AARs of Nick Noran’s CPX run on March 21, 1999. The umpire’s AAR is put first. -------------------------- Rule the first... Never, ever, if you contemplate being a serious wargamer, have a family. A sudden commitment got me to the channel just after official start time, and then I had to input Opfor orders courtesy of absence.. This resulted in game start being delayed by about an hour. Plus one or two other distracting 'phone calls in the middle.... Anyway, to the game.. The game was played on a slightly modified Map230 (Bottom half.. As far up as 980 Northing), I had drawn in a river from N/S, starting at 675920, following the treeline to Guston, continuing N, then curving right going between the clump of trees at 685958 and the big woods just E of there, and basically heading in an NE direction to the road at 698965 (This was named La Madeleine), before following the road (on the E side) North off the map. The scenario itself is one that I have successfully GM'd on the gaming table (Command Decision). The original scenario was printed in one of the supplemental magazines (Command Post Quarterly 5, if you're curious) and is called 'Buying Time'. Of course, I couldn't tell the players that, it might give too much away. It was set in Northern France 1944, and obviously required a few changes to the TO&E in order to make it a little more suitable to a TacOps CPX. My main worry was going to be the effect of missiles on the balance of forces.. The easy way around that was not to have too many, or too good. Thus no BMPs or Bradleys to be found anywhere.. This might also fit in with the 'Belgian Region' theme.. All the good units have been chewed up and the fighting is generally being fought by second-line troops. Fighting in 1986 also made it so that I could use older, less devastating equipment.. i.e. No Javelins or AT-4s... Dragons and M-72s for you! NATO Setup: NATO orders were as follows... NATO information. 17th June 1986 You are a Lieutenant Colonel assigned to the Corps which has just been given the task of checking the Rusian advance in this sector. You have been sent to the town of Luzrene sur Vire with a small force to take command of the forces in the area. Your orders are: First: To hold the crossing points over the Vire river as long as possible to allow as many units to escape across the river as can. Second: To prevent the Russians from capturing any boats or bridges in the area that would allow them to cross the river Third: To hold the Vire River line for as long as possible. You arrived in Luzrene sur Vire a half hour ago. As of the moment, the following forces are in the area. Task Force Ryan Headquarters: 1 Command Section 1 HMMWV Platoon 2 M577 TOC 1 HMMWV w/LMG platoon. 47th Engineer Battalion: Headquarters: 1 Command Section (-) 1 HMMWV Platoon 1 Infantry Platoon 1 Truck Platoon 2 Engineer companies, each with: 2 Engineering Platoons 2 Platoons M113 1 Engineer company with: 2 Engineering Platoons 1 Ferry 1 Security Company (attached) Basically a Rifle Company with trucks instead of APCs 318th Air Defense Battalion (Elements) with: Headquarters: 1 Command Section (-) 1 HMMWV Platoon 1 Infantry platoon 1 Truck platoon 2 Batteries, each with: 1 Stinger Platoon 1 HMMWV Platoon 1 Infantry Platoon 1 Truck 2 Batteries, each with: 1 Platoon M163 ADV 1 Infantry Platoon 1 Truck ___________ Russian bombers destroyed the bridges over the Vire lat week, Destroying one bridge, and damaging the other to the point that no vehicles could pass. The 437th Engineer Battalion arrived two days ago with orders to repair the bridge, as well as operate a ferry service. As a result, the battalion HQ and two companies are in Luzrene sur Vire, and one company is downstream at la Madeleine, where it operates a heavy-capacity ferry. (The ferry can cross one personnel section and one vehicle per 5 minutes) The security company is based at Luzrene sur Vire. The Flak Battalion HQ is at Dufayel, with two batteries deployed on the hill SW of there. One battery is located between Luzrene sur Vire and la Madeleine, the other is South of Luzrene between the two rail lines. Notes on Terrain: The bridge is better, but not perfect. It'll take about 5 minutes for a platoon to cross it. (Vehicle or infantry). The River Vire has been heavily canalised over the years in this area. As a result, it would be difficult to launch boats or amphibious vehicles. As units arrive, you may press them into service as needed. It is now 07:00.. What are your orders? Game Notes: This is a scenario from a miniatures game which I have run from time to time. There is a table to be rolled on with dice to determine what units will arrive when and where, this is not a scripted scenario! There are two entry points on the map (A and B).. As long as the Opfor doesn't control them, there will be a chance of new units arriving. Each unit has a Victory Points total assigned to it. These points are awarded as they exit the Western edge of the map. Units alive, but still on the map at the game end will contribute to the points total. (Opfor units to the N and S off the map will simply envelop and capture/destroy them anyway). Game end is not a defined time.. We'll see how the game goes. You also do not know how many victory points a particular unit will give you until game end! In order to count, the unit must be some 66% intact. Your engineers may deploy mines. Given the small size of the forces, you may split companies up to Platoon level.You may, in dire circumstances, allow part of a unit to be split off, and the infantry units left behind. (i.e. This may affect your points total) --------------------- Entry point A was 690980, Entry point B was down at 673920. You'll note that the starting forces for NATO would hardly be the sort to inspire confidence in a defense.. Engineers and Flak, generally transported by truck. From what I gathered of the NATO plan, they intended to throw up a