Last night we played the second game of our mini campaign, pitting our formations assembled from a Stryker Brigade (Blue) and a Motorised Division (Red).
As the Red player, I had
won the previous battle retaining the initiative, which meant I would again
be the attacker. I had allocated two campaign points
to influence the next scenario type, since I didn't want to get
bogged down by one of the low results when rolling on
the battle type table. These included a 'Deliberate Attack' or
(even worse) a 'River Crossing'. Lucky I did this, since I rolled low but as a
result of the modifier the scenario generated was another 'Hasty Attack'
by Red.
The terrain was generated
using my terrain generator system from my "Oz Invaded"
campaign system. I was pretty happy with how it worked. The resulting
battlefield is shown below:
The visibility for the
battle would be moderate (overcast), with the wind blowing from the South.
The terrain was quite open, with very few hills, a couple of small
towns and a large number af fields. The fields were classed as "Low
Crops", and most were surrounded by "Low Hedges". In FFT,
neither of these terrain types block LOS, but they do provide light cover.
There was one area of Orchards, to the WNW of the southern town, which was
classed as "High Crops" (does block LOS). The objective for the
battle was a hill covering the main road through the battlefield, also
linking the two towns. The terrain around the objective was open all
around, with only a couple of approach directions covered from LOS
to within assault distance. I had to occupy this objective within
eight turns (preferably seven), without taking excessive losses.
After the last Hasty
Attack scenario, I thought Blue might approach the battle a little differently.
Like last time, they were limited to deployment in their third of the table,
but I thought they might try a more active defence, moving forward initially to
seize favourable delaying positions forward of the objective. In particular
I thought the two towns may be important to the Blue defence as
strong-points. The northern-most town was in the Blue deployment zone and could
be occupied by them during deployment. The southern town was outside the
blue deployment zone, but was reach-able in their first turn. Luckily,
however, I would be moving first, with an opportunity to try and prevent
this.
I sketched out four broad
outline concept plans to approach the attack:
A - double envelopment. This would allow me to make my assault from turn 6 if all went well in my preliminary moves |
Of these, I discounted
plans A and D as very marginal whether I would have enough time
to conduct the attack if accounting for several turns of potential
delay due to enemy action. Plan B did not really give me enough
troops for a hard fight on the objective.
B - broad frontage. This would allow me to manoeuver simply, make my assault from turn 4, with good coverage across the battlefield, but limited troops attacking the main objective. |
C - frontal attack. This would allow me to manoeuver simply, make my assault from turn 5, with some risk on my flanks, but good troop concentration attacking the main objective. |
D - left flanker. This would allow me to manoeuver relatively simply, assaulting from turn 7 in good concentration, and from a good covered approach on the flank. |
So I developed plan C
as the simplest most achievable plan for my mission. But I had
to try and minimise the flank risks where possible, using my supporting
assets. The detailed Red plan is shown below:
I would immediately move at full speed up the road from the SW to seize the southern town with a small advance detachment comprising my Brigade Engineer and Recon companies. These had five platoons of troops combined, which when dismounted within the town would be hard to counter-attack and drive out. Their move would be covered by a WP smoke-screen, and the woods to the east of the town (a likely deployment area from which the US infantry could take the town) would be hit with an ICM artillery strike.
Concurrently, on the
northern flank, the Divisional Aviation battalion (my attachment choice
for the game) would enter the table travelling in "high mode" (allows
them to move any distance, but they become susceptible to off-table SAM fire).
In turn two, they would adopt "Nap of Earth" mode. The transport
helicopter company would land the battalion's company of air-mobile
infantry (plus an attached company from 221 battalion) in the clearing to
the NW of the northern town, whilst the attack helicopter company (with a
platoon of Mi-28s and a platoon of Gazelle scout helicopters) would take up an
overwatch position behind the tree-line, ready to engage any opposition. The
Infantry would occupy the northern town, using their ATGMs to overwatch the
objective from the north preventing interference with the subsequent Brigade
assault onto the objective. If the northern town was occupied by enemy troops,
the air-mobile infantry would at least 'piquet' the enemy in the town,
preventing them from moving out or otherwise interfering with the Brigade
assault.
Also on turns one and two, but approaching from the west, my Brigade AT Company (BTR-90s) would move rapidly up the road and adopt an overwatch position in the tree-line overlooking the objective and the heavy woods to its NE (another suspected enemy position). My Brigade UAV platoon would monitor the area to the rear of the objective.
On turn two, my Brigade's
three infantry battalions and the tank battalion would move from the west,
forming up behind the tree-line for an assault onto the objective in turn five.
The movement and assault would be covered by artillery fire, including the
Brigade SP Artillery Battalion, and two companies from the Divisional MRL
(BM-27) Battalion. An assault on turn five would hopefully give me time to take
the objective, including allowance for one or two turns of delay by enemy
action (eg. enemy fire slowing movement, or laying of nuisance delaying
FASCAM minefields).
