AARs for the CPX held on May 16, 1998; umpired by Nick Moran. This CPX produced a fair amount of debate on victory conditions; this debate has been reproduced below from the amjor postings on the topic. -------- Nick Moran’s AAR: Never has a CPX been so riddled with so many problems. It is a tribute to those that took part that they were willing to go with about anything... The BeNeLux team was completely screwed from the start. (Can I say that on an email list?), with people dropping out, or unable to give sufficient attention for whatever reason. I finally got their orders (Most of them) the evening before, and diligently put them all in. I held the Belgian orders until I had received an expected mail about two hours before game-start. At about GS-40minutes, I attempted to access my email, only to discover my modem was broken. (I have since traced the problem to a possible short in the phone line :( ). After a mad dash to the shop (10 minutes after closing time), they swapped it for me, and there was a mad dash home. In the meantime, the players were beginning to wonder where I was. And I still had to do the Belgian orders. This was a disadvantage for them because I didn't have time to split units or mark codenames for TRPs etc... Anyway... The scenario... This was to be a 'realistic' 1989 WWIII scenario.. 'False' equipment levelling (e.g Thermals and Improved ATGMs) were not to be used. NATO orders were as follows (A little snipped) OpOrder, BeNeLux Corps. From: SHAPE, Brussels. Situation: The last day has seen fierce fighting in your area. As UK and German units fought further forward, you Belgian brigade was digging in at a position towards the rear. When ready, the German and British units fell back through the Belgian positions. The pursuing East Germans raced headlong into the trap, and the attack lost its impetuousness. The FEBA has stabilised over the last day or so, with neither side having much of an advantage. The German and UK troops have been withdrawn for Rest, Repair and Resupply, and will be held for an attack in the coming days. In the interim, it is believed that the WarPac forces intend to resupply and reinforce your area in preparation to jumpstart their stalled offensive: They cannot allow the momentum they have achieved to falter or they will find that they have lost their most critical advantage, and they know this. In order to buy time, it has been decided that you are to penetrate the WarPac front line to the nearest sidings capable of off-loading heavy equipment. This will have two effects. Primarily, it will force his reinforcing units to offload further to the rear, with the resulting time delays and mechanical failures. Further this will allow more time for our interdiction aircraft to work them over. If they are allowed to build up for an attack, they will almost certainly be able to penetrate your lines. Secondarily, it will cut off one of the supply sources to the WarPac forces currently in the town of Gustonburg. In addition, the location would give a good field of fire to interdict road supply lines to the town. Do not push forward beyond this point for the moment. You lack the forces needed for a successful penetration in depth. Your mission is to take the rail facilities located at ref 704955 to prevent resupply and reinforcement. (GM's Note: This is the area with the BM 207 written on it.. I know there is no indication of an offloading facility on the map, but it is a few team tracks (sidings with concrete platforms and not much else) put in only a month ago.)(All right..I just wanted you to try to get from (A) to (B)....) Enemy Forces: The opposition is part of a Category A East German Motor Rifle Division, equipped with T-72s, BMP-2s and BTRs. They seem to have their front line stretching along the 675 Easting. You can expect heavy artillery support, but our Air Forces have achieved Air Superiority. Their morale seems good, and their training is similarly good.Finally, they have something to prove to the Soviet 'Allies'.. That they are not useless, so they will fight with determination. This will not be a pushover. Friendly forces. In situ is the remnants of the Belgian Brigade, now down to about 1/3 strength. Their front line is at about the 657 Easting South of the 950 Northing, and at about the 650 Easting North of the 950 Northing. They number two companies of Mechanized Infantry, one of Leopard 1s, and one combat support company, together with an Artillery spotter. Some units are in prepared positions The force allocated to you for the attack is two reinforced battalions from the Dutch II Corps. They consist of a HQ company, three Mech Inf companies, a combat support company and a tank company to each battalion. They have just arrived near reference point IRVINGTON. Supporting Fires: You have four batteries of 155mm M109 howitzers. Air support consists of three airstrikes, with the chance for more. There are two Target Reference Points already plotted. Terrain: This area of Germany consists of undulating terrain, and is moderately forested. Much of the land is not zoned for agricultural use, and as such much is left wild. Weather is good, with visibility at 4000m Support and supply. None. You fight with what you have, Brigadier. Supplies will be available upon battle resolution. Command and Signals: CAS will be SOP, with your immediate commader being NORTHAC. Belgian units are designated by (Coy #)/(Platoon#), the first Dutch battalion by (Coy Letter)/(Platoon#), the second Dutch battalion by (Coy Letter)/(Platoon #) with the first battalion starting at A and working on, with the second battalion starting a Z and working back. ---------------- Opfor orders, on the other hand were as follows.... From: Commanding General Western Army To: Commanding General, Force Wibble. Comrade Brigade General [Or whatever the heck the Russian equivalent is..GM] We would seem to have been left at something of a loss by our 'esteemed' allies, the Armed Forces of the German Democratic Republic. Despite the momentum gained in our initial attacks, they foolishly ran straight into a capitalist ambush, and lost much of their strike force. As a result the front in your location has stabilized over the last day or so. THIS CANNOT BE ALLOWED TO CONTINUE. If we give NATO time to catch their breath, then our steamroller will have run out of steam, and we will yet again have to fight to regain the maneuver war, but next time we will not have the advantage of surprise. However, good planning, the Party, and no insignificant bit of good fortune has prevailed.We have been able to divert a brigade-sized task group to your location to kickstart the stalled offensive. You will show the Germans just how it is done. Enemy Forces: Up to this point, Opposition has been British and German. It now appears that they have fallen back through prepared positions held by Belgian and Dutch forces. (There is a theory that the dreaded Luxembourg platoon is present as well, but this is unsubstantiated at present). Their Front Line stretches from 658920 through 658948, through 650950 and North to 650980. Friendly Forces. Our side of the FEBA is held by a mixed battalion of East German units.. Two BTR companies, a Tank coy (T-72M), an anti-tank battery, and air defense battery and a howitzer battery. To the attack, you are allocated a Motor Rifle Battalion (BTR) with two companies T-72, and a Motor Rifle Battalion (BMP) equipped with BMP-2s and T-80U tanks. You will have support from a flight of 4 anti-armor helicopters, and ample artillery support. You have been allocated two batteries of BM-27 MRLs for the preliminary barrage, but they are needed elsewhere after that. We have spoken with our colleagues in Frontal Aviation, they say that despite NATO air activity that we will have 'Good' Air support. Mission. Penetrate and Break through the NATO lines. Do not attempt to capture the City to the SW of the area of operations.. We will encircle it and stop to mop up later. You MUST regain the earlier momentum of the operation. Do not just get past the defending forces, annihilate them. You must be a plough on a train, an unstoppable mass of thousands of tons of steel, obliterating anything in your path. Further, if you leave the NATO force relatively intact, you will find supplies not coming through to you as fast as you would like. Deployment. As you see fit. GDR forces are holding the front. This stretches from 675920 through 674955 through 680960 and North from there. They may start at any location on or East of that line. Soviet forces start the game in their marshalling area which is a square defined by opposite corners 700958 and 713942. (There is, for game purposes an unloading area for the railroad where the BM207 is written at the NW corner of the map. Your units have just been offloaded and have mustered into their respective units. Part of the luck was the fact that your units could be transported by rail so close to the front line. We'll just say that it was added after the map was drawn, eh?) Environment: Surprisingly good for this part of the world... clear skies, so our aircraft will be able to play a role, visibility some 4 kilometers. Support: 6 Airstrikes (See special notes), 2 Batteries 122mm howitzers, the Regimental GRAD-P 122mm MRL battery, 3 Batteries 152mm, and 2 Batteries BM-27. (Again, see special notes following), with 3 TRPs plotted. Special Notes: Airstrikes: To simulate the fact that NATO is gaining the upper hand in the air, aircraft will not be able to loiter near the target area. There will be a 10 minute delay between when an airstrike is requested and when it arrives. further, because the two forces in