screen with whatever units arrived first, and then any later units would cross the river.. I'm presuming they were generally expecting combat units, so it was with an evil chuckle that I rolled the first die for reinforcements... For NATO, every 5 minutes or so a D6 was rolled.. On a roll of a 6, a unit comes on the board at a random location. They would then come under player control.. (Excepting the National Guard battalion, see notes in the list) Anyway, here's the list of forces that might have come in.. The points value of each unit was not divulged to the team.. it was up to them to decide how important it would be to get the units across. Obviously, the bakery would be less points total than the Kampfgruppe Die roll: 1: Radio Intercept Company 50 Points 1 Command Element (-) 1 HMMWV platoon 1 Radio Intercept Truck Platoon 1 M577 Platoon 2 Trucks 2 Infantry Platoons 2: Canadian Infantry Battalion 15 points Batallion HQ: 1 Command Element Land Rover platoon 1 Engineer Platoon 1 Truck 3 Infantry Companies (each equivalent to:) 1 Inf Company transported in Grizzly 1 Support company 1 LMG platoon 1 81mm Mortar platoon 1 Milan platoon 2 Grizzly Platoons. Note: This is pre-Eryx. Canadian units use the 84mm Carl Gustaf as an A/T weapon 3: Panzer Workshop Company 35 points 1 Land Rover Platoon 2 Workshop Truck Platoons 1 Truck Platoon 2 Infantry platoons 4. Light Mortar company 5 points 1 Platoon 81mm mortar 1 Platoon 60mm mortar 1 Infantry Platoon 1 platoon trucks 5: Field Bakery Company 5 points 2 Truck platoons 2 Infantry platoons 6: Light Infantry battalion 25 points Standard US battalion using M113s vice M2, no M901. 7: Admin Company 10 points 1 HMMWV platoon 2 Truck platoons 2 Infantry Platoons 8: SP-Flak company 15 points 1 Jeep platoon 2 M163 Platoons 9: Heavy fuel column 25 points 1 HMMWV platoon 3 Tanker Truck platoons 10: Canadian Reconnaissance Company 20 points 1 Grizzly 25mm Platoon 2 Lynx Platoons 2 Infantry platoons 11: Artillery battery. 15 points 1 HMMWV platoon 1 M109 platoon 12: Tank Company 25 points 3 Platoons M60A3 13: Postal Company 5 points 1 HMMWV platoon 2 Truck Platoons 2 Infantry Platoons 14: Light Infantry battalion (National Guard) 10 points Battalion HQ Command element (-) HMMWV Platoon 4 Infantry companies transported in trucks. Not a complete number of Dragons or mortars This unit is in no way interested in fighting.. The NATO commander would have to give it a direct order before they would go to appointed positions, and should they begin to take losses, they would break and runn (By the company). This is a reflection on the fact that one of the strengths of Command Decision is the reflection of morale. 15: Light Supply Column 10 points 1 HMMWV platoon 3 Truck platoons 2 Infantry platoons 16: SP-AT Battery 15 points 1 Jeep Platoon 2 M113/Milan platoons 17: Headquarters Company 40 points 1 Comand Section 1 HMMWV platoon 1 M577 Platoon 1 Platoon motorcycles 1 Kitchen truck 2 Truck platoons 1 Infantry Company 18: Jaeger Battalion 10 points Batallion HQ: 1 Command Element 1 M113 platoon 1 Engineer Platoon 1 Truck 3 Jaeger Companies (each equivalent to:) 1 Inf Company transported in M113 1 Support company 1 LMG platoon 1 81mm Mortar platoon 1 Milan Platoon. 2 M113 Platoon. 19: Signals company 25 points 1 HMMWV platoon 1 M577 Platoon 1 repair truck 1 Infantry Platoon 20: Kampfgruppe 35 points Headquarters: 1 Command element 1 M113 platoon 1 truck 1 Engineer platoon 1 Gepard platoon Panzer company: 2 Platoons Leopard II 1 Platoon Leopard I 1 Infantry Company (Transported in M113) 3 Infatry Platoons 1 60mm Mortar Platoon 1 Milan Platoon 1 Support Company (Transported in M113) 2 81mm Mortar platoons Two Truck platoons 1 Engineer Platoon 1 Platoon Land Rover w/ LMG. 1 Milan Platoon WarPac setup: WarPac orders are as follows. Soviet Information: 17th June 1986 You are a Lieutenant Colonel commanding the 114th Reconnaisance Battalion. Most of your command has been detached and assigned to other units. You have been summoned to Corps HQ, and ordered to take what remains of your command and form it into Task Force (your name here). Your mission is to drive on the village of Luzrene sure Vire, and attempt to deny to NATO to crossing points there. If possible, you are to cross the river and press on. The following units are assigned to your command, however, not all are present. What you have right now: 114th Reconnaisance Battalion with: Battalion HQ: 1 Command Element (This is you!) 1 Jeep platoon 1 ACRV-2 Platoon 1 Jeep platoon with 1 LMG platoon 1 BRDM-2 Platoon (With infantry section) 1 ARV 1 Ammo Truck Company B: 1 Jeep platoon 3 Platoons Jeeps with LMG 3 Platoons BRDM-2 (With infantry sections) 1 ZSU-23 Platoon Company A, 775th Tank Destroyer Battalion 1 BRDM-2 Platoon w/ Command Element (-) 3x BRDM-2 AT platoons Under orders to report to you are the following units. 3rd Battalion, 170th Motor Rifle Regiment (BTR-80) (Standard battalion) Company A, 53rd Armored Engineer Battalion 1 Command Element 1 Jeep platoon, 1 LMG platoon 1 ZSU-23 Platoon 1 dump truck 1 Truck with a boat. 3 Engineer Platoons 3 MT-LB Platoons Artillery Battery, 170th Artillery Battalion 1 Jeep Platoon 1 Battery 155mm SP 1 Ammo Truck 1 Infantry Platoon Company C, 753rd Tank Battalion 1 Platoon T-80 ATGM 2 Platoons T-72 Company D, 753rd Tank Battalion 3 Platoons T-62 Battery B, 801st Air Defense Battalion 1 Jeep platoon 1 MTLB Platoon 1 SA-7 Platoon 1 ZSU-23 Platoon The referee will advise you of the arrival of these units. There are three points that you can enter the board, X, Y and Z. Your starting units may enter the map at 07:10 at any or all of these locations. The River Vire has been heavily canalised over the years in this area. As a result, it would be difficult to launch boats or amphibious vehicles. (Exception: The Engineer’s boats) Game Notes: This is a scenario from a miniatures game which I have run from time to time. There is a table to be rolled on with dice to determine what units will arrive when, this is not a scripted scenario! Game end is not a defined time.. We'll see how the game goes. Given the small size of the forces, you may split companies up to Platoon level. None of your units have Advanced Warheads nor Thermals.. this is a pseudo-historical scenario. 