This was the battle of Salon de Companerismo had the Union Federal de Buena Vista first division fighting the first division of the Republica Democratica Popular de la Cucaracha. The UFBC first division had three combat brigades and one divisional artillery brigade. The combat brigades had one brigade with two tank battalions, two puma battalions, an engineer battalion and one artillery battalion, one brigade with one tank battalion, three puma battalions, one engineer battalion, and an artillery battalion, and one brigade with three boxer battalions and an engineer battalion. The divisional artillery brigade had three MRL battalions and one AA battalion.
The RDOC had a brigade with three tank battalions, one BMP battalion, and an raillery battalion. The second brigade had two tank battalions, two BMP battalions and one artillery battalion. The third and fourth brigades had one tank battalion, one BMP battalion, two BTR80a battalions and one artillery battalion. The divisional artillery brigade had three artillery battalions, one MRL battalion, and one AA battalion.
The rules used were Lightning War - Red Storm, which are available for free from LWRS group.io We did use some house rules for the game as we kept the ground scale to one kilometer per 10cm (four inches) instead of the recommended doubling for the modern period and changed the quality ratings by increasing them by 5 and using a roll of two dice instead of a single die roll for activating formations. The table was 24km square.
Indirect fire is then resolved followed by direct fire. It is possible for artillery fire to disorganize a formation which would then cause it to only fire with half its combat factors. Artillery fire is not guaranteed as the unit calling the fire has to roll equal to or less than the artillery formations quality rating and calling divisional artillery has an additional negative modifier applied to its rating. Artillery fire is very good at disorganizing units, but causing casualties on armored units is difficult due to the save modifiers. Infantry in built up areas can also be very difficult to cause casualties on.
The UFBV used march and road movement to move quickly forward and gain a positional advantage over the RDPC. At first casualties were very light. The RDPC was advancing from the east and managed to occupy the town on the south center edge of the battle field. The UFCV advanced towards that town and prepared to storm it with a pair of infantry battalions. Artillery and direct fire had disorganized the DRPC defenders. If the UFBC could roll high enough for initiative on the next turn the two battalions would be able to move first and assault the defenders before they were able to recover from disorganization. They were able to do so and their assault drove the defenders from the town.
View of the town on the turn prior to the assault on it.
Center of the battlefield on the same turn viewed from the southeast
Attacks by the RDPC to the south of that town were halted and driven back In the center part of the table UFBV artillery and direct fire badly damaged another couple of RDPC battalions.
On the northern flank neither side was making much progress. Artillery and direct fire from a Leopard 2 tank battalion damaged another BTR battalion.
Combat had taken a full rules day of six turns. Both sides paused for the night and combat resumed in the early morning of the next day. At this point UFBV artillery and direct fire took a toll on RDPC units. By the end of turn eight the two RDPC brigades on the southern half of the table had two exhausted battalions with possibly more by the end of the next turn. It was judged a UFBV victory. We had played for about four hours with a short lunch break included.
End of turn five. RDPC tanks would occupy the hill in the left center and their infantry would occupy the town to the left of it. UFBV infantry would advance up the road towards the town and the tank battalion on the road in the right center would advance through the town in the bottom center then deploy above it.
We have tried several different rule sets including Fistful of Tows, Spearhead, Cold War//Blitzkrieg Commander and others. These played the fastest of all of them and were easy to comprehend and use. The rules are available for free from https://groups.io/g/LWRS