the Soviet structure are not as integrated as they are in NATO, once the inbound aircraft reach ETA-6 Minutes, they cannot be redirected to another location or aborted. BM-27s. These are US MLRS used in conjuntion with the 'Allow fire on own positions' checked on NATO units. You get one, and only one salvo with each battery. It must be fired in the first 10 minutes, for they are in high demand and they must support a mission elsewhere. Given a 4-minute response time, this means that you have about 6 minutes to decide where to use them. However, do not be overly worried about this yet. Because your forces have been on the same spot for about a day, they should be able to give you an indication of where enemy forces are. Of course, I can't tell you until the NATO guys send me their deployments, but do not expect information more detailed than 'Positions in such-and-such' a location. Besides, looking at the map, I think I can have a fair idea as to where they might be! Equipment note: This is a pseudo-historical scenario. The BTR battalion, whilst Cat A is not considered to be the best in the Soviet Army, and so is low down on the pick-list for equipment. The T-72 guns are capable of firing only Tungsten ammunition. The German T-72s are of a later type with DU. The T-80Us are of the prototypical type with AT-11 Sniper, and DU rounds, but none of your units have improved warheads or thermals. None of your artillery has ICM. Further air support is possible. Soviet forces at the time did have artillery smoke capable of defeating thermal sights, I may make it available in limited amounts. (Basically by playing around with preferences) ------------------------------------ As it turned out, after asking around, I decided that in 1989, vehicle smoke grenades would defeat thermals, so that's what I did. The 'Trick' with this scenario was for the NATO commander.. Basically would he realise that the OPFOR reinforcements had already arrived, and that his mission was a bit of a moot point? The map was 230, from South of Northing 96 to the bottom. Nato's Grand Plan was two battalions in a Feint along the North, then a charge down South with the remaining battalion. WarPac on the other hand, went for a simple, 'Right, let's send everything down there along the Southern route.' This left the North Flank dangerously underdefended. NATO deployed the Belgians with most of the forces at 646977, to take the woods at 680970, a coy in the woods at 655945 to capture Hayesville. There were also a few scattered Belgian APCs around the rest of the FEBA. The two Dutch battalions were divided... two-thirds of NL1 deployed North of the Merino Cemetary, to move North then pass through the Belgian positions and then take 695970 woods. NL-2 and the rest of NL- 1 were to bascally follow the L&N railroad to the objective at BM-207. Warpcac's deployement was generally South. Actually, it was totally South. The only ground unit North of the 96 Northing was a unit of two ZU-23 anti-aircaft guns. There was a battery of 4 Rapira 100mm AT guns at 673954, a BTR coy just to the South to go into Hayesville, and the tank Coy and another BTR coy was in the extreme South ready to move into the woods S of highway 60. A coy[-] was placed to advance on the woods at 667942, also an objective for a Belgian Mech platoon. The Russian BTR battalion was to follow the L&N railroad the same direction whilst the BMP battalion, less a reserve coy of T-80s were to follow the BTRs in the extreme S. To cover the North, they positioned four Hinds. From the end of Turn 1, I thought I had seriously misjudged the play balance in NATO's favour. Certainly I misjudged the effectiveness of the 25mm autocannon on the Benelux Vehicles. Corinne's units going into Hayesville got slaughtered. (The Belgian forces SW of Hayesville decided to wait for smoke, Warpac decided that speed was more important and didn't wait for the MRL strikes, (Which turned out to be singularly ineffective anyway)) The NATO advance up North went smoothly, being generally undetected thanks to smoke. The 1st NL also didn't have much problem. Down south, 2NL reached their staging point without interference. The units heading for Hayesville got hit by the AT- guns and even a Hind. NATO then put all three aircraft against the Hinds. (These turned out to be a general obsession, NATO put 10 airstrikes against the Hinds in total, losing at least 3 F-16s, and only getting one Hind in return) The woods S of Hayesville became a general combat zone, with units engaging each other at 100-200 meters. NATO got the better kill ratio and survived the first assault. Unknown to them, however, there were two platoons deployed about 300m away to both North and South, these then engaged later on in the game with obvious outcome. Corinne's BTRs in the South ran afoul of a NATO OP at 650920, but they stopped and deployed. The advance of the BTRs seems to have confused NATO, but they were even further confused when the BTRs just stopped, even as two batteries of ICM were hammering them, they just stayed there. Belgian and Dutch forces up North, meeting bugger-all resistance continued their advance, getting hit by the AT guns as they crossed through the valley. If I had underrated the 25mms, then I seriously underrated the 100mm AT-guns. They killed off a Belgian tank platoon and thensome. Although they then spent much of the rest of the game being smoked by NATO, they still got the occasional potshot off...Much NATO smoke was being expended between their forces and the Hinds. (I noted later that smoke won't block LOS from high level...) Whilst the Hinds didn't exactly do too much damage throughout the game (One sensible one took out two Flak units), they seemed to have a disproportionate effect on NATO planning.. One gets the feeling that the NATO CO is a tanker.... (Am I right?) Belgian Stingers took out another chopper. NATO CO was beginning at this point to cop on that OPFOR seemed to be attacking as opposed to defending, and asked HQ for permission to defend. The response was along the lines of 'If not a feint, then you may temporarily defend, but you must get the railhead before the enemy reinforcements arrive'. It seems that NATO decided to continue attacking. This decision would cost them the game, though even if they had decided to hold tight I'm not sure about the outcome. Opfor on the other hand, didn't seem to realise that there were two NATO battalions on the North. The only concession they made was to move the anti-tank reserve (A T-80 company to the North to defend the area N of the railhead, and to hit it with a little artillery. This area was heavily smoked though, and WarPac frequently could see nothing. As a concession to WarPac having a coy of tanks and a (Now reduced) coy of infantry in NL-2's planned Route of Advance, NATO changed their axis of attack to the Hayesville region, and continued pressing forwards up North. Unfortunately for them, an MRL strike got very lucky, and killed of almost a dozen vehicles (And accompanying Inf) of the Northern groups. A Belgian Milan squad firing from smoke achieved some kills on BTRs... The Belgian unit in Hayesville, now reduced to a few infantry squads courtesy of 152mm Artillery, moved East and engaged the remnants of Corinne's company. Not a particularly good move, especially as the 100mms opened up... 2Nl left a platoon of Leo- 2s and a MechInf platoon at 650648 to defend the south, the rest of the battalion went North to pass through the trees at 655945. Unfortunately for Opfor, due to a miscommunication on the orders channel, a decision by Corinne to advance the BTR coy on the Southern edge, and more smoke missions required than could be provided, the lead units going into those trees got hit by T-72s to the SE. A platoon of valuable Leo-2s was knocked out, with one remaining immobilized Leo becoming something of a nuisance later from behind a smokescreen, killing off Corinne's BTRs and taking pot shots at her T-72s. Most of the rest of 2NL made it into the trees. One Mechinf platoon with Dragons was dropped off there, these proved useful later. Specific mention must be made of a detachment of GDR PKM machine-gunners, all of whom were single, orphaned, and generally wouldn't be missed back home. These guys were detailed to stick their heads over the edge of the ridge down south, they went to 650648 or so, spotted the YPR-765 APCs, and promptly machine-gunned them, killing three of the four. Unfortunately, the Leo-2s and accompanying infantry didn't seem to be impressed....I guess the PKM AP round needs a little work for Leos: Awards will be Posthumous. Rick's BTR battalion, (After a couple of wrong turns, I can only assume they were my fault, but I still don't know what happened) finally got to their jump-off line and started an attack towards the woods at 645942. As they charged, the defending Leo-2, Dragons and 12 ITVs that were entering the treeline opened up from behind smoke with predictable results. However, the ITVs kept going NW, disappearing into the treeline, the Leo got hit by a T-80 company (Smoke ran out...), and the dragons were getting about a kill every three or so shots. Not good... The BMP battalion, less a Coy reserve also joined the fray going for Irvington... Up North, the Belgian/NL force, now attrited, reformed into one battalion, and secured the trees at 695970. At this point, I called the game, as it was 1 in the morning for several people (Myself included.. I was in barracks at 07:30 that morning coming.. (Incidentally, though not official, I appear to have been killed by a Fantasian Paratrooper from the front at 15 meters... I never saw him until it was too late. (He