155mm smoke block thermals. (Availability will depend on game status at the time!!!) ------------------------------------------- Entry points X, Y and Z were at 620974, 620955 and 620932 respectively. Now if the NATO forces might have thought that they were underquipped to deal with an attack, I only wonder what the WarPac people thought.... They were outnumbered, outgunned, and . Their main advantage was that NATO had to defend two fixed positions. Basically, on the map, they started out with a HQ company (a few trucks, ACRVs and some infantry and BRDMs), two recon companies (One of trucks, one of BRDM-2s) and a Tank Destroyer company of BRDM-ATs. This last group seemed to give NATO a lot of concern, although I had my doubts about how long they would last against missile teams. To even this out, I decided to give WarPac an extra 152mm battery offboard at game start. I think this was a good idea in the end. After NATO got all their forces, I decided to also give them a few airstrikes, mainly for spotting purposes. (With the AD NATO had, they weren't liable to get a bomb-run in) Again, this was more for play balance than because it was scripted. The other problem the Pact had was that whilst they knew what their reinforcements would be, that had no idea when they would get there. Indeed, according to the scenario, the first chance of help arriving would be an hour and 40 into the game. (After the massive NATO reinforcement, I kicked this up to about an hour) At that point, the procedure is similar to the US... every five minutes, roll D6. On a 6, a company (random) arrives. Russia didn't do too well here... Play commences: NATO went for a pretty logical starting plan.. Engineers laid mines at the NW approach to Guston, another company manned the bridge, another the ferry. Air defense was two batteries of Vulcans just W and NW of Guston, the Stingers were on the E side of the river. And they sent out the security company in three different platoons to forward positions, one to Hayesville, one to the 'Radio Woods' (667942), and one to the woods at 658928. After getting there rather uneventfully, they decided to detach a single truck and infantry squad from each platoon to move to forward OP positions... All fairly sound so far. At ten minutes past the hour, the Warpac forces arrive. (Actually, they were on the map at game start, but I just didn't move them) The HQ company splits into two, The ACRV and command element heads for 649973, and the BRDMs/Trucks head for 668974.. (Which, if you ask me, I thought was a fairly useless position... they could see nothing.. How wrong I was!) All the other units started at Y, and went in the direction of the woods at 648958 (Coincidently where one of the NATO trucks was heading) and 655945 (Which would have to cross paths with a second truck) The artillery is sent on a spotting mission around La Madeleine, but with rounds falling all over the kip, NATO wasn't distracted by it. The first contact occurred as trucks and BRDMs met each other at about 300m range.. Trucks didn't last long. Neither did the infantry inside, excepting a team which spent the rest of the battle cowering behind the wreckage of the truck at 650941.. WarPac seemed to forget about this unit, and it's fortunate that none of the movement orders took them over it... That squad made quite a useful O/P. WarPac's A/T company in the clearing just South of there halted for a bit, took up denfensive positions, then backed out to join the units further North. As they took off, they nabbed the third truck which was heading for an OP under the 'T' in Irvington. Warpac then sent two platoons (one truck, one BRDM) into Hayesville, and Dragons in the town opened up to good effect. they brought their artillery down on the town, with good accuracy, but little effect. WarPac holds off on the attack, brings back the remaining vehicles (2 BRDMs basically) and decides to head back South again, just as the A/T company gets there. An interesting little thing to watch there was as BRDMs on the ridgeline pumped HMG fire into Hayesville out of range of return fire. Not often you see that. They missed though. Around this time (Half past, or a little after) NATO started an amazing run of sixes... The first item they got was a tank company of M60A3s at Point A. They immediately took up defensive positions on the hill in the trees. Five minutes later, another six.. Worse, this time they got the Canadian Infantry battalion. Game stopped for a while as I input all of these. Cor set up a defense in depth all over that area, and as the tanks were relieved, they got pulled back to the ferry. Five minutes later, another 6... This time the EW warfare company. This was another gift for NATO, as since it wasn't a combat unit, they would immediately send it across the river, thus getting the points for the most valuable unit in the game. (And indeed half the required to win) Now it was the guts of two good battalions defending against probes by two companies.. If only they knew the disparity of forces... At this point, I gave the WarPac the airstrikes, because I felt that if they didn't get a clue that they were seriously outnumbered, they would charge valiantly forward and die. I get the feeling that WarPac forgot about their lead HQ unit, but they were reminded of them when a Canadian company cme over the crest, and the two platoons of Russians opened up at under 400 meters. Two Grizzlies destroyed, two damaged, and assorted infantry losses. WarPac pulled their HQ unit back, losing the trucks on the way, but pulled back towards the entry