACT • 25


y Carl O. Schuster<br />

Photo Credit: Indian Navy photo / http://indiannavy.nic.in<br />

26 • COUNTERFACT


India’s economy and diplomatic clout have been growing steadily over<br />

the last 15 years. With that growth has come a geographic expansion<br />

of the country’s interests and concerns, reinforced by changes in the<br />

strategic and security environment.<br />

Russia has moved closer to China, and China’s expanding power and<br />

more assertive geostrategic activities, particularly at sea, have combined with<br />

maritime piracy and terrorist threats to change India’s national security<br />

requirements.<br />

Indian Navy flotilla of Western Fleet escort INS Vikramaditya (R33) and INS Viraat (R22) in the Arabian Sea.<br />

COUNTERFACT • 27


India has responded by laying the foundation to<br />

become a major diplomatic, economic and maritime<br />

regional power. The country’s leadership envisions<br />

maritime power as making a critical contribution to<br />

India’s rise as a power. The navy’s role in that evolving<br />

national security strategy has three major components:<br />

protecting the nation’s strategic interests,<br />

commerce and its relationships with its allies. In that<br />

role, the navy is not just a protector of the seas but<br />

also a visible arm of India’s diplomacy and expanding<br />

overseas presence.<br />

Officially released on <strong>10</strong> October 2015, the Indian<br />

Navy’s strategy is titled: “Ensuring Secure Seas: Indian<br />

Maritime Security Strategy.” It reflects that service’s<br />

response to the country’s economic growth, expanding<br />

maritime trade, increased technological base and<br />

the emerging diversity and strength of the threats<br />

facing it.<br />

With over 90 percent of India’s external trade volume<br />

moving by sea, and its geographically expanding<br />

economic interests, investments and markets dependent<br />

on the maritime domain, maintaining oceanic<br />

security and stability at ever greater distances from its<br />

own coasts has become a vital strategic requirement.<br />

Moreover, Asia’s growing economic strength has<br />

shifted the world’s geo-strategic focus from a Euro-<br />

Atlantic to an Indo-Pacific one. The Indian Navy<br />

is therefore changing its operations and maritime<br />

footprint to reflect that shift. India’s 21 st century<br />

resurgence, if it is to continue, is seen as being inconvertibly<br />

linked to secure global seas in general and<br />

those of the Indian Ocean more particularly. India’s<br />

ISRAEL<br />

EGYPT<br />

SUDAN<br />

JORDAN<br />

ERITREA<br />

ETHIOPA<br />

IRAQ<br />

SAUDI<br />

ARABIA<br />

YEMEN<br />

DJIBOUTI<br />

U.A.E.<br />

IRAN<br />

OMAN<br />

AFGH.<br />

PAKISTAN<br />

Gwadar Naval Base &<br />

Surveillance Facilities<br />

Mumbai<br />

Karwar<br />

Kochi<br />

INDIA<br />

NEPAL<br />

SRI LANKA<br />

BHU.<br />

BANG.<br />

Upgraded<br />

MYANMAR<br />

Port Facility<br />

Chittagong<br />

Port Facility<br />

Visakhapatnam<br />

Commercial Naval Base<br />

Surveillance<br />

Port Blair<br />

Facility<br />

Andaman Is.<br />

Kra Canal<br />

LAOS<br />

THAILAND<br />

VIETNAM<br />

CAMBODIA<br />

CHINA<br />

Tropic of Cancer<br />

Hainan Is.<br />

Sanya<br />

Submarine Base<br />

Woody Is.<br />

South China<br />

Sea<br />

SOMALIA<br />

Maldives<br />

Hambantota<br />

MALAYSIA<br />

KENYA<br />

Seychelles<br />

Equator<br />

INDIAN OCEAN<br />

Sumatra<br />

Borneo<br />

INDONESIA<br />

TANZANIA<br />

Diego Garcia<br />

Java<br />

MOZAMBIQUE<br />

MADAGASCAR<br />

Indian listening<br />

stations<br />

Mauritius<br />

Tropic of Capricorn<br />

Indian Facilities<br />

Chinese Facilities (String of Pearls)<br />

US Naval Base<br />

2000 Km<br />

<strong>10</strong>00 Miles<br />

Sino-Indian Strategic Competition<br />

in the Indian Ocean, 2019<br />

28 • COUNTERFACT


leaders also see secure sea lines of communications<br />

and freedom of navigation on the world ocean as essential<br />

