Jerry Hall’s Red Pass CPX. Jerry was very busy with Real Life™ and never got a complete AAR out. The following are presented in the order my email program claims they arrived: This is an Opfor-side AAR for the recently-concluded Red Pass CPX, played on Map 213 (NTC Southern Corridor). The map comes with TacOps CE; a viewable image of it can be downloaded from http://www.sterrett.demon.co.uk/ . Opfor players: We had a number of changes of who did what both during the run-up and during the game; this tries to list everyone involved at some point and what they commanded. James Sterrett: CO and Artillery Jammer 6: MRD Recon and Force Abd'allah (Breaching Force) Kevin Martell: MRR Recon, MRBn Recon, Force Jihadin (Flank Security) and then Force Khamsin (Assault) Steve Althouse: Force Khamsin (Assault) Rick Nelson: Force Jihadin (Flank Security) Steve H: MRB Recon Jerry Hall and Toby Hale were the umpires, though we never had any contact with Toby (was he running things for Blue?) Situation: We were provided with a BMP battalion, a T-80 battalion, an engineering company (for minefield breaching), recon companies from Regiment (MRR Recon) and Division (MRD Recon - included a tank platoon), one battery each of 122mm and 152mm, and an MRL battalion. At one point in the game, we would also have a pre- planned set of fires from Division, from 2 152mm batteries (HE only) and an MRL battalion. Our mission was the cross Map 213 from west to east, exiting at least one company off of the north map edge, east of easting 55 - put more simply, to crash through Red Pass (565030) and crash north; all of this in aid of outflanking the main US defence to the north. The enemy was expected to consist of a Company Team and a Cavalry Platoon with extensive engineering support. In the north of the map, the area both north of 05 northing and west of 52 easting was off-limits during the assault operation since it would be used by our neighber to the north. The game was planned to use an MBX for the recon battle, and then shift to a CPX for the main assault. Our first recon units were to enter the west edge of the map at 0700 12 June, with the main assault set to enter the map at 0700 13 June. We had to designate the targets for the pre-planned prep fires by midnight, 13 June (7 hours before the attack). What happened: MRD Recon (Jammer 6) moved onto the map and worked its way down the central valley; after about mid-map the recon teams dismounted and started walking. To my amazement, one of the teams, Penny 1, managed to walk right into Red Pass and spent most of the MBX observing US activity from the southern tip of Porta-Potty Hill (at about 558032). Toether with the other MRD Recce teams, it gathered a tremendous amount of information for us. Things turned more worrisome in the afternoon of the 12th. The US sent its Cav platoon scouting west; it wiped out our vehicles keeping an eye on the central portion of the map, and moved into the throat of the central pass, advancing to 41 easting. We were quite nervous about this, with visions of losing our entry corridor, but for whatever reason, the US stopped. We were able to kill most of their recon teams, and when our main assault began the US pulled most of its vehicles back without a firefight. In the meantime, all sorts of weird little events occured. Jerry apparently had a table of random events, which periodically triggered stuff off. We found a bulldozer and a lot of explosives sitting at an abandoned mine at 430025, which later came in quite handy. One the minus side, one of our Recon BMPs got killed when the driver, half- asleep, accidentally started the engine at an inopportune moment. The US seemed to suffer from a string of incidents with local partisans sniping at them, Civil Affairs helicopters running around broadcasting messages to calm the locals, and, importantly, a mishap handing the mines they were emplacing which caused a tremendous explosion and slowed their work to the point that their minefield was incomplete. The last 12 hours of the MBX went by in a flash. Jerry wound up behind schedule because 1) we were slow in getting orders in; and 2) TacOps, it turns out, stops running correctly after 9 hours and 6 minutes (an internal timer suddenly overflows to a negative number and scrambles anything in the game that is timed.) Nobody had noticed before because nobody had tried to run a game so long before! Major H came to the rescue (thank you!) but this cost time as well. There was a pause at 2300 12 June for me to set in the prep fire targets. By this time, I'd drawn up and issued our basic plan as well. I also thought I had figured out the enemy defense scheme at Red Pass - largely correctly as it turned out: A belt of mines and AT ditches at about