Blue again had two Stryker infantry companies. One would be dug in (hasty entrenchments) and defend centrally, from the light woods to the south of the objective. The second company would defend from the heavy woods to the NE of the objective.
This time, a full company
of three platoons of M1A2 SEP was taken as the Blue attachment. They also had a
Platoon of Infantry attached to forma a tank-heavy Combat Team (CT). These were
positioned on the Blue left flank on the South of the battlefield, covering the
road and approaches to the southern town. They also had an alternate position
identified on the main objective.
For artillery support,
the Stryker Battle-group had the Brigade's battalion of M-777 towed
guns, firing ICM.
Turn 1:
The plans over-laid on each other... |
Blue deployment |
southern-most position; the Tank Company |
The central Stryker Company position, infantry dug-in. |
The northern US defensive position. |
The Red Brigade AT Company moved up into cover in the centre, ready to take up its position the following turn. |
The Divisional Aviation Battalion entered on the NE corner of the battlefield, as planned.
|
One of the Mi-17 platoons was shot down by off-table SAMs, with the two Infantry platoons carried destroyed in the fiery wreckage. |
The Red smoke shifts to screen the centre of the battlefield. |
The Red Gazelle and Mi-28 helicopters of the Attack Helicopter company take up their position in overwatch. |
The remaining four infantry platoons are landed in a clearing by the Mi-17 Hips... |
...and quickly move into cover in the heavy woods to their south. The Stryker battalion recon platoon (positioned in the north) calls in artillery on the air-mobile infantry, suppressing a platoon. |
The 21st Motorised Brigade enters in the centre, from the W. |
The Brigade advances in two columns, with 211 and 212 Infantry Battalions in the left column, |
and 213 Infantry and 214 Tank battalion in the right column. |
Red recon observation posts call in artillery (152mm ICM) on the US tanks in the south, suppressing one platoon. |
The Red units moved from column into their assault (line) formation within the covering terrain to the W of the objective. |
The final assault would be across about 8-10" (800-1000m in real world terms) of open ground, so not much to look forward to for the poor Red infantrymen. |
The US tanks snipe at a few exposed platoons on the southern flank of the Red Brigade. They destroyed several tank and infantry platoons. |
The Mi-28 platoon was destroyed by the US Stinger platoon, without firing a single shot. This is the second game where they have achieved nothing! |
As the Red commander, I
panic and deviate from my plan.
My troops were in
position and deployed into assault formation a turn earlier than expected. But
whilst they were in cover, they were still in LOS and taking fire and suffering
casualties whilst in their Form-Up Point (FUP). Unlike last game, the US
Stryker Infantry did not withdraw - they had stayed in their positions and were
now inflicting some significant casualties on my tanks and APCs preparing to
assault. My plan had been to assault through the objective on turn five and I
had pre-planned artillery fire, commencing in turn five, to suppress the
enemy positions when I assaulted.
I moved my troops in beautiful assault formation out of their cover towards the enemy positions. |
The Red Airmobile troops had moved through the woods, threatening the northern flank of the northern US infantry company position. A US platoon was diverted from their defence to defend against this threat, and the Red infantry were destroyed in the ensuing fire-fight.
But due to the mounting casualties, I needed to assault whilst I still had a sufficient force. So I did, but with only light artillery support and a WP smoke screen from the battalion mortars. |
They remained mounted to protect from artillery, and to move up further and dismount the following turn. |
I paid heavily for this action. |
Half my assaulting troops were wiped out, predominantly by fire from the Stryker MGS platoons, and the defending Infantry platoons' Javelin ATGMs. |
The Red Airmobile troops had moved through the woods, threatening the northern flank of the northern US infantry company position. A US platoon was diverted from their defence to defend against this threat, and the Red infantry were destroyed in the ensuing fire-fight.
The Red Gazelle platoon
was destroyed by US artillery.
The US Tank CT changed its orders, and moved down off the hill onto a position on the southern flank of the Red assault (bottom of screen). |
In the centre, poor
positioning of the US M1A2s meant they could not fire on the assaulting Red
forces. The combined tanks and infantry assaulted the US infantry company,
destroying the whole company. But in the process 213 Infantry and 214 Tank
battalions also became combat-ineffective and were unable to continue the
fight. At the end of turn five, the 21st Motorised Brigade was in very bad
shape and withdrew, conceding the battlefield to the US defenders.