got a shot off a half-second before I did, but I digress. :( )), some had to leave, and some were just plain tired. It seemed obvious that two platoons were not going to stop a 1-2km charge by two battalions. NATO responded by aborting their attack (Finally) and would have conducted a counterattack from 642945 with some three companies. Even from behind smoke, at the ranges that would have involved, I figure WarPac would have come out better. Therefore I would say that WarPac completed their mission of creating another breakthrough to restart their offensive. On the other hand, NATO would have quite likely has completed their mission (Grab the Railhead), but would have failed the objective (Prevent Warpac from launching a successful attack). In addition, that combined force was now cut off.. So pending the result of my continuing the battle on my own, I called it a decisive WarPac victory. Notes... Warpac (Reasonably) wanted the BM-27 strikes to land immediately. Of course, the fastest they could come was three minutes. Too late, I thought of deploying all forces, not giving orders to anyone except the MLRS, and running turns until they hit, then give the forces orders, and then go online and start the CPX. As things turned out, courtesy of the Modem, this would have proven a bad thing to carry out on the fly. NATO gave me a pile of TRPs to be ranged in on at various points. I'm afraid to say I ignored them. Not only did I not have time to plot them courtesy of the late orders, but I would not have been able to keep track of when and where during the game. It's not a bad idea, but I think one would need a second umpire just to deal with TRPs and checkpoints... NATO did apparently an excellent deception job.. WarPac didn't have a clue as to what they were up to..or so I'm told. 10 Airstikes againt Hinds? I think they could have been better used.... In about 6 hours of Real-time playing, we covered a mere 35 minutes of game time, a ratio of about 10:1. Whilst not outstanding, it was a complicated enough scenario (Especially with NATO changing their entire plan half-way through, one orders phase alone took the guts of 20-30 minutes to put in), and I believe it wasn't too bad for my first attempt at CPX umpiring. Further, it was enough to decide, in my mind, a clear winner, so whilst I (and I'm sure NATO) would have like to continue at least 15 more minutes, I wasn't overly worried about calling the game then. Most of the attrition was caused by GDR ground forces and USSR artillery... Interesting, but then the USSR ground forced weren't commited until the end. I'm sure there was more, but I'll probably be reminded after I read the Player's AARs... -------- Stephen Althouse’s AAR: I was the OPFOR commander for the CPX. I would first like to say that Nick did a very good job running this large and complex CPX. This is especially so since it was his first one. Force Wibbel (where the name comes from I don't know...;)) consisted of: A GDR Army taskforce of around Bn strength A Soviet BTR Bn plus attachments (T-72s with no DU ammo and some other odds and ends) A Soviet BMP Bn plus attachments (T-80U w/atgm) Four Hinds, 3 btrys 152mm, 2 btrys 122mm, 1 btry 122mm MRL 2 single strikes from BM-27s that had to be used within the first 10 minutes (MLRS was used to simulate them) 6 Airstrikes Our orders were very direct, "Penetrate and breakthrough enemy lines" and "Do not just get past enemy forces, annihilate them". Our intelligence estimate was that there would be a mixed bn sized unit in our area. (This was our first assumption, and a wrong one). The unit was both Dutch and Belgian with 1989 era equipment, that had been preparing it's defenses for sometime. (Our second assumption was that NATO would be fairly immobile, dug in and waiting. Maybe some forays forward to gain some depth and a company sized mobile reserve. We were wrong again.) Based on this order, and Intel estimate I decided to mass my forces in the South to take advantage of the terrain both on the approach to the objectives and for the roll up of NATO's flank northwards. The basic plan was to use the germans to literally leap forward and grab several key pieces of terrain that dominated the attack route of the soviet bns. At the same time the soviet bns would march out of their start positions near the railhead. The BTR Bn (1BN) would make the initial assault on the woods vic of 657928. The BMP Bn (2BN) would roughly parallel 1BN's route slightly behind them. This would eventually place them in the woods vic 665923 (previously taken by GDR units if things went right). From there we would play leap frog to the north with as close to a bn in overwatch as possible. 2BN had to give up a company of T-80s to form what we called the Anti-Tank Reserve (ATR), this was for two reasons...One, a soviet style unit this size would doctrinally form one and Two we were concerned about a NATO counter attack from the north once they figured out we were all in the south. The Hinds were placed in the North as another ATR and to provide additional observation. The firestrikes were planned to hit known and probable NATO postions. The GDR unit was dubbed Kampfgruppe Mahaffey (KGM) after it's commander Corinne Mahaffey. It could be deployed anywhere along the front line up to the map edges. This unit had T-72Ms with DU ammo as well as a btry of 100mm AT guns and a battery each of Zsu-23's, 122mm SP Guns, and ZSU-23-4. She was tasked to take the woods vic 665943, woods vic 665923 and put a platoon into the east side of Haysville. Additionally she was responsible for maintaining an ADA screen up to the north map edge, and overwatch the open area surrounding Haysville to protect 1BN as it moved forward. 1BN commanded by Rick Nelson, was to take the woods vic 657928 and be prepared to continue the attack or overwatch for 2BN as it went forward. His route was basically straight down the railway to the woods. 2BN commanded by James Sterrett, followed Hwy 60 down to the woods vic 665923. His ATR was to move to 685935 and wait for orders. The Hinds were deployed in the north behind the ridge to wait for orders as well. Our biggest concerns were: Leo2s, the lack of thermals on our entire side, NATO air and helos, and Mines. The Leo2s were nearly invulnerable to most of our missiles and all of 1BN's tanks. We decide to rely on massed overwatch by the KGM and 2BN as 1BN did most of the dirty work and dying. The lack of thermals makes us use the terrain more effectively, really the only counter to thermals other than arty. What happened from our viewpoint: Initial Phase: KGM Jumped off on time and immediately hit a storm of fire on the platoon heading to Haysville and some on the unit heading to the woods south of Hayesville. Eventually the plt heading for Haysville died and the company moving to the woodstook them after a lively firefight. The company in the south also had a lively firefight in the woods and took them. 1BN and 2BN began moving, although 1BNs units kept stopping or heading in the wrong direction, but Nick got it worked out and they were off. We saw NATO moving fairly large units forward all along the front. This was pidgenholed as local units trying to grab forward battle positions like Haysville and the same woods we had taken. We had some indications of NATO movement east in the north but nothing solid so the Hinds were moved to see what they could see. Mid Phase: KGM had basically done it's job with about 45% losses, nearly all infantry and APCs. The two woods were ours and 1BN had gotten past Guston without incident from the NW. Now they had to weather the arty raining on them until 1BN and 2BN closed up on their objectives. Resistance had been fairly light considering that we thought the NATO forces would be dug in and waiting for us. More indications of NATO movement east in the north, moved the HINDS again. NATO keeps moving to Haysville, seemed to be more than just a grab for a battle position. KGM's AT guns and atgms really do a number on the forces heading to Haysville and they stop coming. We drop lots of arty on them to make them move or die. The smoke parts in the north and the Hinds see a company+ moving east along the map edge. We drop arty on them and use the Hinds to keep track of them...Why are they up there? Counter-attack? Moving to shoot south past Haysville? Exit troops off the west edge??? I ordered the ATR to deploy to the woods vic 703965 and keep them from exiting if they try. More and more NATO units are moving east up north. As the commander I don't really care if they are up there as long as they don't come south. We firestrike an apparent assembly area and are rewarded with lots of secondaries....Hmm more than the company we thought was there. The Hinds draw lots of fire and airstrikes, finally only one section of 2 remains..but the KGM ADA knocks down 3 F-16s and abort several others. I move the ATR to keep the NATO units from coming south if they come. End Phase: 1BN reaches their objective with it's scouts and only finds wrecks. We decide to push them forward and to move the KGM units in the south forward to overwatch and get out from under the arty. The scouts die in a hurry but see what kills them...the dreaded Leo2s. We dump arty on them and eventually the KGM tanks take care of the leos. We think that was NATO's reserve company and we are clear to launch the 2 bn attack. But wait, the elite KGM orphan MG unit spots more Leo2s and YPRs before it dies. The attack is delayed as we bring more units forward. More NATO units head east. We have no idea what they are doing now. The ATR is adjusted slightly again and the hinds continue to harass and snipe. Finally we launch the big attack up and over 2 bns wide..a little ragged at first but it will get better. Then the game ends. Overall comments: We had a clear cut mission, go forth make a hole and kill NATO. We did. While it may have looked like a simple charge it was several phased actions with supporting players. Corinne and her KGM suffered atleast 50% losses and still suceeded in every mission but one, the platoon to Haysville which turned out not to be needed. Her AT units kept their area under fire and killed several units. Her ADA screen fired 90% of their ammo and kept the Hinds alive. 