I started Modern Naval Wargaming with the ‘Shipwreck’ rule set and 1:3000 miniatures in January 2024. After a small number of games in Spring 2024 we shifted to the Naval Command 2021 rule set. Mostly because these rules looked more promising. This year sofar we only played 2 modern Naval wargames (March & May). But we were still focused on our objective to merge Modern Naval Wargaming, via an Amphibious Landing with Modern Land Wargaming (‘Fistful of TOW’s’ rules). To that end we both came together recently and started ‘a table top exercise’ (as we call that in the Dutch Navy) to determine how we could execute a Soviet Amphibious Landing in the Baltic on the West German Baltic Coast (1986 Cold War fictional scenario) within the rule set of Naval Command 2021 and Fistful of TOW’s. We did this in my new War Gaming Room, on my temporary 4 x 6 ft table. To start with, we used a 4 x 6 ft blue sea mat with a (cloth) 4 ft x 2 ft cm print of a beach superimposed over the short (4 ft) side of the sea mat. So we had a 2 ft ‘deep’ amphibious part and a 4 ft deep sea part.
The objectives for that table top exercise were:
- to teach my friend the basics of amphibious warfare (read: provide more background to chapter 32 ‘Littoral Operations’);
- to teach my friend the basics of amphibious warfare (read: provide more background to chapter 32 ‘Littoral Operations’);
- to determine the amount of Soviet Amphibious ships we needed and which units and equipment these craft could transport to the beach;
- to determine how many land units (scale: 6 mm) we needed for the Soviet assault on the beach and the NATO defense;
- get a realistic feel on how many game turns are required for unloading these amphibious ships, as the rule set limits offloading of 1 Land Element (1 platoon) per ship per turn (15 minutes in real time);
- discuss the land skirmish opportunities (within Fistful of TOW’s rule set).
Objective 1: how to conduct Amphibious warfare?
Objective 1: how to conduct Amphibious warfare?
After reading several publications about Soviet Amphibious doctrine and capabilities I realized that the Russians during the Cold War were not up to a 1944 D-day like scenario (to put several divisions ashore), but maybe just about a 1982 Falklands scenario (with a limited number of ships and helicopters against an almost undefended beach). An Amphibious assault is one of the most complex events and it has a very strong logistic focus. In which sequence, at which speed can you deliver which units at the beach? Another peculiar event is the change of command: during the sea journey towards the area of operations, the Commander Amphibious Task Force, a naval officer, is in charge. Also during the actual landings this naval officer remains in charge over all. Only after establishment of a Land HQ of the Commander Landing Forces, the Naval commander becomes the supporting commander of the Commander Landing Forces (who becomes in charge over all). And I was very interested how the ships could conduct ‘Naval gunfire support’ (NGS): artillery support by naval ships in support of the Land Forces (Naval Command 2021 Chapter 32.2 and 32.3).
Because we didn’t have any mine warfare vessels, we decided that there wouldn’t be a naval mine warfare threat… And an addition to the scenario: the final objective of the Soviet Land Forces would be to secure a West-German harbour (I have a small 1:3000 harbour), which could be played during the Land phase.
Because we didn’t have any mine warfare vessels, we decided that there wouldn’t be a naval mine warfare threat… And an addition to the scenario: the final objective of the Soviet Land Forces would be to secure a West-German harbour (I have a small 1:3000 harbour), which could be played during the Land phase.
Objective 2: how many soldiers and vehicles can we embark on the landing ships?
Based on the (scale 1:3000) Soviet ships already bought (and painted) by us, we had available: 1 Ivan Rogov Landing Ship Dock (LSD), 2 Alligator-class Landing Ship Tank (LST), 5 Ropucha-class LST’s, 4 Aist-class air-cushion landing craft and 6 Mi-8 transport helicopters (scale 1:600). As a rule of thumb we had decided in the former game that a LSD could carry 1 battalion naval infantry. Two Alligators together could carry 1 BAT and 3 Ropucha’s together could carry 1 BAT. Based on this ‘rule’ it was suggested that the Soviet Landing Force would be composed of 2 BAT’s of Naval Infantry and 1 Tank BAT. The Baltic Fleet had available: 877 & 878 Naval Inf. BAT and 112th Tank BAT. Supplemented by some reconnaisance, anti-tank and anti-air capabilities.