The Red assault continued. The smoke-screen was lifted and the pre-planned artillery fire was adjusted (now that I had observers in the assault) onto the defending positions. |
Two companies of BM-27 MRLs and a battalion of 152mm ICM suppressed the forward defenders in both Stryker Infantry defensive positions. |
Then the remaining tanks and Infantry assaulted. |
In the North, 212 battalion... |
... was destroyed without making significant inroads against the defenders there. |
Aftermath:
The battle had been a
blood-bath. It's hard to imagine how it could have gone any worse from the Red
perspective? I had smashed my units against the defender's positions and all
of my battalions had been broken. On the flip-side, one of the US Styker
companies had been destroyed, plus a few other platoons here and there. The
casualties for Red had been very high, however the good news was that the majority
were lost due to quality checks of one form or another, meaning the
majority of these would return to my formation after the battle. But
it was a bad defeat in terms of campaign momentum, since I lost the initiative
and suffered heavy exhaustion for my formation. I also
lost significant numbers permanently from my force (from those destroyed
outright during the game; in the casualty recovery process, only a third of
these are recovered).
In the post-battle
process, both sides spent heavily from their 'Campaign Points' reserve to make
up for the heavy casualties. The US force was able to completely replace their
losses (inflicted at such cost to Red), and Red replaced some of theirs. After
all of this was done, the progressive campaign status is shown below.
Of note is that Red has lost over a full infantry battalion (16%). Additionally, a full company of tanks (16%), and some of the specialist Brigade support companies have suffered losses (particularly the Engineers). Some of this specialist support in future will have to come from the Divisional attachments if required). After conducting two attacks, this is probably to be expected. The good news for Red (if you can call it that) is that they have plenty more troops in their force.
Of note is that Red has lost over a full infantry battalion (16%). Additionally, a full company of tanks (16%), and some of the specialist Brigade support companies have suffered losses (particularly the Engineers). Some of this specialist support in future will have to come from the Divisional attachments if required). After conducting two attacks, this is probably to be expected. The good news for Red (if you can call it that) is that they have plenty more troops in their force.
Exhaustion levels for
both campaign formations are climbing.
Next game, Blue has
seized the initiative and will be conducting a Hasty Attack. This will give us
a chance to test the two forces with their roles reversed?...
Lessons Learned:
The frontal assault
option turned out not to be a good one for the Reds. It was a good lesson to
re-learn that attacking through the enemy's main killing ground is
not a good idea. One of the other options, attacking from a flank, would
probably have allowed me to minimise the defending firepower my troops
were subjected to.
Assaulting in
BTRs through the open against defending tanks, MGS and infantry with
ATGMs will cause heavy casualties. I would have been better off taking a
slower, but more covered attack direction. Or dismounting my infantry and
conducting a slower attack on foot. My desire to simplify the coordination
of the attack, and to conduct it quickly to ensure I had plenty of time, led my
not to consider the full costs of my plan.
My helicopters again did
nothing. I'm losing faith in them. Or maybe I just haven't worked out yet how
they should properly be used?
The Air-mobile infantry
could have been better coordinated with the other assaulting troops. They did
manage to divert part of one of the defending companies, but were destroyed
piecemeal because they attacked before the main assault.
The Blue force had better
flank security this time, which meant they didn't feel the need to withdraw
from their prepared positions. As a result, they were able to stay and fight,
inflicting very heavy losses on the attackers. In the future, I need to
try again to threaten the flanks, forcing the indecision and doubt that caused
Blue to withdraw and give up their defence prematurely last game.
As over-watch forces, my
Brigade AT company (with BTR-90s) is extremely limited by their lack
of thermal sights. My own smoke-screen blocked their visibility for the
majority of the game. I'm going to have to be very careful about how
these are used in future.
I really don't have much
answer to the M1A2s. They are extremely hard to kill with the troops at my
disposal, so I need to really consider how I can at least neutralise their
effect on my forces?
Yet another great AAR - I hope you do figure out the helicopters, as I would love to see more of them, especially after seeing the photograph of the Aviation Battalion deploying.
ReplyDeleteThe Blue forces have been lucky not to have permanent losses - or is that due to the rules/campaign system?
Not using all of your artillery assets - for shame! ;-)
The campaign system allows you to recover a portion of casualties after the game:
ReplyDelete1/3 of 'destroyed' stands;
2/3 of 'failed quality check' stands; and
all 'failed 2/3 unit lost casualty checks'
After all of this, Blue would have permanently lost 2x Infantry and 2x Stryker stands, plus an MGS stand.
The system also allocates 12 campaign points at the start, to be spent after each game (max 5 per game). One of the uses of these is to restore permanent casualties (1CP=1 stand restored).
So he was able to restore all 5 stands lost. I also restored 5 stands, but lost far more than that!!
Those massed tanks give me the willies! Another great report, looking forwards to seeing Blue Force on the offensive!
ReplyDeleteYet another excellent after action report, Bish!
ReplyDeleteGreat AAR also For me! Until now ai played mainly in 15 and 20mm with some"incursion"in 6 mm..but your reports are tempting me about 3mm.still have some "issue"regarding figure size..but should be produced some like modern russian also for western countries..i could surrender!
ReplyDelete