1BN took his objective without loss and was changing direction 90 degrees to attack north when we ended. 2BN had moved up and was co-ordinating his attack with 1BN plus jockeying his ATR around. The NATO attack in the north surprised us but didn't influence the operation. There was nothing in our orders about defending anything. The rail head had nothing in it but treadmarks and trash. We didn't even consider it a possible target until after the game was called. Things we can improve on: We assumed way too much on what NATO had and what their mission was. Keep better track of BLUE side losses...if we had we might have discovered that we were facing a much larger force than we thought. Keep better track of current arty missions and trps. Routes of march to attacks...a little better recon might have reduced our losses in KGM. The BM-27 strikes. Things that went well: The overall plan went very well. If NATO had decided to feint in the south or if we went north, we would have had a much different battle. Co-ordination and inital deployments were superb and on time. Reacting to changes and the on order missions went very well. Thanks to all that participated especially Nick. NATO had a tough mission that they had to change in midstream. It could have gone differently with just a few changes in set up or movements. -------- Jerry Hall, the NATO commander, wrote this AAR: NATO AAR First, our orders: BASTARD BRIGADE OPORD TASK ORGANIZATION Belgian Battalion: unchanged, add 1 FISTV 1st Netherlands Bn (minus) HQ, 1 FISTV B, C Coys (Mech) E Coy (-): E/1, Mortars (rather than attach them to 2 NL, I will assign them to 2NL later) F Coy (-): F/1, F/2 (Leo 2) 2nd Netherlands Bn (plus) HQ, 1 FISTV (2nd FISTV goes to BE Bn) Y, X, W Coys (Mech) V Coy (Support) U Coy (Leo 2) D Coy/1st NL Bn (Mech) E/2/1st NL Bn (ITV) F/3, F/4/1st NL Bn (Leo 2) 4 155mm Arty Batteries (let's call them A, B, C, and D Batteries) 3 CAS sorties TACOPS TRPs: 01: 667975 02: 663948 Other TRPs (for reference; arty not firing missions should start to shift and register these TRPs as soon as possible). Bn Commanders plot TRPs that you might need, but not more than about 5. BDE TRPs: (00 series) 03: 670950 04: 684966 Belgian TRPs: (000series) 1st NL TRPs: (010 series) 011: 655975 012: 660970 013: 665968 014: 678976 015: 684973 2nd NL TRPs: (020 series) 1. Situation. Enemy. Estimate that a Motorized Rifle Battalion (BMP-2) reinforced with a Tank Company (T-72) is defending in sector along the 675 N-S gridline. This force can be reinforced with up to a Motorized Rifle Regiment no earlier than 60 minutes after our attack begins. Assumption: OPFOR should not have thermals or improved ATGM warheads; confirmation of this fact is a priority. If your forces are engaged through smoke, or if Leo 2s are killed by ATGMs from the front, we need to know ASAP and adjust our plans. Use of smoke and frontal armor of the Leo 2s will be decisive in the attack; smoke and ITVs and tank fire will be decisive defending against the OPFOR counterattack. · Equipment: the T72 can penetrate the frontal armor of the Leo C1A1 at any range, and the Leo 2 out to 2500m, although at less pH than either the Leo 1 or 2. The BMP2 AT5 can kill the LeoC1A1 at any range and aspect, but cannot kill the Leo 2 from front or side at all. Keep this in mind. · Estimate Motorized Rifle Platoons at the following locations: OBJs Antwerp, Brussels, Hague, Assen, Guston, Bonn (woods 680960), Berlin (woods 675952), and Frankfurt (woods/high ground 682932), a squad at Daffodil, and a Reserve T-72 Company vic Rotterdam/Amsterdam. This Company will probably include the MRB ATGM section (BMP2s carrying AT3 Saggers?), and will be able to conduct local counterattacks toward Hague, Berlin or Guston within 10-15 minutes. · Composition of the MRR CATK force unknown. Assume T72 and BMP2, but possibility of some T80s. It appears that the MRR CATK force could reach the map before we take Amsterdam. Plan defensive positions along the Hague/Munich- Rotterdam-Arnhem-BP2 line. This decision will have to remain flexible. Determining the location of the OPFOR CATK is another priority. · Estimate that OPFOR will move an MRP into both Antwerp and Brussels at game start; they can be in position as early as 0702, able to fire on forces using Axis Belgium. OPFOR MRPs will also move forward within Berlin and Assen. OPFOR MRPs will probably defend in place. The OPFOR reserve will remain in place until OPFOR has determined our main effort; hopefully they will commit north. · OPFOR Graphics: I will attempt to describe these before I send a bmp file since we can't all read them. The MRPs will be described using our codewords. AAs (Avenues of Approach) follow. These are possible routes OPFOR may use to move forces: AA01: from 675977 into OBJ Antwerp AA02: from 675974 into OBJ Brussels AA1a: from 720975 west to Munich AA1b: branch off of AA1 southeast along L&N Railroad AA2: over BP3 and west toward Arnhem AA3a: from 720930 to OBJ Holland AA3b: from 720925 west along our Axis Holland toward Daffodil Tank Company Reserve CATK routes: A: Northwest from Amsterdam toward Hague B: West toward Berlin C: Southwest toward Dresden 2. Mission: Bastard Brigade attacks at 0700 16 May to seize OBJ Amsterdam vic 704955; on order defends to defeat an MRR counterattack and resumes/completes attack mission. 3. Execution: I intend to conduct a feint with the Belgians and the 1st NL(-) in the center and north to draw the MRB counterattack force away from Rotterdam,/Amsterdam. After the BE Bn seizes Antwerp, Brussels and Leipzig and the 1st NL passes forward and seizes Hague, 2NL (+) will begin the Brigade main effort along Axis North Sea to seize Dresden. Once these initial objectives are taken we will decide how to take Amsterdam, based on the time, enemy losses and locations, and status of our forces. We will on order transition to a defense based on how long it takes to seize initial objectives and enemy activity. A. Scheme of Maneuver. 1. Belgian Bn: The BE Bn deploys along the current front line (FLOT), prepared to attack Antwerp, Brussels and Leipzig. The BE main effort attacks along Axis Belgium and seizes Antwerp and Brussels. Recommend a BE Coy, reinforced with a tank platoon, attack and seize Leipzig and BP9 (BP 9 is an option; there is a possibility that OPFOR may try to push something into it, but I'm not sure. Steve: Take BP 9 if you feel comfortable with it). This company should further divide one platoon into individual squads and establish Ops at BPs 4, 5, 7 and 8. The squad at BP 8 should scout along Axis Holland to SBF B and report. FISTV should use BP4 to register arty vic TRPs 01, 04, 011, 012, 013. Be careful of setting up and moving in clear vic 648979. ATGMs vic Berlin or Bonn could possibly target your forces. Smoke vic TRP 012 or 013 would screen you from this possibility. You will have priority of artillery fires during this phase. Batteries A, B, and C will be under your direct control. D Btry will be in reserve under my control. You will have to plot a smoke mission on TRP 01 at game start to have it impact before OPFOR arrives at Antwerp and Brussels. Also plot smoke on TRP 02 to cover your move along Axis Luxembourg (you will want to start on the low ground if possible) You may have to renew this mission after three minutes to ensure coverage until you arrive. I would lead with tanks, followed by your M113s. Another option would be to use your HQ Scimitars and Scorpions as scouts to lead your formation and draw fire. You could also dismount your Milans and Stingers and place them in other vehicles, and use the HUMMVs for scout vehicles. Just some ideas: these apply to everyone. Use HE on the west edges of the woods, dismount your infantry and move into the woods, with the tanks overwatching at least 600 meters away from the woods to avoid RPGs. Then push to the east side of the Antwerp and Brussels and set-up to cover 1 NLs attack on Hague. If you can, establish a force (tank plt and mech plt?) at SBF A to better cover OBJ Hague. You and Rattler will have to talk to each other to coordinate exactly when 1NL should pass through. You may want to move some dismounted infantry into the open toward Hague just before 1NL attacks so that you can trigger enemy fire and target it with arty/smoke/direct fire as Rattler attacks. After Rattler passes thru and you have finished supporting him, consolidate what you have left in two groups, one each on Antwerp and Brussels. You may be tasked to support Rattlers continued attack, move to an OBJ to defend against the MRR counterattack (Munich, Amsterdam?). If you are given the defend mission, you'll want to establish an infantry based defense backed up by your tanks and dragons. Probably best to be in woods, rather than at the edge where OPFOR could mass fires on you; keep some observers forward, with most of your infantry deeper in the woods to ambush OPFOR if they enter. Dragons and Milans can cover the west edges to kill OPFOR vehicles that attempt to bypass your forces. Just ideas. 2. 