to the security of its citizens living and working<br />

overseas. With all that in mind, the revised strategy<br />

has increased focus on the following.<br />

INS Vikramaditya in Baltic Sea during her trails in 2013.<br />

• Increasing the safety and security of seaborne<br />

trade and energy routes, especially in the Indian<br />

Ocean Region (IOR).<br />

• The crucial importance of maintaining freedom<br />

of navigation and strengthening the international<br />

legal regime at sea, particularly the United<br />

Nations Convention on the Law of the Sea<br />

(UNCLOS).<br />

• The considerable value in undertaking cooperation<br />

and coordination among various allied<br />

navies to counter common threats at sea.<br />

The new strategy contrasts with its 2007 predecessor,<br />

which was titled “Freedom to Use the Sea’s:<br />

India’s Maritime Strategy,” in three ways. First, it puts<br />

a greater emphasis on multi-agency and international<br />

security collaboration. Second, it defines an expanding<br />

area of Indian interest as stretching all across the<br />

IOR. Third, it calls for innovation and technological<br />

cooperation between Indian industry and its military<br />

in order to further the attainment of those first two<br />

new goals.<br />

In contrast, the earlier strategy focused almost<br />

entirely on military operations on and over the sea<br />

to ensure India’s freedom to use local sea lanes. It included<br />

a call for some cooperation among the service<br />

branches, but it emphasized sea control as the navy’s<br />

primary mission across all levels of conflict.<br />

There was little discussion of the actual means of<br />

power projection in the 2007 strategy, nor were cyber<br />

or netcentric operations even mentioned. The new<br />

strategy emphasizes both.<br />

Also, the earlier strategy contained little mention<br />

of coastal and terrorist threats, since they hadn’t yet<br />

manifested a maritime component. That changed<br />

with the 2008 Mumbai attack, in which terrorists<br />

infiltrated that city from the sea via a fishing vessel<br />

they’d seized. As a result of that attack and the onset<br />

of piracy in the Indian Ocean, the new strategy places<br />

a greater emphasis on countering piracy and terrorism.<br />

INS Vikramaditya in Baltic Sea during her trails in 2013.<br />

Maritime security is more complex today than ever<br />

before. It’s now perceived as being multi-dimensional,<br />

meaning it emanates across the three dimensions of<br />

the physical world into and through the electro-magnetic<br />

spectrum an on to the cyber-dimension.<br />

Even within just the traditional physical maritime<br />

battlespace, security concerns have become diverse<br />

and their strategic counters almost contradictory. For<br />

example, non-state threats such as terrorism and piracy<br />

typically employ “low tech” weapons and tactics,<br />

hiding among innocent maritime activities to strike in<br />

a fashion not unlike insurgents ashore. Patrolling can<br />

deter such attacks while naval and coast guard units<br />

are actually present, but as is often the case in fighting<br />

guerrilla armies ashore, the enemy rarely strikes<br />

when sufficient force is present to ensure their defeat.<br />

Also, high-tech weapons are often ineffective<br />

against such asymmetric opponents. Thus, countering<br />

that kind of maritime threat requires differently<br />

armed ships and a mixture of traditional and innovative<br />

operations and tactics. Those kinds of operations<br />

will differ significantly from countering a peer-state<br />

maritime opponent who most likely is equipped with<br />

high-tech sensors and weapons. Yet the nation’s mari-<br />

Photo Credit: Indian Navy photo / http://indiannavy.nic.in<br />

COUNTERFACT • 29


Photo Credit: National Archives at College Park / JO1 Todd Macdonald, USN<br />

The India Navy, Delhi Class Destroyer, INS MYSORE (D 60) leads the way during the opening day of Exercise MALABAR 04,<br />