point, also pulling back the very well situated ACRV. Canada, in the meantime, dismounted the rest of the company, and waited, though they saw the trucks retreating. Incidently, most of the spots of this game were of enemy units heading from the battle. In the meantime, NATO rolls another six, this time in the South..A mortar unit, of 81mm and 60mm. They head for the bridge and start to cross it. First airstrike arrives over Guston, aborts due to ground fire, but spots a lot. (actually, the request was to hit La Madeleine, but I misread my map :( ) The NATO engineers had finished minelaying the road, and by now had moved on to mine the East of the woods just W of Guston. (A very good position for mines, actually) At this point, WarPac decides to shift its axis of attack to the Radio Woods.. the HQ unit moves to the woods on the hill W of Hayesville, the other units head South.. Being a tad more cautious, only a few vehicles venture out into the open, before getting hit by Dragons. An artillery response is swift and accurate killing off two of the three teams. At this point, Christian tries a novel defensive maneuver.. Sit still, and don't shoot, in the hopes that you will 'disappear' I'm not sure about the wisdom of that move, but by that point, the remaining Dragon team had run out of missiles. The two BRDMs polish off the dragons, not knowing about the infantry platoon at the NW corner of the woods. (Dragons were at the SW). The A/T company of BRDMs then goes doubles back towards the SE edge of the map, in a 'confusion' tactic.You ask me, this took them out of the game, they'd have been far better off sitting vic 655945, they'd have had a field day at long range against Grizzlies and M60s... In fact there would probably have been more targets than the BRDMs had missiles to kill them with. Surviving infantry in the original attack against Hayesville decide to move in on foot, it's kinda quiet. Dragons at 656938 decide to move to the N edge of the woods. Another six for NATO (Down South) and finally, something useless arrives.. a Field Bakery Company. Ordered across the bridge, and off the map. (Actually, it was another Infantry battalion, but I figured enough was enough) Meantime, NATO gets a tank platoon across the river, it heads for 680930, a very useful position. A small firefight breaks out between the dragon team in Hayesville and the infantry platoon attacking it, Hayesville is cleared of defenders. Just to the South, the recon company hops across the open ground, discovering the infantry platoon and its trucks. The battle of the trucks commences, with US trucks performing rather poorly against the GAZs. After an initial bout of damage, the infantry platoon succumbs to the power of a couple of platoons worth of 14.5mm fire. (I must learn not to underestimate BRDMs....). US tanks at 680968 try plinking at a few trucks that get in range, from clear across the valley, generally missing. All this with a Canadian mortar dropping smoke on the whole proceeding. In the meantime, WarPac finally rolls a 6, the only one for them in the game, getting a BTR company. They decide to slow up the BRDM-ATs and wait for the infantry to come with them.. One of their better moves. (Incidently, as this unit moves forward, WarPac dropped some artillery on suspected enemy positions, including right on the OP that one of the US trucks was heading for when it got hit at the beginning of the game. I wonder if this says anything about picking the best positions?) US gets more tanks across the river, heads for 688952,. As the WarPac infantry enters Hayesville, the truck unit in the woods to the North opens up on them.. This truck was a good shot.. consecutive M-16 hits wipe out one team for no loss.. However, once the PKM teams opened up, the trucks died off. Some Grizzlies from ENE try to add their weight, generally ineffectively. Warpac decides to race its HQ unit E to the woods at 665962, Vulcans from Guston, Grizzlies from 681958 and tanks at 687952 try to stop them.. Two BRDMs and a Vulcan are lost. At this point, I'm still rolling the dice (probably more frequently than I should have, but from now 'till game end, there were no more 6s rolled). Warpac decides to hop over to the next set of woods, the ones just W of Guston that the engineers were busily mining. At this point, things started to go amiss for our intrepid adventurers... A Vulcan unit opens up at just under a kilometer, those tanks up North try long range plinking with Grizzlies, and the tanks finally arrive at the treeline South just that minute, and open up at a kilometer or so too. To the attacker, it would look like a perfectly planned, 3 sided ambush. Actually, I think the American tanks were lucky to get into position for the shoot.. If they had been delayed another two minutes, they'd have missed the attack entirely. By the time an artillery smokescreen lands, the two companies are down to an infantry platoon, one LMG platoon (and a few trucks) of which only the LMG platoon has made it to the next set of trees. (the other platoon is still in the Radio Woods and decides to hold up for a bit). After a slow advance, the LMG platoon meets up with the Engineer's M113s, some losses both sides. NATO, presumably thinking there's more than just that group there, pulls up shop, and heads for Guston. WarPac interprets this as a HQ unit retreating. They also order the Dragons at 657950 to move to the east of the woods.. They get there in time to see the BTR and A/T companies driving by within 500 meters. (following near the rail line). An initial salvo of Dragons kills two BRDM-ATs (out of three shots), return fire is devastating. 