Javelin range from the center of Red Pass. Inside of Red Pass, a line of Javelins. East of Red Pass, vic 58/04, the M-1s and M-2s emplaced to cover Red Pass and the minefields. All of this would be set up to deliver massed simultaneous fire into a force attempting to breach the minefield. The plan called for our force to enter the map at 0700 13 June, move forward and allow our artillery to emplace in the central pass so that it could take part in the prep fire. The combat forces would be broken into 3 sections: Force Khamsin, of 2 BMP and 1 Tank companies, would be the assault force, clearing a path to the enemy minefield, stoping short of it, and deploying to provide overwatch for the breaching force. Force Abd'allah, of a BMP company, a T-80 company equipped with mine plows and mine rollers, and all the engineering equipment, was to be the breaching force. Force Jihadin, with a T-80 company and the MRBn Recon vehicles, was to provide flank security to the south of our advance, securing Whale Gap (47/98) and the area east of the Whale (the Whale is the mountain at 50/96). The prep fire was set to go on a phase line trigger at easting 47; I targetted a variety of positions that we had spotted, or thought we had spotted, in the vicinity of Red Pass. I intentionally did not target the vehicle positions around 58/04, in order to prevent the enemy from knowing that we knew of them. Penny 1 was sent north - out of the prep fire impact zone - to investigate the possibility of passes over Porta-Potty Hill that we might use to outflank the defense at Red Pass. In the run-up to the game, after setting out this plan, we wound up moving up the map entry time to 0600 and moved the prep fire trigger line to 50 Easting. I also spent a lot of worry on how we were going to deal with the enemy Cav platoon that had advanced in the central valley. In all of this there were several flaws that were not apparent until the CPX stage was underway. I only got our overall plan written up and sent out on Wednesday. This gave the subordiantes very little time to get their plans formed. I had simply assigned them missions, but left the details to them; then Real Life intervened and left them without time to get their plans done. As a result, we entered the map with a plan that had a broad outline and no internal structure. I knew how I wanted things to go, but I had failed to properly communicate that. As a result, when the CPX started (07:25), the entire operation looked like it was going to unravel. Jerry (and some of you are well permitted a bit of schadenfreude here 8) ran the game fast enough at first that we really did rather lose control. With Blue retreating, this did not create too many problems and only two crises. First, Blue left a stay-behind force of some M-1s, M-3s, and mortars around 43/03. Khamsin was meant to take these out, but Jerry missed the order; then only the MRD tank platoon went after them (and died), and finally we got an entire BMP company to go and wipe out the Blue force. Second, while I had wanted to stop before crossing our prep fire trigger line, we simply sped over it and the prep started. All this had me very worried, but in the end it did not work out badly (though the vision of the stay-behind force moving south to wipe out our artillery - slated to deploy just south of that part of the valley - was rather frightening). We rolled up to the minefield and got settled in for overwatch by about 08:20. I was rather surprised by the weak resistance west of the pass; I thought we had found vehicle defensive positions west of it, but Blue chose to pull everything back into the one set-piece defense. We delayed the mine-clearing operation until 08:40 to wait for some Blue jamming of our fire support net to clear away; attacking without smoke sounded like a recipe for suicide. Much of the rest of the game was spent on two projects: mine clearance and pass clearing. Penny 1 had discovered a pass at 550045 that would allow single file vehicle traffic over PortaPotty Hill, if a few boulders were cleared away. We brought up a bulldozer - the one found earlier - for the task. (MRR Recon had found another pass at 550055, but since this one was said to be very rough going, we feared that some vehicle would throw a track and bock it if we tried to use it.) Between transit time and boulder- moving time, the pass would not be ready until about 10:00. Much of that time was taken up by the mine breaching operation. We elected to hug the mountain wall, hoping that this would keep us clear of the bulk of Blue's overwatch fires. Until about 09:15 we were able to cover Red Pass in smoke and thus for a while the breaching operation went smoothly. Once the win picked up, and the smoke became ineffective, the