1st Netherlands Bn: 1st NL deploys in column and uses Route Tulip to move to Axis Belgium, then follows Belgium thru Antwerp to Hague. 1st NL will coordinate with BE Bn to synchronize the forward passage of lines; it is OK for 1st NL to move forward if BE Bn is still fighting for its OBJs. 1NL should lead with tanks, followed by M113s, and overwatched by ITVs. 1NL will order smoke as necessary using Battery D as it advances, using TRP 012, followed by TRPs 014 and 015 during the attack. You will also have 2 CAS sorties to use on your attack on hague (part of the deception effort). Once 1NL seizes OBJ Hague, be prepared to continue the attack to Munich, Bonn or Rotterdam, or to support 2NLs attack on Arnhem or Amsterdam. Flexibility will be key. 3. 2nd Netherlands Bn: 2NL advances to AA Haarlem, exact locations dependent on how these forces want to attack (AA Haarlem is deliberately large to allow for this). On order (when 1NL seized Hague), 2 NL attacks along Axis North Sea to seize OBJs Assen and Dresden. Lead with tanks, followed by M113s, overwatched by ITVs from SBF C. You will want to position your overwatch forces first. Plan smoke on Assen, Dresden, Frankfurt to support your attack. When you start your attack, Batteries A, B, and C become yours, as well as 1NLs mortars. Once you seize Assen and Dresden , be prepared to continue the attack or move to a defensive OBJ (Arnhem, Eindhoven). You have sufficient forces to hold some in reserve, allowing you to commit some to Axis Holland or OBJ Frankfurt if this is necessary. B. Fires. I will assign batteries to each Bn Cdr as I deem necessary. I would like to save the mortar smoke for when OPFOR counterattacks: they basically have 100% smoke since TACOPS doesn't track mortar rounds by type, so don't fire mortar HE unless absolutely necessary . When you use smoke in your attacks, use the minimum amount necessary so that we have enough for later. Use HE to suppress as you attack, and ICM only on confirmed targets of at least platoon strength. 2 of our three CAS sorties will be used to support 1NL's attack; this is mostly to reinforce OPFOR's impression that our main attack is in the north, as well as in recognition of OPFOR ADA strength. We will save what we have left for helping 2NL or against the OPFOR CATK. When you do your orders, be as specific as possible on your intent and SOPs. If Moran understands what you want to do with your force, it will be easier for him to move your forces without you having to give lengthy orders during the battle. Contingency orders work well: if fired on, immediately fire HE and smoke, etc. That's it for now. This should give you enough guidance to prepare your orders and get them to me. Overlay clarifications BP1 (Battle Position 1): vic 687927, purpose: protect flank of any force using Axis Holland 2 BP2: vic 693927, same purpose as BP1 BP3: vic 718946, infantry to stop OPFOR counterattack (CATK) forces from sneaking on the map in the woods BP4: vic 648968, Observation Post (OP) site for Belgian squad (?), FISTV/FO BP5: vic 648958, OP BP6: vic 655946, OP/attack position for BE forces using Axis Luxemburg BP7: vic 658930, OP BP8: vic 658924, OP; 7 and 8 observe any OPFOR movement into BP9 from east or any move onto high ground N or S of Axis North Sea BP9: vic 668941, overwatch Axis North Sea OBJ Antwerp: woods on high ground vic 670977; initial objective for BE bn (Enemy: MRP) OBJ Brussels: woods on high ground vic 668970, initial BE objective (Enemy: MRP) OBJ Hague: woods on high ground vic 683970, initial OBJ for 1NL Bn (Enemy MRP) Axis Beligium 1: starts vic 650977, east to OBJ Antwerp, then SE to OBJ Hague Axis Belgium 2: starts vic 650977, east then SE to ONJ Brussels Support By Fire (SBF) Position A: in woods vic 674975; after BE Bn occupies Antwerp and Brussels, establish this position to support 1 NL's attack on Hague Assembly Area (AA) Haarlem: large AA centered on 650933, for 2NL to occupy while waiting for 1NL to seize Hague. Place units so that they can use either North Sea (main emphasis), or Holland (secondary emphasis). Axis Luxemburg: from BP 6 to OBJ Haysville. Elements of BE Bn use Lux to seize OBJ Haysville OBJ Leipzig: village of Haysville vic 664952, initial OBJ of BE Bn Axis Ghent: from BP6 to BP 9; a BE plt uses Ghent to seize BP 9 and establish OP SBF C: vic 660930, 1NL use as an overwatch for Axis North Sea Axis North Sea 1: from SBF C to OBJ Assen, supporting axis Axis North Sea 2: from SBF C along RR track to OBJ Guston, main axis for 2NL Obj Assen: woods vic 677938 (Enemy: MRP) OBJ Dresden: town of Guston vic 684940 (Enemy: MRP) SBF B: vic 673923, overwatch valley along Axis Holland and any attack on OBJ Daffodil Axis Holland 1: southern axis from BP8 to SBF B OBJ Daffodil: woods on high ground vic 680925, initial OBJ to begin Axis Holland 2 (Enemy: OP/Squad) Axis Holland 2: from OBJ Daffodil to OBJ Holland OBJ Holland: woods on high ground vic 708935, possible objective for 2NL southern flanking force OBJ Arnhem: woods vic 693945 OBJ Rotterdam: woods vic 694955 OBJ Amsterdam: THE OBJECTIVE vic 704955 OBJ Eindhoven: vic 700940 OBJ Nijmegen: vic 714958 New: OBJ Bonn: woods vic 680960 (Enemy: MRP) OBJ Berlin: woods vic 675952 (Enemy MRP) OBJ Munich: woods vic 695970 OBJ Frankfurt: woods/high grounds vic 682932 (Enemy: MRP) Execution: Unplanned problems intervened and caused our orders process to derail. We got our orders to Nick late, and we never recovered from this problem. Biggest lesson of the CPX from our point of view: be prepared! (also: rather than sending attachments, cut and paste orders so that they can be understood by all). As the scenario began, we expected some limited OPFOR attacks to take terrain favorable for defending. The Belgians rapidly took OBJs Antwerp and Brussels, as well as Haysville (with casualties), and reported significant OPFOR activity in the south. 1st and 2nd NL were moving as planned. By 0710-1715, it became apparent that OPFOR's attack was not limited, but general. We were still successful in the north, so I had the Belgians continue the attack to OBJ Hague (1st NL's OBJ), with the intent of passing 1st NL forward to seize OBJ Munich. At this point I asked the Div Cdr for further guidance: yo Bde Cdr to Div Cdr; appears OPFOR not defending but attacking need clarification: can we bypass enemy and continue with mission, or defend, then atatck? really need to know whether DIvision cares if we let some OPFOR thru and concentrate on taking the RR? If opfor attack not a feint, then defend. But you must get to the railheads before the reinforcements get there OK Given this guidance, we decided that we would continue the attack in the north, and shift the 2NL's axis from Axis North Sea to west of Axis Luxembourg, "sidestepping" OPFOR's attack. This would allow us to seize the railhead and insert our Brigade between OPFOR's forward and follow-on echelons. Once on the OBJ, we planned to defend with 1st and 2nd NL facing east, and the Belgians protecting the rear. At this point "friction" really heated up, and I lost control of 2NL's shift to the northeast. Due to confusion and muddled orders, 2NL's forces were scattered and exposed themselves to flank and rear shots as they tried to redeploy to the north. I never really regained control of the 2NL. This is the next lesson: develop SOPs for how you want to run your orders channel; we had discussed this, but obviously not enough to overcome this control problem. At this point I had to quit the game. The scenario was interesting and challenging, although somewhat unbalanced. By unbalanced, I don't mean in forces, but in expectations and evaluation. Both sides initially received attack missions; both sides assumed that the other was defending. OPFOR was given the classic "attack at all costs" mission that did not require modification regardless of what NATO did. NATO on the other hand, was expected, although this was not communicated, to evaluate the change in OPFOR mission and change its plans. "The trick with this scenario was for the NATO commander." I won't argue with that one, NickJ Maybe next time you should have a trick for both sides. Lessons: 1. Be prepared. Make sure you allot enough time for planning and preparation. 2. Develop SOPs for how you want your team to operate on the orders channel. For teams with several new players, a practice mini-cpx or access to previous CPX log files may help. 3. Never assume! Sorry this AAR is so short; in keeping with BENELUX luck, the first AAR I wrote was lost in the black hole that is my hard drive, and I just didn't have the focus to write it as well the second timeL Jerry Hall -------- Matt Ohlmer (a NATO player) took the next step, and a moderately long discussion of victory conditions ensued… henceforth I’ll just identify the person who wrote a given piece. Hi, Jerry! First let me thank you and all the blokes on our team for this wonderful exercise, I really enjoyed it (despite or because of the fact that all I had to do was driving around beautiful countryside with a bunch of stonded Dutch...) and I am looking forward to try again with you all, prob June, rather in July, when my workload gets significantly less. special tx to steven (for staying that long), hope your girl is better! I learned a lot, most S2 Stuff, like having the map and my OOB unit overview table up-to-date in a timely manner, a problem I had during my first cpx. This time everything went well as far as this is concerned, I had instant access to the relevant info. (only when I suddenly had to take over the whole thing alone I realized I was not really prepared to do it, because of no unit tables and no map info on the overall situation. I will be prepared next time...) >>...My first impression after reading Nick's AAR...