conducted off the coast of India, in the Indian Ocean.<br />

Hindustan Shipyard at Visakhapatnam, India. Where the INS<br />

Arihant was built and where it will be launched.<br />

Photo Credit: US Wikimedia Commons / Adityamadhav83<br />

time security forces must be prepared to face both<br />

kinds of opponents.<br />

India is therefore both expanding and modernizing<br />

all its naval components. It has bought and is<br />

building newer and more capable aircraft carriers to<br />

replace the aging ones that served the fleet for over<br />

30 years. The naval air arm is also acquiring modern<br />

aircraft to replace the Cold War-era platforms that<br />

dominate its current inventory.<br />

The submarine force is also benefitting from the<br />

new national interest in naval forces. In addition to<br />

receiving new units, it is also acquiring new weapons,<br />

many developed in partnership with other countries.<br />

For example, the BrahMos supersonic anti-ship cruise<br />

missile (ASCM) was developed in partnership with<br />

Russia and will be carried by aircraft, surface warships<br />

and submarines. A land-based version is being supplied<br />

to the army, and both versions are likely to be<br />

sold to Vietnam to help that nation face the growing<br />

Chinese threat in the South China Sea. Finally, India<br />

is testing its first submarine launched ballistic missile,<br />

adding a naval component to their strategic nuclear<br />

forces.<br />

30 • COUNTERFACT


Ship/Aircraft Type<br />

TODAY 2025<br />

estimated<br />

Ship/Aircraft Type<br />

TODAY 2025<br />

estimated<br />

CTOL Aircraft Carrier 0 1<br />

Ski Jump Aircraft Carrier 2 2<br />

CG 0 1<br />

DDG <strong>10</strong> 15<br />

FF/FFG 14 20<br />

Corvette 23 24<br />

PC 27 30<br />

MSO 6 6<br />

SSBN 0 1**<br />

SSN 1* 2<br />

SSB 0 1-2**<br />

SS 14 14<br />

LPD 1 3<br />

LST 5 6<br />

LSM 4 4<br />

Mini-Submarines<br />

AO/AOE 4 6<br />

Naval Aircraft<br />

Carrier Fighters:<br />

MiG-29<br />

AV-8 Harrier<br />

Teja<br />

Maritime Patrol/ASW:<br />

Il-38<br />

Tu-142<br />

P-8i<br />

Medium Range MPA<br />

Do228<br />

Follow-On<br />

33<br />

8<br />

0<br />

5<br />

8<br />

8<br />

8<br />

0<br />

34<br />

0<br />

24<br />

0<br />

0<br />

14<br />

0<br />

12<br />

Amphibian SAR: US-2 0 12<br />

UAVs/Mk-8 24 36-48<br />

Carrier AWACS 0 4<br />

Attack Helicopters 0 8***<br />

AEW Helicopters: Ka-31 2 4<br />

ASW Helicopters:<br />

Ka-31<br />

Ka-28<br />

SH-70<br />

SH-3 Sea King<br />

Transport/SAR Helicopters:<br />

Follow-On<br />

H-3 Sea King<br />

SA-319 Alouette<br />

2<br />

12<br />

0<br />

35<br />

0<br />

12***<br />

8<br />

Abbreivations<br />

CTOL = Conventional Takeoff & Landing<br />

CG = Guided Missile Cruiser<br />

DDG = Guided Missile Destroyer<br />

FF/FFG = Frigate/Guided Missile Frigate<br />

PC = Patrol Craft (Coastal Patrol)<br />

MSO = Oceangoing Minesweeper<br />

SSBN = Nuclear Powered Ballistic Missile<br />

Submarine<br />

SSB = Conventionally Powered Ballistic<br />

Missile Submarine<br />

SSN = Nuclear Powered Attack Submarine<br />

SS = Conventionally Powered Attack<br />

Submarine<br />

LPD = Landing Platform Dock Ship<br />

LST = Tank Landing Ship<br />

LSM = Medium Landing Ship<br />

Mini-Submarines = 2-4 Man Submarines<br />

Used in Unconventional Warfare<br />

AO/AOE = Fleet Logistics Support Ships<br />

ASW = Anti-Submarine Warfare<br />

SAR = Search and Rescue<br />

AWACS = Airborne Warning and Control<br />

System Aircraft<br />

Notes<br />

*Leased from Russia<br />

**Costs Will Impact Choice of Ballistic Missile<br />

Submarine Design & Propulsion.<br />

***Used to Support Indian Maritime<br />

Commando (US SEAL equivalent),<br />