14.5mm and 7.62mm from the vehicles destroys the teams in a minute flat, to no further loss. In the meantime, artillery hits the tanks in the South, tanks take a loss, move and the arty spends the next 5 minutes pounding an empty location. However, when that last platoon leaves the radio woods in a few minutes, (under smoke cover this time) and the tanks open up, the artillery shift onto them, and basically neutralises them (One FD, the rest destroyed). I have a feeling that at this point, NATO were under the impression that the attacking forces were much stronger than they actually were, they started a full scale withdrawl to get as much equipment across the bridge as possible before blowing it. (The M577 unit was spotted running away as well, WarPac were really wondering what was going on by now). A quite spirited fight breaks out between some entrenched infantry and trucks in the S of Guston, the two Vulcan batteries to the W, and Grizzlies to the North, against the BTR company and BRDM-AT company. The vulcans don't last too long, and the AT-6s start to make inroads on the Canadians APCs to the North, whilst the NATO forces were giving a decent response of their own... i.e. initial defensive salvoes were effective, but as more more WarPac munitions could be brought to bear, the more suppressed they became. Once Warpac units started to get a foohold in Guston, the order came to blow the bridge, trapping two Engineer companies on the wrong side. They start to head North for La Madeleine, but AT-6s knock off a platoon before they change their minds... it's probably safer to sit in the towns and fight it out. In the long term, there's little difference, they'd have been surrounded and forced to surrender anyway. At this point, it was getting hideously late, and the game was called. Victory: It was a close one.. byt the exact terms of the cirteria, Opfor won, for under 100 points of NATO stuff left the map. (The EW company (50), the Bakery (5) the mortars would have done it too... (15). By blowing the bridge, instead of trying to defend it, NATO lost the fastest crossing point. and while the ferry to the North was slow, it was well defended by a fairly intact infantry battalion and two tank platoons. I can understand NATO's reasoning behind it, but I personally would have waited to see how effective the Guston defense was before blowing. As for defending up North, NATO would have been suffering from a lack of ranged A/T weapons, without good reinforcements.. In the attack would be a pretty much a BTR battalion with two tank companies and a tank Destroyer company in support. There would really only have been three useful rolls for NATO on the reinforcement table at that point.. The KampfGruppe with its tank company and infantry, the Tank destroyer company with the Milan M113s, or the Light Infantry battalion with Dragons. Anything else would have had difficulty standing up to them (I suppose the Postal Company could always throw wet stamps at the enemy and hope to block the vision blocks.), and there were many more reinforcement possibilities on the US side than the WarPac one.. At least everything WarPac would get would be combat suitable. I wouldn't have liked to placed money on either side. Scenario obersvations.. I like it.. It seems to work well in TacOps, if you can find people on each side who don't know what's going to happen. you need a little more time than I had anticipated, however, it seemed to run slower than my multi-regiment game I ran last time. NATO kept proposing that WarPac's mission was a recon in force, actually, it was more of a 'get the bridges' kind of deal, but since they didn't have the forces to do it, they just probed around until reinforcements turned up. To be honest, I really like that concept... It takes a while to get to the main event, but allows simulation of proper recon, as opposed to sending forward tank companies, you've got to be careful, because that which you're sending forward can't stand up to a complete fight. As for the dice-rolling, well, NATO were fortunate enough to get two top-notch units so quickly... It really calmed their 'Northern Flank' fears. At this point, (and far too early in the game for my liking), I was forced to make that decision which I always hate as a GM.. Do I help the Opfor forces out a little for the sake of 'play balance' or do I just leave things be to the letter of the scenario? Once the HQ unit hit the Grizzlies and ran, I became worried about the possibility of a NATO counterattack, which would have really screwed any chance Opfor would have, so I decided to start rolling for Opfor units a little earlier than I should have. As it happened, since Opfor rolled so badly, I needn't have bothered! I have to say, I like map 230.. Much more interesting than any of the others. Since I had played in the exact same half of the same map in the last game, I had been reluctant to play the same place again. That said that part of Map 230 seemed to be the only one with a suitably placed town, roads, approaches, and a place to lay out a river... I hope more of the same turns up... Operations.. I have to say, I really did like the Ops map that NATO came up with... woods were outlined in yellow with names in yellow, there were clear indicators for OPs BPs and so on, and there were plenty of them.. Roll on! A few days ago, someone asked for a 'formation editor' feature for next gen TacOps.. That would have been useful in this game, as I spent as much time creating and deploying the NATO reinforcements as I spent running the game! (Slight exaggeration) Short of getting everything in place beforehand, I don't think that there were that many observations that I could quantify as regards the mechanics of the game. Observations... NATO was right, if well handled, those BRDM ATs would be an extremely potent force.. they had ordered immediate smoke missions on any that appeared. However, instead of being out back with good fields of fire, they were bouncing around reverse slopes of hills. I wonder if NATO wasn't aggressive enough.. They seemed content enough to sit back and let the enemy come to them. However, I can't really fault that, they had the equipment