During the discussions we realized we got a major distance scale problem at our hands…. Naval Command 2021 uses 1 cm distance (on the mat) for 1 nautical mile (1852 m.). However at land (my friend uses 6 mm figures) within the Fistfull of TOW’s rule set, we are supposed to use 1 inch = 100 m. These different distance scales would play havoc with our NGS-ranges (we fire from the sea into the land) and the range how far a transport helo could fly across sea and the beach. After lengthy discussions (‘where to lay a ‘scale border’ between land distance scales and sea distance scales? At the beginning of the ocean surf? At the beginning of the sand?) we decided to use sea distance scale at the beach, but have a separate game table for detailed land engagements (at land distance scales; 4800 x 7200 m.).
Based on the slow movements of amphibious ships, their possibilities (eg. can they beach themselves?) and the need for a swift assault (use of much quicker transport helo’s and/or air-cushion landing craft) I initially came forward with a sequence of at least 6 ‘waves’ (1 wave per turn) in which every wave consisted of a choice of 1 or more landing ships, air-cushion craft and/or transport helo’s. Based on this initial plan we looked into the sequence of the required waves: which kind of military capabilities would you like to deploy in wave 1? In wave 2? etc. But… if you want to use those quick air-cushion landing craft/helos in more than one ‘wave’, you have to take into account the ship-to-shore movement time (if they return to the fleet to collect a following ‘wave’). That pushed us to objective 3.
Objective 3: how many game turns are involved with the landing?
Based on the (scale 1:3000) Soviet ships already bought (and painted) by us, we had available: 1 Ivan Rogov Landing Ship Dock (LSD), 2 Alligator-class Landing Ship Tank (LST), 5 Ropucha-class LST’s, 4 Aist-class air-cushion landing craft and 6 Mi-8 transport helicopters (scale 1:600). As a rule of thumb we had decided in the former game that a LSD could carry 1 battalion naval infantry. Two Alligators together could carry 1 BAT and 3 Ropucha’s together could carry 1 BAT. Based on this ‘rule’ it was suggested that the Soviet Landing Force would be composed of 2 BAT’s of Naval Infantry and 1 Tank BAT. The Baltic Fleet had available: 877 & 878 Naval Inf. BAT and 112th Tank BAT. Supplemented by some reconnaisance, anti-tank and anti-air capabilities.
During the discussions we realized we got a major distance scale problem at our hands…. Naval Command 2021 uses 1 cm distance (on the mat) for 1 nautical mile (1852 m.). However at land (my friend uses 6 mm figures) within the Fistfull of TOW’s rule set, we are supposed to use 1 inch = 100 m. These different distance scales would play havoc with our NGS-ranges (we fire from the sea into the land) and the range how far a transport helo could fly across sea and the beach. After lengthy discussions (‘where to lay a ‘scale border’ between land distance scales and sea distance scales? At the beginning of the ocean surf? At the beginning of the sand?) we decided to use sea distance scale at the beach, but have a separate game table for detailed land engagements (at land distance scales; 4800 x 7200 m.).
Based on the slow movements of amphibious ships, their possibilities (eg. can they beach themselves?) and the need for a swift assault (use of much quicker transport helo’s and/or air-cushion landing craft) I initially came forward with a sequence of at least 6 ‘waves’ (1 wave per turn) in which every wave consisted of a choice of 1 or more landing ships, air-cushion craft and/or transport helo’s. Based on this initial plan we looked into the sequence of the required waves: which kind of military capabilities would you like to deploy in wave 1? In wave 2? etc. But… if you want to use those quick air-cushion landing craft/helos in more than one ‘wave’, you have to take into account the ship-to-shore movement time (if they return to the fleet to collect a following ‘wave’). That pushed us to objective 3.