Amphibious Operations by the Marine<br />

Brigade & General Fleet Logistics<br />

14<br />

4<br />

18-24<br />

0<br />

12-24***<br />

0-4<br />

0<br />

Photo Credit: Background vector created by Freepik<br />

COUNTERFACT • 31


In theory, the called-for naval construction program<br />

will provide a powerful fleet with significant<br />

strategic and operational power projection capabilities<br />

by 2025. Of course, like all such plans, India’s new<br />

strategy faces many challenges to its stated goals.<br />

India’s defense budget deliberations have always<br />

difficult, and the country faces land-based threats<br />

of immediate concern that also demand resources.<br />

There are three ongoing insurgencies, while jihadist<br />

terrorism poses a potential threat to the country and<br />

its Hindu population. India also shares land borders<br />

with two overtly hostile countries, China and Pakistan,<br />

with the latter being the more immediate and<br />

constant threat.<br />

For example, Pakistan continues its clandestine<br />

sponsorship of terrorist attacks in India, which triggered<br />

an Indian retaliatory special forces raid on<br />

29 September 2016. Near daily artillery exchanges<br />

along the Kashmir line of control in the far north are<br />

another constant reminder of the Pakistani threat.<br />

Pakistan’s possession of nuclear weapons adds a<br />

potentially catastrophic dimension to all that. Finally,<br />

Pakistan’s ally China, against whom India fought a<br />

war in 1960-62, maintains a significant military presence<br />

along and near the Sino-Indian frontier.<br />

The resources required to counter and deter those<br />

threats will compete with the naval budget. Despite<br />

those challenges, India will certainly expand its<br />

navy and naval operations over the next decade, the<br />

only question being what degree of success they will<br />

achieve. CF<br />

SOURCES<br />

Defence Staff Writer. “India Set to Participate in<br />

Multinational Exercise in the South China Sea,” India Times,<br />

01 May 16.<br />

Dhowan, Adm. R. K., Chief of Naval Staff. Ensuring Secure<br />

Seas: Indian Maritime Security Strategy. Indian Navy<br />

National Security Publication (NSP12), Ministry of Defence,<br />

<strong>10</strong> October 2015.<br />

Go, Yamada. “As China Rises, India Asserts Itself,” Nikkei<br />

Asian Review, 2 April 2015.<br />

Mehta, Adm. Sureesh, Chief of Naval Staff. Indian Military<br />

Doctrine Integrated Headquarters, Ministry of Defence<br />

(Navy), 2009 updated on 16 February 2016.<br />

Patrick Cronin and Darshana Baruah, “The Modi Doctrine<br />

for the Indo-Pacific Maritime Region,” The Diplomat, 2 Dec.<br />

2014.<br />

Rout, Hemant Kumr. “Maiden Test of Undersea K-4 Missile<br />

From Arihant Submarine,” India Express, 09 April 2016.<br />

32 • COUNTERFACT


COUNTERFACT • 33


Compare<br />

& Contrast<br />

Germany’s<br />

The vast scope of Operation Barbarossa<br />

has long obscured the fact the largest<br />

tank battles in history took place from<br />

June to August 1941 in the western<br />

border districts of the Soviet Union, where more than<br />

13,000 Red Army tanks clashed with 3,400 German<br />

panzers. In less than three weeks of fighting, the<br />

Soviets lost some 12,000 of those tanks versus the<br />

Germans’ roughly 400.<br />

At the end of six months, some 20,500 Red Army<br />

tanks had been destroyed in further tank battles.<br />

Many of those vehicles, more than 4,000 in all, were<br />

BT-7 models from the 21 tanks corps of the Leningrad,<br />

Baltic, Western, Odessa, Moscow, Kiev and<br />

Kharkov Military Districts. More than 1,700 additional<br />