<< is that in NATO orders, he *left out the core* part: >>In order to buy time, it has been decided that >>you are to penetrate the WarPac front line to the nearest sidings >>capable of off-loading heavy equipment. This will have two effects. Primarily, it >>willforce his reinforcing units to offload further to the rear, >>with the resulting time delays and mechanical failures. Further this will allow >>more time for our interdiction aircraft to work them over. If they are allowed to >>build up for an attack, they will almost certainly be able to penetrate your lines. >>Secondarily, it will cut off one of the supply sources to the WarPac forces >>currently in the town of Gustonburg. In addition, the location would give a >>good field of fire to interdict road supply lines to the town. Do not push >>forward beyond this point for the moment. You lack the forces needed for a >>successful penetration in depth. >> >>Your mission is to take the rail facilities located at ref 704955 to prevent >>resupply and reinforcement. This kind of paints a wrong picture to outsiders reading it, maybe you should advise him accordingly. Like you, Jerry, I feel the scenario was a bit out of balance as far as decision making was concerned, and, with a strict mission like this and the comments of DIV Cdr, the decision to make way, let them pass and pull north to secure our objective approach was a right call at the time. Had DIV Cdr on the other hand related new intel (like: re-inforcements seem to have arrived earlier than we thought...), it would have made a nice excercise for ump and us to try and bring back these northern BNs into play for flank games while defending in place with NL2. As for the airstrikes: I re-read my log files carefully and find we never knew we had 10 availiable. OTOH we maybe should have used some for recon, to find out what was going on (I remeber OPFOR CATK location *was* our seccond priority after establishing their thermals capability...). Generally I feel, with more recon we might have got the picture in time to do something about it, despite DIVīs comments (but thats quite a personal obsession of mine, I sometimes use up to a third of my forces to provide me with who is where doing what, usually ending up with too little forces to do something with the gained intel...). >>...Orders during the battle is next; I like Rattler's idea of the CO going first and giving intent, then the players giving orders. Of course, that may not work with someone like James, who severely limits the time for orders to keep the game moving fast..<< I think even with James that would be a good road to choose, because he at least *will have* the big idea and (hopefully ) act accordingly (James?). To be better/faster during this phase, I as CO would like to get *condensed* status reports in from subunits every now and then, like: "Team PETITE 2km W of LEIPZIG, moving N, engaging on retreat" and so on, generally relaying more to the overlay then to give UTMīs (which always involve some searching). That would enable CO to paint the pict on orders channel. Providing these reps could be done by each BN cdr having report forms with the last info ready where only the changes would have to be documented for rapid reports (I usually have a word-processor open during game to pre-write orders/reports and then send them to ump by copy-and-paste). Suggestion: Maybe we do a little training beforehand next time we play, esp. for the newbies like Chris (who did quite a job, I think). Some of us have develloped nice systems to handle the amount of info flowing, we could share and improve. Anyway, it was a lot of fun and I think we did a good job considering what IRL time limits and other probs (unpaid e-mail accounts...) we were facing. Looking forward to working with all of you again Matt -------- Nick Moran: >This kind of paints a wrong picture to outsiders reading it, >maybe you >should advise him accordingly. Responsed ny the GM, and my rationale behind them.. They make sense to me, even if you don't agree with them... >Like you, Jerry, I feel the scenario was a bit out of balance >as far as >decision making was concerned, and, with a strict mission >like this and the >comments of DIV Cdr, the decision to make way, let them >pass and pull north >to secure our objective approach was a right call at the >time. The Div Commander (Me) I thought gave you a fair bit of leeway as to what you could do... In response to a direct request to stop and defend and head for the railyard later, my verbatim reply was very close to "If you are sure that the Opfor attack is not a feint, you may defend, but you must stop reinforcements from reaching the railhead" See next comment on intel. >Had DIV Cdr on the other hand related new intel (like: re->inforcements seem >to have arrived earlier than we thought...), it would have >made a nice >excercise for ump and us to try and bring back these >northern BNs into play >for flank games while defending in place with NL2. Possibly.. But the reinforcements that did come were not the divisional reserve that was mentioned to be about an hour away in a later post to you early in your planning phase just after you got the initial orders... Those boys were indeed at least an hour away. However, look at the WarPac orders a little more carefully. They imply that the two Russian battalions were not part of the reserve, they were on their way to the front, they merely decided to throw a railway switch and redirect their destination. So in this, the intel boys were correct as regards how long reinforcements would take to get there, they were correct as to the disposition of the reserve unit, but they did not notice the diversion of another force. This sort of thing happens, especially when the enemy doesn't particularly wish you to know that they are about to launch an attack. This was a judgement call on my part, indeed central to my idea behind the scenario, and as such I stand by it, though I can see the merits to the fight which you propose. >As for the airstrikes: I re-read my log files carefully and find >we never >knew we had 10 availiable. OTOH we maybe should have >used some for recon, NATO had air superiority... you started with three strikes, but you had a much higher probability of new strikes than WarPac did. (I may indeed have forgotten to mention this in your orders) However, you may recall that I expressed some mild surprise after being told to send all the second wave of strikes against the Hinds... "All 6 against the Hinds?" This was confirmed to me, and so I must believe that someone in your team knew that there were six planes available. For whatever else I may feel guilty for, I don't think that's one of them >to find out what was going on (I remeber OPFOR CATK >location *was* our >seccond priority after establishing their thermals >capability...). I don't know if you ever established it or not during the game, but as you saw, they didn't... >Generally I feel, with more recon we might have got the >picture in time to >do something about it, despite DIVīs comments (but thats >quite a personal >obsession of mine, I sometimes use up to a third of my >forces to provide me >with who is where doing what, usually ending up with too >little forces to >do something with the gained intel...). I certainly didn't say anything about your not using recon. Where'd you get that idea? >>...Orders during the battle is next; I like Rattler's idea of the CO going first and giving intent, then the players giving orders. Of course, that may not work with someone like James, who severely limits the time for orders to keep the game moving fast..<< To be honest, I'm not totally sure I liked it either.. I'd have been receiving two sets of orders from two people about the same unit. The orders may not have been contradictory, but I would say that the statements of intent at the CO level should be kept for the pre-battle mails and on the planning channel during the game. After all, a General doesn't give statments of intent to companies (Played by umpire), he gives them to the colonels who then decide to give an SOI to the troops. It would be a lot easier for a panicked and rushed GM (Even more panicked and rushed in my case because I knew I wasn't doing the best possible job at thge time) to simply get a set of orders that said 'Unit A goes to location L and deploys as a covering force for B'. Or thereabouts. I did want the game to move a bit quicker, but considering the circumstances and the fact that NATO had to totally reorganise themselves, I couldn't justify cutting short the amount of time you had to give orders by much. >To be better/faster during this phase, I as CO would like to >get >*condensed* status reports in from subunits every now and >then, like: "Team >PETITE 2km W of LEIPZIG, moving N, engaging on retreat" >and so on, I'm afraid that at my level of experience and competence, that would be a luxury... I had to settle for Flashreps every now and then, and the odd running commentary. >generally relaying more to the overlay then to give UTMīs >(which always >involve some searching). In the commentaries, I did give locations by Battle Point #s or Objectives, but when UTMs were given (i.e. Spot and Sitreps) you were on your own.. Better to have each team search their own maps than to have the GM spend double the amount of time doing both. >(I usually have a word->processor open during >game to pre-write orders/reports and then send them to >ump by >copy-and-paste). A good idea, I usually just have it typed out and ready to hit 'send'... But it doesn't allow me to make a comment in the interim.. I learn... >Suggestion: Maybe we do a little training beforehand next >time we play, >esp. for the newbies like Chris (who did quite a job, I think). A suggestion which I second, but I simply didn't have the time to run one.. Maybe if a team CO could run a mini CPX of their own, maybe even wargaming their estimate of the coming battle, but that takes enough time and effort as it is.. DWH Manic Moran -------- James Sterrett (Opfor player) >>...Orders during the battle is next; I like Rattler's idea of the CO >going first >and giving intent, then the players giving orders. Of course, that may not >work with someone like James, who severely limits the time for orders to >keep >the game moving fast..