to do it! But they could have really spoilt OPFOR's day with a spoiling attack up north... (But did they have the units to do ... With hindsight, yes, at the time, no). What failed them was that they didn't try to hold on to the town.. They had lots of equipment, I'd have stayed and fought. WarPac suffered, I think, from a slight lack of co-ordination overall... I think that their force was small enough that they should have left a few outriggers for flank security, and simply used all their equipment in one axis. Instead, the attack on Hayesville was more of a dithering affair. On the other hand, they were very agressive overall, and presumably made NATO think that there was a lot more out there than there was actually. Anyway, I think that's about it.... NTM Forget the bullet with your name on it, it's the one addressed 'To Whom it concerns' that you should worry about. ------------------------------ James and Corinne’s AAR: This is an AAR by Corinne Mahaffey and James Sterrett of the CPX run by Nick Moran on 21/3/99. We were two of the players on the NATO side; the side CO was Rick Nelson. Opfor was run by Christian Simon and Matt Ohlmer. The map used was 230. Nick edited map 230 to have a river running from north to south, roughly: from the south edge at 675, through the middle of Guston, north to 686954, then NE to the corner of the hill at 698963, and then following the road north. The map was truncated along the 98 northing. Opfor came from the west in this scenario. We were told to hold the river crossings - a ferry at 698963 and a bridge in Guston - and get whatever units might happen to arrive across them. Our forces were pretty thin, we felt. An air defence battery was in the area, and we had a number of engineers, but the only real combat troops were a security company - infantry, Dragon missiles, and trucks. The engineers were at the crossings, with a detachment about 200 meters NW of Guston laying mines on the road. The security company was broken into platoons, each with 3 Dragons. One platoon went to Haysville and the three small woods north of it (CHESTNUT); one went to the woods at 667940 (ELM), and one to the woods at 658927 (GINKO). As the game began, we dispatched a single truck with one infantry squad from each of these, trying to move them into OPs on the western ridge. We planned to use whatever combat units arrived first - from either the North point (690980) or the South point (674920) to set up a local defence and screen the crossing of later units. We did not have a lot of faith in the longevity of the security company!! Rick took command of the units which began the game on-map plus any air and arty we might get; Corinne was to command any units arriving from the north, and James any units arriving from the south. The appearance and nature of arriving units was randomly chosen from a table Nick had. (In fairness: About 98% of the above planning was done by Rick; we were pretty busy and had little time to get involved, unfortunately, other than agreeing that his ideas looked good to us.) Opfor came at us, soon spotted by various forward units, and we noted they had a number of BRDMs - looked like about 12 total; the same number of BRDM-AT, and an unknown number of GAZ-66 light trucks. The first Opfor push seemed to come through the center, towards CHESTNUT. This coincided with the killing of the trucks carrying our OPs forward; in some cases the infantry survived this and turned out to be pretty useful in watching Opfor movements. After the push on CHESTNUT, a few OPFOR units moved forward in the north. We lost track of them at the 665 easting and were a bit worried. However, at that point our first units arrived - both in the north (Cor had all the luck. ) The first, a company of tanks, we deployed in fairly close defense of the ferry. When it was followed in close succession by a Canadian mech battalion, elements of the battalion took over the main defence (of the entire northern ridge) and we began to shunt the tanks across the river. In the middle of this, we also moved a radio intercept unit across and off the map. The forward Canadian company ran into enemy units while we were vic 670975 and despite initial reverses, saw them off. We found out later that this was the Opfor HQ. After this, Opfor's movements were entirely southwards, and it became obvious that the next push would come through either ELM or GINKO towards Guston. This was problematic. We had only the security company in the way, the ferry (in the north) moved units across the river at a glacial pace, and we did not dare move units southwards west of the river for fear of the BRDM-AT, which easily could have mowed us down from the western ridge. However, when the engineers making the minefield near Guston finished, we set them to mining the eastern part of the woods just west of Guston (FIR). In the south, two units arrived; a mortar company (a battery each of 60mm and 81mm mortars, which were moved across the bridge and then pressed into service), and a bakery unit, which was stripped of its fresh bread and chocolate before being sent on its way. (It turns out that the bakery was an umpire's downgrade from a Light Infantry Battalion, which we could have used!!) To reinforce the southern defence and keep the Guston bridge open in expectation of furture arrivals in the south, we moved the two platoons of tanks we had ferried across the river down to 680930 (Point 5) and 686952 (Point C). Opfor sent around 10 BRDMs, a company of BTR-80, and a company of troops in GAZ-66 attacking down the ridge into ELM and then into FIR; this overran the security unit there. Our tanks apparently did some good, butb it was not clear how much, and they took heavy losses to enemy artillery. Eventually, enemy troops entered Guston; we ordered the bridge blown, and the game ended - in large measure because, at 01.30AM GMT on a Sunday night, it was high time for