BT-7s equipped five tank corps of the Central<br />

Asian, Caucasus, Baikal and Far Eastern Military<br />

Districts, which weren’t involved in the fighting.<br />

Opposing them were 660 Panzer 38(t)s distributed<br />

among five panzer divisions. (The “t” stands for “formerly<br />

Czechoslovakian,” which in German is spelled<br />

“Tschechoslowakei.”)<br />

To compare the fighting abilities of both tanks and<br />

their crews early on in the conflict, one engagement,<br />

in which Brig. Gen. Hans Freiherr von Funck’s 7 th<br />

Panzer Division clashed with the Col. Fedor Fedorov’s<br />

5 th Tank Division, in the border region of East Prussia<br />

and Lithuania on the Suwalki-Alytus-Vilnius axis,<br />

during the first few days of the conflict, provides an<br />

instructive overall example.<br />

Organized into a panzer regiment and a motorized<br />

infantry brigade with two motorized rifle regiments<br />

34 • COUNTERFACT


y Gilberto Villahermosa<br />

Panzer 38(t)<br />

vs.<br />

USSR’s BT-7<br />

(along with support elements), Funck’s division,<br />

battle hardened in France under Erwin Rommel the<br />

year before, began with 265 combat vehicles. There<br />

were: 53 Panzer IIs, 167 Panzer 38(t)s, seven Panzer<br />

38(t) command tanks, 30 Panzer IVs and eight Panzer<br />

III command tanks.<br />

Fedorov’s division, which had participated in the<br />

invasion of Poland and the Soviet occupation of Lithuania<br />

in 1939, but lacked true combat experience,<br />

was organized into two tank and one motorized rifle<br />

regiment (with support elements). It entered combat<br />

with 268 tanks and 76 armored cars, including: 170<br />

BT-7s, 18 T-26 light tanks, 30 T-28 multi-turreted medium<br />

tanks and 50 of the newly deployed T-34s.<br />

Technically, the Red Army division outclassed its<br />

German counterpart with 80 medium tanks (T-34s<br />

and T-28s) versus only 30 medium Panzer IVs. The<br />

Germans, however, seemingly possessed superiority in<br />

light tanks over the Soviets, with 220 Panzer IIs and<br />

Panzer 38(t)s arrayed against 188 BT-7s and T-26s.<br />

Even so, when the Soviet armored cars – many carrying<br />

the same 45mm gun found on the BT-7 and T-26<br />

– are added to the equation, the Soviets can be seen<br />

to have effectively outnumbered the Germans in light<br />

armored fighting vehicles.<br />

Seized from the Czechoslovakian military after the<br />

bloodless takeover of that country in 1938, and used<br />

primarily in the mechanization of the German horse<br />

cavalry units, the Panzer 38(t)s took part in the invasions<br />

of Poland in 1939 and France in 1940. After<br />

the latter campaign it underwent modifications to<br />

improve its combat performance and better integrate<br />

COUNTERFACT • 35


Panzer 38T<br />

it into German<br />

service. Those upgrades primarily focused on increasing<br />

armor protection, with emphasis on shielding the<br />

four-man crew.<br />

By the beginning of Operation Barbarossa, the<br />

Panzer 38(t) had become a mainstay vehicle within<br />

the German mechanized force, replacing the Panzer<br />

III in many units and equipping five of the 17 panzer<br />

divisions. In fact, they represented about 20 percent<br />

of all the tanks (almost 700) taking part in opening of<br />

the campaign against the Soviet Union.<br />

Weighing 9.8 tons and equipped with a 37mm gun<br />

and two 7.92mm machineguns, the Panzer 38(t) was<br />

the only German tank of foreign origin to remain in<br />

production for the duration of the war. It easily outclassed<br />

both the German-designed Panzer I (equipped<br />

only with machineguns) and Panzer II (armed with a<br />

20mm cannon), which made up the bulk of the early<br />