<< > > To be honest, I'm not totally sure I liked it either.. I'd have been receiving two sets of orders from two people about the same unit. The orders may not have been contradictory, but I would say that the statements of intent at the CO level should be kept for the pre-battle mails and on the planning channel during the game. After all, a General doesn't give statments of intent to companies (Played by umpire), he gives them to the colonels who then decide to give an SOI to the troops. It would be a lot easier for a panicked and rushed GM (Even more panicked and rushed in my case because I knew I wasn't doing the best possible job at thge time) to simply get a set of orders that said 'Unit A goes to location L and deploys as a covering force for B'. Or thereabouts. > I did want the game to move a bit quicker, but considering the circumstances and the fact that NATO had to totally reorganise themselves, I couldn't justify cutting short the amount of time you had to give orders by much. I'd agree with Nick here: during the game, having the CO give the umpire an intent, followed by specifics from players, looks like a high road to confusion. IMHO it works better for the CO to tell players the intent on the planning channel, then the players relay their interpretation of that to the umpire. Matt is correct that it does help to keep the umpire in the Big Picture, but I doubt that is needed very often (major changes of plan...) On the other hand, I prefer to get intent-driven orders - they are often much quicker to understand and punch in (especially when combined with a good ops graphic. 8) >>To be better/faster during this phase, I as CO would like to >get >>*condensed* status reports in from subunits every now and >then, like: "Team >>PETITE 2km W of LEIPZIG, moving N, engaging on retreat" >and so on, > > I'm afraid that at my level of experience and competence, that would be a luxury... I had to settle for Flashreps every now and then, and the odd running commentary. The main problem I have in doing this is that I rarely am following what any given unit is doing quite that specifically. If you've got a unit that I know is assembling and then gets some other orders, I'll probably remember to check on it periodically, but not all of them. >>Suggestion: Maybe we do a little training beforehand next >time we play, >>esp. for the newbies like Chris (who did quite a job, I think). > >A suggestion which I second, but I simply didn't have the time to run one.. Maybe if a team CO could run a mini CPX of their own, maybe even wargaming their estimate of the coming battle, but that takes enough time and effort as it is.. We've run these in the past on rare occasions. If there's a number of people who want a training CPX, I'm happy to run one. On the scenario and tricks in scenarios: I gather NATO feels a bit screwed, and to be fair I can understand that; the chunk of text Jerry quotes would have left me feeling I needed to both attack and defend. On the other hand, the scenario could easily have gone very differently, and there was a trick facing Opfor, if a subtle one. If our attack had happened to collide with NATO's attack, we would likely have been wiped out: NATO would blow smoke and obliterate us. The trick played on us was this: we had no notion that NATO had a force of anything like the size they did. A case of ASS-U-ME on our part; we figured we were attacking, therefore NATO was defending. Not too bright of us on Opfor; and we would feel a bit screwed had the battle been a disaster for us in which most of a battalion of invisible and nearly invulnerable Leo IIs had stormed forward into our main force. Note that we also had *no idea* of the true size of the NATO force, throughout the game. Nick sent us the end-of-game savegame file after the battle, and our jaws dropped at the size of the NATO force - there was at least twice as much as we'd dreamt of, and far more Leo IIs (we'd figured on at most a company of them.) The scenario, as a scenario, was in many ways very realistic. Planning and intel cock-ups and luck (good and bad) are quite commonplace in military history, and I have no difficulty imagining this scenario's basic premise as a real event. The wider problem it brings up, though, is that of tricks in scenarios in general. In making a scenario, you need to be careful about how they are constructed. There's two things to chew on. One of them, on which you have little control, is the players. Some people like weird twists and sudden surprises; others do not. Personally, I tend to like them. Fortunately, the people who played Genforce in my recent Genforce-Canada scenario do too, for they faced a major trick as well. (In that scenario, Genforce was trying to get across the map, whilst the Canadians tried to ensure that Genforce exited a certain section of the map edge.) The one you do have control over is this: think about how the trick affects the game. I spent a lot of time on the Genforce-Canada scenario pondering how it might run, and how it would be fair to one side or the other. On the one hand, the Canadians might be overrun by a headstrong Genforce - so they needed enough power to potentially seriously bloody a direct assault. On the other hand, there had to be a mechanism through which Genforce could pick up on the problem and change its mission. In the event, Genforce's scouting was pretty poor, so the necessary alarm bells didn't ring quite loudly enough (they never hit the well-defended sectors and ignored the clue of there being only one bridge standing.) I hadn't worked out exactly how their mission would change if they twigged to the problem, planning to play along with any suspicions they came up with and changing the mission as they might see fit. (Destroy the Canadian force? Exit scouts first then a main force? Exit through a different sector?) That play-by-ear was a potential problem which I avoided (and Nick didn't) - because there's a fine line on how far to go in revealing the trick to the players at any one time. Optimally, they'll deduce it themselves and make it perfectly clear that they have. More commonly, they'll voice suspicions, and the umpire needs to thread a needle, neither driving them off the scent nor giving inadvertent clues confirming the case. Shorter version of the second case: the players being tricked must have a reasonable means open to discovering the trick, and must reasonably be able to cope with the trick once they discover it. IMHO, NATO had both in theory. They would in theory rapidly discover that we were launching an attack (though in the event they dismissed our initial moves forward as attempts to gain key defensive positions - just as we dismissed their intial moves as the same thing, with a possible flank attack up north.) Also, in theory, they would have enough of a force to counter our attack. As it turns out, neither we nor they did this. We left a tiny screen in the north (and although we had a company of T-80 ATGM as our defensive reserve, it wasn't enough to cope with an attack of the scale NATO launched). NATO left a larger force to screen its southern wing, but again not enough to stop our force as it moved forward (though quick testing with the end-of-game savegame indicates they'd take a heavy toll, probably killing a bit over a battalion of our forces.) In theory, both sides could react; in the event, both sides had maneuvered in such a way as to make reaction pretty difficult. -------- Nick Moran: here has been a little discussion now as to how good a job I did with the of the scenario. NATO afterwards feeling that they were doomed to lose from the start, and WarPac pointing out (Quite accurately) that if NATO did figure out what was going on, they'd just drop smoke and kill away with impunity. Perhaps there was too much swing involved: The battle would go one way or the other, but perhaps not much in between. However, whilst doing my research, I read the Umpire's CPX FAQ, wherein it mentioned under scenario design: 'Think about whether it is possible to win the game.. If you get a queasy feeling in the shoes of both sides, you have it right' Or words to that effect. I thought about the forces involved, and the mission, and I could come up with possible game results which would result in either one side or the other losing horribly. One actually happened (NATO didn't realise Opfor was attacking) and the other was sussed by James (Opfor are at the mercy of NATO thermals). Whilst I can perhaps sympathise with the NATO feelings after the game (I've been in games where the other guy completely wiped the floor with me), I also do have some difficulty in coming up with real-life battles where it was right down to the wire. Another possibility for thought: Who says the scenarios have to be play balanced? There are enough games going around wherein the OPFOR forces are similarly equipped to the NATO forces with all-conquering ATGMS and thermal sights. Where's