it to be over for those of us in Europe. NATO was judged the loser because we had failed to move sufficient troops across the river by the end of the scenario (70 points, instead of 100 points, we were told, for the mortars, the bakery, and the radio intercept unit; the tank platoons did not count because of their losses). Nobody on the NATO team felt that NATO had lost. We still held one crossing in force and were able to at least contest the use of the river line. Given more time, we could probably have securely, if slowly, moved more units across the ferry. Lessons: - Recon helps! Even though the movement of OPs westwards was not entirely successful, we did have a pretty good idea of where Opfor was for much of the game. It helped in identifying the move south early enough to dispatch the two tank platoons to try to shore up the security company's defence. - Don't overestimate enemy strength. We did, nonetheless, keep on expecting a much larger enemy force to appear - in the debrief, we learnt that they were to get, randomly, a BTR battalion and 2 companies of tanks, of which only a single company of BTRs arrived - but we were constantly waiting for a large force to pour over the ridge and swat the security company out of the way. Then again, the fear kept us closely attuned to what was going on. - Ferries are too bloody slow. 8) - Had it been safe to do so - debateable, given the battery of BRDM-AT - we would have been able to shore up the southrn defence a lot more easily. We discussed using smoke to cover the march, but decided that it would need more smoke than we had mortar ammo (about 2km of smoke for up to 20 minutes). - Not knowing what we were going to be faced with next was lots of fun - kept the scenario different! ------------------------------------ Christian Simon’s AAR: Here's AAR OPfor side Nick's CPX March 21th Players NATO : James Sterrett+ Corinne M. ( sorry Cor can't spell your name) Rick Nelson Players OPFOR : Matt "Rattler"Olhmer Christian Simon First thing I have to say is that we didn't much coordinate before the game, I took some measures ( naming battle points and some routes) fortunately rattler put some order i all that mess. The forces were at the beginning : >114th Reconnaisance Battalion with: > Battalion HQ: 114-HQ1> 1 Command Element (This is you!) 114-HQ1> 1 Light Truck platoon 114-HQ1> 1 ACRV-2 Platoon 114-HQ2> 1 Jeep platoon with 1 LMG platoon 114-HQ2> 1 BRDM-2 Platoon (With infantry section) 114-HQ2> 1 ARV 114-HQ1> 1 Ammo Truck > Company B: 114-B/1> 1 Light Truck platoon 114-B/2,3,4> 3 Platoons Jeeps with LMG 114-B/2,3,4> 3 Platoons BRDM-2 (With infantry sections) 114-B/1> 1 ZSU-23 Platoon > Coy A>Company A, 775th Tank Destroyer Battalion Coy A> 1 BRDM-2 Platoon w/ Command Element (-) Coy A> 3x BRDM-2 AT platoons > >Under orders to report to you are the following units. > >3rd Battalion, 170th Motor Rifle Regiment (BTR-80) > (Standard battalion) > No matter here, as nick explained we only got Some BTR coy. Here follows the ref points we put Battle points BP1 656975 BP2 667968 BP3 680966 BP4 703964 BP5 666960 BP6 675954 BP7 649954 BP8 658942 BP9 674942 BP10 688943 BP11 704956 Forming three lines BP1-> BP4 Line North BP5-BP6-BP11 Line Center BP7-BP8-BP9-BP10 Line South GUSTON = MAMA MADELEINE = PAPA HAYSVILLE = SON IRVINGTON = DAUGHTER Road Connection DAUGHTER-MAMA = route FATE Road Connection pointx-MAMA = route HOPE Road Connection PAPA-MAMA = route DESTINY Rattler and I agreed that we missed road "GLORY" Maybe it has already been said, maybe it's obvious, but that method allows easy routing. and if we use the wrong channel ( after 3-4 hours game that may arrive...) that doesn't give info to the ennemy team. The main idea was : 1st carefully scouting especially the clear zone in the middle of the map HQ deploys north line and stays BP1. 656975 Comp A goes BP8 Comp B goes BP7 All SOP stop aif fired on. 2 nd The reinforcements will be given orders later. he main idea was to go the most directly to Guston ( MAMA) We learned at the beginnig of the game that we had a 152 available which was first put on to Madeleine. 07:16, light combat... OPFOR Spot Report - Time: 0716 1xInf Team at UTM 649941 1xInf Team at UTM 647958 rattler decided to put coy in defensive position and smoke inf then HE, where we had some lucky shots on trucks. Then coy A moved to BP7 649954 At that time feared an attack or a convoy passing south.So I began a kind of square dance and ask B coy to go south along a W-E line to scout either high ground and low ground. rattler ordererd to scout haysville with on foot troops , protected by the vehicles i sent 114 B 2 plt inf HQ was moved south east to have a better LOS. Missile fire from Son ( haysville) Takes out most of B/2 ( in fact we had some strong survivors) arty, fee HE SON where missiles came from OPFOR Spot Report - Time: 0729 3xDragon2 ATGM at UTM 663951 3xM167 Vulcan AAA at UTM 679938 Arty roger Team B/2 now on foot BRDMs on ridge are engaging missileers the maneuver went on the A coy and B coy '*(except the plt who were scouting Haysville). I fact there was some confusion with B coy ( the square dance went on ...) A coy went to irvington to simulate an attack coming SW to Guston (PAPA) We were given 2 air strikes which didn't hurt NATO much but saw much ( big forces in Guston) Airstrike gets good spots OPFOR Spot Report - Time: 0745 1xCommand Element at UTM 683938 4xHMMWV at UTM 683938 2xM577 Command Post at UTM 683938 4xHMMWV w LMG at UTM 683938 4xHMMWV at UTM 682940 4xTruck at UTM 682940 4xM113 APC at UTM 683939 4xM113 APC at UTM 684940 1xInf Team at UTM 682938 4xTruck at UTM 680937 1xGrizzly IFV at UTM 671973 1xGrizzly IFV at UTM 671973 1xInf Section at UTM 671973 HQ killed a few Grizzlies which confirmed for us an attack in the North. OPFOR Spot Report - Time: 0743 1xGrizzly IFV at UTM 671973 1xGrizzly IFV at UTM 671973 1xInf Section at UTM 671973 1xInf Section at UTM 671973 