panzer force. It was also heavier and better armored<br />

than those German contemporaries but, as was soon<br />

discovered in Poland and France, the Panzer 38(t) was<br />

still susceptible to Allied anti-tank artillery and antitank<br />

rifles.<br />

The BT-7 (“BT” stands for the Russian language<br />

term for “Fast Tank”) had entered the Soviet inventory<br />

in 1931 as a “cavalry” (reconnaissance) tank,<br />

and it was a curious amalgamation of US and Soviet<br />

technology. Initially based on an imported US model<br />

design by Walter Christie, the follow-on Soviet variants<br />

departed from that origin, particularly in terms<br />

of armament.<br />

The BT-7 saw its combat debut in 1937 in the<br />

Spanish Civil War, and was also used against the Japanese<br />

Army along the Mongolian frontier<br />

in 1938-39. It participated in the Soviet invasion<br />

of Poland in 1939 and the Winter War with<br />

Finland that same year. By June 1941 more than<br />

5,500 BT-7s had been built. (Sadly for the<br />

Soviets, an estimated 70 percent<br />

of their entire light tank park of<br />

BT-7s and T-26s were down for<br />

maintenance when the Germans<br />

invaded.)<br />

Weighing 13.8 tons and armed<br />

with a 45mm gun and two 7.62mm<br />

machineguns, the BT-7 wasn’t as well<br />

armored as the Panzer 38(t). Though<br />

faster than their enemy counterpart, its three-man<br />

crew had their hands full in combat as compared to<br />

the German vehicle’s four-man crew.<br />

Technically, the two vehicles were fairly evenly<br />

matched. The BT-7’s 45mm gun had better armor<br />

penetration at <strong>10</strong>0 meters, while the Panzer 38(t)’s<br />

37mm gun had better penetration at 500 meters.<br />

Thus the Red Army tankers sought to close to within<br />

<strong>10</strong>0 meters before engaging, while their opponents<br />

sought to engage from standoff distances beyond <strong>10</strong>0<br />

meters. As the border battles would show, however,<br />

tank warfare is actually much more than just a clash<br />

between armor, firepower and mobility.<br />

The two divisions started engaging on the first day<br />

of Barbarossa, when a small detachment of BA-<strong>10</strong><br />

armored cars from 5 th Tank encountered elements of<br />

7 th Panzer outside Alytus as the Germans lunged for<br />

the two bridges across the Neman River in the northern<br />

and southern parts of that town. The Germans<br />

secured both bridges quickly, but the battle grew intensity<br />

when they tried to cross and expand a bridgehead.<br />

A T-34 knocked out a Panzer IV and a T-28<br />

rammed and destroyed a Panzer 38(t) in the north,<br />

while BT-7s firing from hull-down positions knocked<br />

out six German tanks in the south.<br />

Both sides fed more and more forces into the<br />

battle, with the Soviet division launching BT-7s and<br />

T-34s in unsupported and piecemeal counterattacks<br />

all during the afternoon. Time after time, the German<br />

tanks shot up the Soviet counter-attacks. In comparison<br />

to the Germans, the Soviet tank crews didn’t<br />

have good situational awareness, and they maneuvered<br />

with no central direction. (Every German tank<br />

carried a two-way radio, while only Soviet command<br />

tanks – easily identifiable to German gunners due to<br />

36 • COUNTERFACT


their outside antenna arrays – had them.)<br />

The Red Army tanks were relentlessly picked off<br />

by the German tanks and field guns. By the end of<br />

the day, the Germans had put out of action 85 Soviet<br />

tanks; though Soviet accounts suggest about half of<br />

those losses were due to mechanical breakdown and<br />