Objective 3: how many game turns are involved with the landing?
Wave 1: 6x Mi-8 transport helos (3 platoons VDV + Anti-Tank Guided Missile team (ATGM) + Mortar team + Man Portable Air Defense System team (MANPADS)), guarded by 2 x Mi-24 gunships; helo speed: 30. To start approx. 15 nm out of coast; operated from 2 Moskva-class helicopter carriers or 1 Kiev-class carrier. transit time: 1/2 turn. target: choke-point or flank operation.
Wave 1: 4 Aist-class. (3 Company Spetsnaz + ATGM team + Mortar team + Manpads team). Those 4 Aist-class were pre-loaded in the Russian port of embarkation. They start approx. 10 nm. out of coast (speed: 10); location of the fleet is around 15 nm from the beach (out of sight). When wave 1 starts, 5 Ropucha-class LST (speed: 5) move closer to the beach.
At the end of turn 1 the specialist troops stil disembark out of the 6 helos and the 4 Aist-class are just hitting te beach. 5 Ropucha-class are now at 10 nm., the Landing Fleet remains at 15 nm. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and moves closer if required.
Wave 1: 4 Aist-class. (3 Company Spetsnaz + ATGM team + Mortar team + Manpads team). Those 4 Aist-class were pre-loaded in the Russian port of embarkation. They start approx. 10 nm. out of coast (speed: 10); location of the fleet is around 15 nm from the beach (out of sight). When wave 1 starts, 5 Ropucha-class LST (speed: 5) move closer to the beach.
At the end of turn 1 the specialist troops stil disembark out of the 6 helos and the 4 Aist-class are just hitting te beach. 5 Ropucha-class are now at 10 nm., the Landing Fleet remains at 15 nm. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and moves closer if required.
During turn 2: the transport helo’s are returning to the fleet to collect the next helo ‘wave’. The 2x Mi-24 gunships remain above the beach to support the deployed 3 Platoons VDV & specialist troops and/or secure the offloading of the 4 Aist-class. The 2 following waves (5 Ropucha’s and Ivan Rogov/Alligator) are leaving the fleet and close in towards the beach.
End of turn 2: the 4 Aist-class have each offloaded their first platoon on the beach. The 5 Ropucha-class LST come within 5 nm of the coast. The Ivan Rogov/Alligator-class come within 10 nm of the coast. The returned 6 transport helos are preparing to embark next wave. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS.
During turn 3: the 4 Aist-class continue their off-loading; the 5 Ropucha-class (speed: 5) hit the beach at the end of turn 3. Ivan Rogov & 1 Alligator-class close the beach at 5 nm. The 6 transport helos embarking next ‘wave’. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and air cover.
During turn 4: the 4 Aist-class air-cushion craft finish their offloading at the end of turn 4. The 5 Ropucha-class start offloading (1 platoon per ship per turn). 3 Ropucha-class are each loaded with 1 Company T-72 tanks (10x T-72 each); the remaining 2 Ropucha-class carry each 2 Company Naval Infantry with amphibian BMP-1 tracked vehicles. The Ivan Rogov & 1 Alligator-class hit the beach at the end of the turn. At the end of turn 4 all of the 3 Companies Spetsnaz and their supporting troops (from Aist-class) and 1 platoon T-72 and 1 platoon Naval Infantry in BMP-1 (from Ropucha-class) are at the beach. Supported by 3 platoons VDV at one of their flanks. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and air cover.
End of turn 2: the 4 Aist-class have each offloaded their first platoon on the beach. The 5 Ropucha-class LST come within 5 nm of the coast. The Ivan Rogov/Alligator-class come within 10 nm of the coast. The returned 6 transport helos are preparing to embark next wave. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS.