1xInf Section at UTM 671973 They came from NE that was the first turn of the game for us. We feared that the south convoy was only to make us think the main force would come form south and that the goal was to kill our HQ. So HQ was sent back to point X B coy went SE and was attacked by forces in Radio Tower Woods 665940 B coy and plt A1 charged the wood and cleared it from enemy force A Coy began to move on road fate undetected A least we were given a happy dice roll and got a BTR Coy , they were ordered to join A Coy and go to Guston Some fight happened in Haysville , but it seemed we cleared the town. Then second turn of the game the general idea was to rush to Guston for B Coy A coy and BTR coy go 673920 Some nato elements were seen running away ???? Then the ref called the game. At that time ( maybe due to late evening i really wondered who was the winner ) We were given the victory, that was the 1st CPX the team i began won , i was 37 that day nice present... Some points i wish to stress: - The operation map , i wanted to send a nice map with nice graphics to Nick, but rattler and i weren't able to meet . Nick was kind enough to put our latest orders at the beginning of the game. Maybe some discussion about your tools to prepare maps on the list? Maybe a small utility in Tacops 2.x.x? A little shareware/freeware ? - The strategy : the general thing was we only scouted in that game ( except the last charge to guston ) the idea was to make them think we were a stronger force ( thanks to rattler for the idea ) Due to my own confusion, B coy has made the noise of a regiment and lost time in Haysville ( we thought they were looking for our HQ) have have ahhappened -Reenforcements: maybe 1/6th proportion wasn't enough( we weren't very happy with the dice), but I wonder what may ahve happened if all the forces have arrived on the map ... Blood sweat and tears surely. - Duration i really believed dit was a small CPX so wasn't prepared for such a long one. Actually I learned-I had fun isn't it what matters... . I hope all the gamers and lurkers had fun too. Thanks to rattler I was the Co, he did the job :) Special thanks to NTM. Next AAR will be more conform to FM's i'm working on MRLV1 :). Please excuse poor english. BTW I'm thinking of running a CPX in french ( yes you know the litlle country Caesar invaded ) Any thoughts? Waiting impatiently for TO 2.x.x Best regards Christian Simon -------------------------------- And Rick Nelson’s AAR: This was a difficult CPX to plan for. No idea what the enemy was, or what our forces would be. Made it pretty fun. I tried to think in the worst case scenario. Massive OPFOR advance at the start, and a lot of disorganized units to get over the river. We set up two assembly areas (James' idea) and made a rough priority of units to cross first. Any arty units would go first so they could set up across the river, and the first combatant unit initially would be sent west for a screen. I thought about pulling up the Vulcans, which were on the rest side of the river, at the start and sending them across. I didn't, but I wish I would have. Of course they did a pretty good job on the trucks and inf. We planned to initially send the security company out in platoons as OPs and to ambush any OPFOR scouts. I didn't expect much time, so I planned to send them only out to about 660 easting, and not much farther north than Haysville. Before the game started, James suggested we set up some OPs further west, so we designated some around 640 easting. We had more time than I expected. The security platoons got to their locations without seeing anything. After a little discussion, we sent a truck and inf team out from each platoon to go further west. Next time I'm going to plan for OPs clear to the edge of the map :-). The rest of the CPX has been pretty well described, so I'll just add a few observations. I put in more BPs than I have done before, and I still could use a few more. It's much easier saying "move A coy to Chestnut 3", than "move A coy to the woods vic 664954". Don't sit and wait. We could have put OPs further west if we had planned to do so from the beginning. We planned to blow the bridge as soon as the fighting got to the town of Guston. Our first order was to allow as many units as possible to cross the river, second to prevent the Russians from capturing the bridge, and third to hold the Vire river line as long as possible. Once they got to Guston, the route to the crossing from the south entry was lost, so blowing the bridge satisfied numbers two and three. We couldn't count on the Army Air Force to come along at the last minute and save the day :-). Our initial force was called "Task Force Ryan" by the way. On question I had was if OPFOR ever ran into any of our minefields. There were two across the road to the NW on the edge of Guston, and several more inside the woods vic 676939. The addition of a river added a new dimension to the map. Nice idea. Good game Nic! Rick ------------------ Plus a comment from Nick: > On question I had was if OPFOR ever ran into any of our > minefields. There were two across the road to the NW on the edge > of Guston, and several more inside the woods vic 676939. No, they didn't actually.. From what I can tell, after you pulverised their first force with the tanks, the attack came from further South. As for the (understandable) comments that NATO doesn't feel that they lost, my first inclination was to award a draw. But what blew it in OpFor's favour was when you blew the bridge. At that point I realised that OpFor probably did a fairly good deception job, making NATO think that there was a lot more out there than there actually was, and I figured that agressiveness had to be rewarded... NATO always seemed to be afraid.. "As soon as Opfor gets to the woods, pull the engineers back" "As soon as Opfor enters Guston, blow the bridge" sort of thing. NTM ----------------------