other mishaps. German sources listed their own losses<br />

for the day at 11 tanks, including four Panzer IVs and<br />

seven light tanks, mainly Panzer 38(t)s. Additional<br />

vehicles were knocked out or damaged, but were then<br />

recovered and repaired. Most damaged Soviet tanks<br />

had to be abandoned as 5 th Tank Division withdrew<br />

across the Neman River, leaving the battlefield under<br />

German control.<br />

Fighting between the 7 th Panzer and 5 th Tank Divisions<br />

continued over the next several days as the<br />

Germans advanced on Vilnius. By 24 June, when they<br />

entered that city, all that remained of Fedorov’s division<br />

was a battle group of 15 tanks, 20 armored cars<br />

and nine artillery pieces. Nonetheless, even as the<br />

Red Army continued to fall back, Fedorov continued<br />

to counterattack whenever an opportunity presented<br />

itself.<br />

On 26 June, 7 th Panzer Division entered Minsk. On<br />

that same day, all that remained of 5 th Tank Division<br />

were three tanks and some 40 trucks. The division<br />

had effectively ceased to exist, and its remnants were<br />

ordered to break off and move east to Kaluga, a locale<br />

then still far in the Soviet rear area. There they were<br />

to be incorporated into a new tank division to be<br />

incorporated into XIV Mechanized Corps.<br />

The 7 th had also suffered heavily, forcing it to temporarily<br />

disband one of its three panzer battalions in<br />

order to use those vehicles to bring the other two up<br />

to strength. Only about half of the original complement<br />

Panzer 38(t) tanks were still functional, though<br />

most of those losses were attributable to mechanical<br />

breakdown rather than combat.<br />

The victories of the German Panzer<br />

38(t)s over their counterpart Soviet<br />

BT-7s were largely due to broader issues<br />

of tactical experience and preparedness,<br />

and not to technical advantages or<br />

disadvantages inherent in either vehicle.<br />

At the strategic level, Stalin’s misguided<br />

policy of not permitting the reinforcement of<br />

the East Prussian-Lithuanian border area during the<br />

first days of the war – in the hope some negotiated<br />

settlement was still possible – further exacerbated a<br />

host of other Red Army systemic problems.<br />

Production of the Panzer 38(t) as a tank ended<br />

in June 1942, because they had been rendered fully<br />

obsolete by the appearance of the Soviet T-34 medium<br />

and KV heavy tanks. Instead, production of<br />

their chasses were switched to the turretless Marder<br />

(Marten) tank destroyer, which mounted a 75mm<br />

anti-tank gun. While not as versatile as a turreted<br />

tank, the Marder had enough firepower to deal with<br />

the emerging Soviet tank threat.<br />

The BT-7 also became increasingly scarce after<br />

1941, with only a few hundred remaining in the Red<br />

Army’s inventory by the time of the spring and summer<br />

battles of the next year. By the time of the Stalingrad<br />

campaign in the autumn and winter of 1942-43,<br />

there were hardly any BT-7s still in front line service.<br />

By the end of the war there were only 299 of them in<br />

all of European Russia, of which only 43 were operating,<br />

mainly for training, with the remainder sitting in<br />

repair facilities. CF<br />

SELECTED SOURCES<br />

Steven Zaloga. BT Fast Tank. The Red Army’s Cavalry Tank 1931-<br />

1945. Oxford: Osprey Publishing, 2016.<br />

Steven J. Zaloga. Panzer 38(t) vs. BT-7. Barbarossa 194. Oxford:<br />

Osprey Publishing, 2017.<br />

BT-7<br />

COUNTERFACT • 37


38 • COUNTERFACT


COUNTERFACT • 39


40 • COUNTERFACT

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