During turn 3: the 4 Aist-class continue their off-loading; the 5 Ropucha-class (speed: 5) hit the beach at the end of turn 3. Ivan Rogov & 1 Alligator-class close the beach at 5 nm. The 6 transport helos embarking next ‘wave’. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and air cover.
During turn 4: the 4 Aist-class air-cushion craft finish their offloading at the end of turn 4. The 5 Ropucha-class start offloading (1 platoon per ship per turn). 3 Ropucha-class are each loaded with 1 Company T-72 tanks (10x T-72 each); the remaining 2 Ropucha-class carry each 2 Company Naval Infantry with amphibian BMP-1 tracked vehicles. The Ivan Rogov & 1 Alligator-class hit the beach at the end of the turn. At the end of turn 4 all of the 3 Companies Spetsnaz and their supporting troops (from Aist-class) and 1 platoon T-72 and 1 platoon Naval Infantry in BMP-1 (from Ropucha-class) are at the beach. Supported by 3 platoons VDV at one of their flanks. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and air cover.
During turn 5: the 4 Aist-class craft (speed 10) are leaving the beach to take cover within the fleet. The 2 Mi-24 gunships join the fleet to refuel/re-arm. The 5 Ropucha-class continue their off-loading at the beach. The 6 transport helos (another 3 platoons VDV), escorted by the 3rd Mi-24 deploy them at the other beach flank. The Ivan Rogov and 1 Alligator-class execute their first off-loading turn. The Ivan Rogov LSD is carrying the Commander Landing Forces and his staff, 1 Company Naval Infantry in BMP-1 and several trucks. The Alligator-class is carrying a battery of 4 amphibian ‘2S1’ self-propelled artillery, 10 trucks and additional logistic support. Units of the fleet which are able to do so (draught!) closes the beach at 10 nm. Dedicated fleet units (cruiser/destroyer) continue to provide NGS and air cover.
During turn 6.: the 5 Ropucha-class execute their 3rd off-loading turn. Ivan Rogov & 1 Alligator-class conduct their 2nd off-loading wave. 5 transport helo’s fly back to the fleet (to refuel), 1 transport Mi-8 embarks on Ivan Rogov. 1 Mi-24 remains above the beach. Dedicated fleet units (cruiser/destroyer) continue to provide NGS.
During turn 7: the 5 Ropucha-class LST finish their off-loading and prepare to depart the beach. They have put 1 Tank Battalion (30 T-72 tanks) and 4 Companies (more than a Battalion) Naval Infantry on the beach. The Ivan Rogov & Alligator conduct their 3rd off-loading turn (focus: start building the Commander Landing Forces HQ and disembark trucks -to start moving inland). Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and air cover.
During turn 6.: the 5 Ropucha-class execute their 3rd off-loading turn. Ivan Rogov & 1 Alligator-class conduct their 2nd off-loading wave. 5 transport helo’s fly back to the fleet (to refuel), 1 transport Mi-8 embarks on Ivan Rogov. 1 Mi-24 remains above the beach. Dedicated fleet units (cruiser/destroyer) continue to provide NGS.
During turn 7: the 5 Ropucha-class LST finish their off-loading and prepare to depart the beach. They have put 1 Tank Battalion (30 T-72 tanks) and 4 Companies (more than a Battalion) Naval Infantry on the beach. The Ivan Rogov & Alligator conduct their 3rd off-loading turn (focus: start building the Commander Landing Forces HQ and disembark trucks -to start moving inland). Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and air cover.
During turn 8: the 5 Ropucha-class sail back towards the fleet. The Mi-24 flies back to the fleet (refuel). The Ivan Rogov & Alligator conduct their 4th off-loading turn (focus: building the Commander Landing Forces HQ and disembark trucks -to start moving inland). Dedicated fleet units (cruiser/ destroyer) must be able to provide NGS and air cover.