the fun in that? (Or realism for that matter) A chap on the Command Decision mailer pointed out quite reasonably that it can be fun to play the completely overwhelmed defender. You're going to be overrun no matter how well you do, but victory in game terms may be determined simply on losses caused. So Player A can be overrun, but cause 30% casualties on the attacker, so A is declared the winner. However, I think my CPX has caused perhaps a little more debate than most on scenario design, and I shall consider it carefully for my next one. (Whenever that may be...) DWH NTM -------- Jerry Hall: OK; let me rephrase my concerns and put this to rest. I liked the scenario concept, and the forces involved. It was interesting and innovative. It is the "victory conditions" and the evaluation criteria that I have a problem with. Both sides were given a deliberate attack mission against what they assumed was a smaller defending force. Both sides were wrong. Both sides realized the situation was not as assumed and made decisions based on their orders in reaction to the changed situation. This is where balance was lost. OPFOR had been given an "attack at all costs," "annihilate the enemy" type mission; there really was no decision for OPFOR to make-he was supposed to attack and destroy NATO units regardless of whether they were defending, attacking or standing on their heads. NATO on the other hand, was given the mission to seize an objective. When it became clear that OPFOR was attacking, NATO was given guidance that left the decision NATO should make much less clear. It can be argued both ways as to whether NATO should have continued the attack, defended, or tried to do both. This is where I feel balance was lost; we were assessed as being decisively defeated because we did not figure out the "proper" decision. For the sake of argument, let's say that the scenario ended with OPFOR exiting the map with 75% of its force, and NATO occupying the railhead with 75% of its force. Who wins? OPFOR because they exited the map (but they didn't "annihilate" NATO forces like they were supposed to), or NATO because they chose to take their objective in the face of vague guidance and a vague situation, while allowing OPFOR to take ground? Tough call. I personally don't care if I win or lose; I just feel that as the commander I should voice the concerns of my team. We were all slightly dismayed and wondering about the victory conditions. We interpreted what Nick told us differently than he perhaps meant it; OPFOR did not have to worry about interpreting its orders. I think that surprise and unique situations are a great tool in CPXs, but there should be an equal chance for both sides to make those "wrong" decisions. But that's just my opinion; I could be wrong:-) I had fun and somehow I feel that my concerns have been blown out of proportion. Jerry -------- James Sterrett: >There has been a little discussion now as to how good a job I did with the of the scenario. I hope you do not feel beaten upon in that respect; IMHO, it is useful to have discussions like this. (And IMHO I narrowly avoid getting nailed for it in my recent Genforce-Canada scenario, and I'm known for weird stuff in my scenarios. So if you are taking heat, it ought by rights to be flying in my direction as well. 8) ) >Perhaps there was too much swing involved: The battle would go one way or the other, but perhaps not much in between. However, whilst doing my research, I read the Umpire's CPX FAQ, wherein it mentioned under scenario design: 'Think about whether it is possible to win the game.. If you get a queasy feeling in the shoes of both sides, you have it right' Or words to that effect. I stand by that means of assessment too. 8) IMHO, the scenario had balance; the planning on each side interacted in a way such that it wound up lopsided. It could have gone lopsided the other way, or anything in between. Too much swing? Beats me; I enjoyed it, but I was on the winning side. Somehow, this keeps reminding me of something my fencing coach was often telling us: "Fencing is not something *I* do - it is something *we* do." Similarly, a CPX is not something I do, it is something we do. Each scenario is a two (or more) sided equation.... and the combination of the inputs that the sides put in can have radical effects on the outcome; and since the umpire cannot know the player's plans in advance, the result is largely unpredictable. A good thing IMHO.... 8) > Another possibility for thought: Who says the scenarios have to be play balanced? There are enough games going around wherein the OPFOR forces are similarly equipped to the NATO forces with all-conquering ATGMS and thermal sights. Where's the fun in that? (Or realism for that matter) Realism? Beats me. 8) Fun? Personally, I find the perfect nature of thermals seeing through smoke annoying; it may or may not be realistic (I've seen opinions claiming both) but it feels gamey for one side to be able to massacre the other with impunity. For that reason, I tend to avoid it. (Though I admit I've seen a number of games where the tech-disadvantaged side has blown apart the one with the special equipment.) On the other hand, I have nothing against scenarios where *both* sides are equally blinded by the smoke. 8) > A chap on the Command Decision mailer pointed out quite reasonably that it can be fun to play the completely overwhelmed defender. You're going to be overrun no matter how well you do, but victory in game terms may be determined simply on losses caused. So Player A can be overrun, but cause 30% casualties on the attacker, so A is declared the winner. I'd agree with this; the balance involved is in 'equal chance to win' not 'equal chance to survive'. However, I gather that many players prefer to feel they've won, not just get the needed percentage while losing everything. Can people comment on how they feel about this? I've been wary of trying to set up scenarios of that nature; if people don't mind them, they will begin to show up. > However, I think my CPX has caused perhaps a little more debate than most on scenario design, and I shall consider it carefully for my next one. (Whenever that may be...) Hopefully sooner than later! You did a good job running it and I look forward to the next one. 8) -------- Nick Moran: (Sheer mental effort of will here.... Force smile on face and accept constructive criticism as it is meant! ) >This is where I feel balance was lost; we were assessed as being >decisively defeated because we did not figure out the "proper" decision. I can see where you are coming from, as regards a game enjoyability standpoint. On the other hand, aren't most battles lost because the commander didn't figure out the correct thing to do? I grant you that perhaps the concept of 'proper' is a little subjective on the part of the GM, but in the final analysis I believed at the time that my criteria were fair. I am now re-evaluating my decision. >For the sake of argument, let's say that the scenario ended with OPFOR >exiting the map with 75% of its force, and NATO occupying the railhead >with 75% of its force. Who wins? Opfor would probably have been given a marginal victory, keeping in mind the larger scheme of the war outside of the boundaries of the game map. The situation at the time meant that WarPac needed to regain the initiative. Making a hole in the other guy's lines, even at the cost of the guts of a brigade would most likely achieve this objective. OTOH, NATO holding onto a railyard in the middle of enemy territory with about a battalion's worth of infantry and armor wouldn't have advanced the NATO cause all that much. Jim mentioned that in his continuation of the game that he lost a further battalion. In view of these losses, maybe decisive OPFOR was excessive and it should have been reduced, just at the time I called the game, it really didn't look much like there was much going to stop the incoming attack. As regards the M1TP2 review, fairly spot-on I'd say, though I personally don't find a need to spend that much time on the IVIS screen.. 90% of my time is spent in the gunner's seat, and I still tend to win most scenarios. BTW, did I give you the website with the unidentifiable tanks? www.clubi.ie/exalted NTM -------- Finally, Stephan FH. (NATO player) weighed in: All, It seems a bit of controversy has sprung up about this CPX. I'm surprised. IMNSHO, all participating had a good time. I got not one message or IRC that that indicated anyone was bored or dissatisfied during the game. Pardon me, but, Hell, I had a blast that made a rather difficult week go away. I wound up with a (weary) smile on my face. Kind of the point of a game. Jerry planned well, without much feedback from the NATO players. Nick put together a unique and interesting scenario. Don't know about the opfor folks, but I was darned confused to the end. When the MRR appeared in the South, my jaw dropped (literally). I'm not usually so surprised by events. And the rush from that surprise was highly entertaining. I like to win, don't get me wrong, but I don't mind losing if I've had fun doing it. The polite and measured comments about play balance are well taken, and I've recorded them for my own reference. Such manners are rare out here, and I appreciate that the conversation has stayed on a task level rather than getting personal. Also rare. If anyone is interested in a running commentary on this cpx, I've saved almost all messages to me in a Word.doc. My messages ain't in there (no loss), but it should give you the flow. E-mail me directly if you want a copy. Play-balance-Shmay-balance. I had fun, which I hope is the point of these. VR, Steve ----------