During turn 9: 2x Mi-24 available again at the fleet. Landing forces secure the beach head and prepare for inland movement. The Ivan Rogov & Alligator at the beach conduct their 5th off-loading turn. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and air cover. 4 Aist-class and 5 Ropucha-class are protected by AAW and ASW-screen of the fleet.
During turn 10: 6x Mi-8 transport helos & 2 Mi-24 gunships are available to support the move inland. The Ivan Rogov LSD at the beach conduct 6th off-loading turn. The Alligator-class finishes her off-loading and is preparing to join the fleet at sea. She has put 4 self-propelled artillery (‘2S1’ 122 mm howitzer), 10 trucks and combat service support logistics (food, fuel, ammo) on the beach. Fleet units (cruiser/destroyer) continue to provide NGS and air cover.
During turn 11. HQ Commander Landing Forces is almost operational. Land Forces have secured a large part of the beach as a staging area. The Land Forces are preparing for the inland move, towards the harbour. The Ivan Rogov is conducting her 7th off-loading turn.
Unfortunately we didn’t have sufficient time/knowledge enough to determine how many trucks (or helo ‘jumps’) we needed for the remaining foot soldiers / specialist troops at the beach to move to the final objective: the West German harbour. Within our amphibious fleet we kept 1 Alligator-class at sea (loaded with another ‘2S1’ battery, 10 trucks and combat service support), assuming she could sail into the harbour, when this was secured by the Russian Land Forces (wishful thinking?).
During turn 9: 2x Mi-24 available again at the fleet. Landing forces secure the beach head and prepare for inland movement. The Ivan Rogov & Alligator at the beach conduct their 5th off-loading turn. Dedicated fleet units (cruiser/destroyer) must be able to provide NGS and air cover. 4 Aist-class and 5 Ropucha-class are protected by AAW and ASW-screen of the fleet.
During turn 10: 6x Mi-8 transport helos & 2 Mi-24 gunships are available to support the move inland. The Ivan Rogov LSD at the beach conduct 6th off-loading turn. The Alligator-class finishes her off-loading and is preparing to join the fleet at sea. She has put 4 self-propelled artillery (‘2S1’ 122 mm howitzer), 10 trucks and combat service support logistics (food, fuel, ammo) on the beach. Fleet units (cruiser/destroyer) continue to provide NGS and air cover.
During turn 11. HQ Commander Landing Forces is almost operational. Land Forces have secured a large part of the beach as a staging area. The Land Forces are preparing for the inland move, towards the harbour. The Ivan Rogov is conducting her 7th off-loading turn.
Unfortunately we didn’t have sufficient time/knowledge enough to determine how many trucks (or helo ‘jumps’) we needed for the remaining foot soldiers / specialist troops at the beach to move to the final objective: the West German harbour. Within our amphibious fleet we kept 1 Alligator-class at sea (loaded with another ‘2S1’ battery, 10 trucks and combat service support), assuming she could sail into the harbour, when this was secured by the Russian Land Forces (wishful thinking?).
Verdict:
We had an interesting thought proces regarding amphibious planning and how to ‘connect’ modern naval war gaming to ‘land wargaming’ (with different scales and rules). To actual play this, we think we need at least 3 days: day 1 the naval battle between Russia and NATO to get near the German coast. Day 2 the actual (partly opposed?) landing at the German beach and day 3 the move inland and fight for the West German harbour (land battle).
Next time we should play this landing!
We had an interesting thought proces regarding amphibious planning and how to ‘connect’ modern naval war gaming to ‘land wargaming’ (with different scales and rules). To actual play this, we think we need at least 3 days: day 1 the naval battle between Russia and NATO to get near the German coast. Day 2 the actual (partly opposed?) landing at the German beach and day 3 the move inland and fight for the West German harbour (land battle).
Next time we should play this landing!





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