breaching was conducted under artillery fire and was a bit of a nightmare. We lost dead or immobilized every engineering vehicle and completed the breach on the strength of infantry that had been marched up, and expended about half of our arty ammunition on Blue positions in Red Pass trying to suppress them and prevent effective artillery spotting. (We did not know until later that there was a hummer watching us from 562984. Flank security had been turned into part of the assault force by that point, since we were not taking direct fire. Oops.) Penny 1 was discovered in Porta-Potty Wadi by an M-1 and killed; MRR Recon 3, sneaking towards 57/06, was similarly discovered and killed. The troopers of these teams are going home as Heroes of Krasnovia for their superb recon work, albeit posthumously. (At about 09:30, game time, we learned that the last US player, Bill Jennings, had to go. I gave Jerry a brief outline of our intended plan and suggested he simply run the game very fast so we could finish before Bill had to go, and Jerry agreed.) While we took heavy losses, in the course of this the US forces in Red Pass seemed to get mostly wiped out. By about 10:00, we had a breach through the minefield as far as Red Pass - very fortunately for us, we had chosen to breach the field in the spot that it was weak due to the losses from their earlier mine-handling mishap. A company of BMPs was ready to move from the 550045 pass into PortaPotty Wadi and charge north while the rest of our forces popped around the corner from 567027 into Red Pass and assaulted the main US defence; all this timed to coincide with the arrival of our last MRL volley onto the US defences vic 58/04. The attack worked. Blue had 2 M-1s at the north end of PrtaPotty Wadi that cost us a platoon of BMPs, and at the cost of a company or so each of tanks and BMPs our assault force wiped out the US defence at Red Pass. With the equivalent of over 3 companies headed north by 10:30, we had the game in the bag and Jerry called an end. Lessons learned: As a CO, make sure that all the force coordination you are expecting to have to do is laid out clearly. I was sometimes frustrated by what seemed to be player's lack of knowledge or understanding of my intent, and I have only myself to blame.... they cannot read my mind. This may have come close to causing a disaster when we nearly failed to kill the stay-behind force at 43/03 - it might have wiped out our artillery, on which much of the plan depended. Had Blue done more to disrupt us in the march across the map our plan might have unravelled completely. Minefield breaching is a bear - especially when the minefield is nearly a kilometer deep in places. The smoke worked very well, and overall our overwatch did the job when it could see our assailants. We took very heavy losses to artillery, though, because we relaxed on flank security, focusing on the breach and preparations to exploit it. That we did as well as we did in the breaching owes a lot to: selecting a breaching axis that was subject to very little direct fire; using a lot of smoke in protecting ourselves from what could use direct fires; and last but not least lucking into a weak place in the minefield. We went a long way towards winning this game in the recon battle. Not a surprise, perhaps, but once the nature of Bill's defence scheme dawned on me we had a major advantage. My only critiques of Bill's scheme are these: - there was not much direct-fire coverage of the south-eastern section of the minefield - although getting coverage of that would force units to be in an uncomfortable position if Opfor came in at any other angle. - while Bill tried to deploy much of the force to put fires across the entire minefield, from what I can tell not all of it did. This, I think, let us engage some of the defence peicemeal in the final assault. - The Cav platoon retreating from us might have considered springing some kind of activity on us - ambushing scouts, calling artillery. Blue at one point owned 10-12 kilometers of space that it did very little to use to delay us. This might have gotten us to waste time and pushed the game closer to the time when we could not cover our breaching activity with smoke. On the other hand, if Blue had done this, it might have sustained losses that would have made the Pass defence too weak. Tough call. - The defense seemed very static. I do not know if Blue thought to look for passes; if they did, they did not defend them. - Having said all that, were I in Bill's shoes my defence would probably have looked a lot like his. 8) Jerry (and Toby, though he was off-stage for us) did a great job running this. It ran reasonably fast all the time, and while it seemed too fast in the beginning, this had a lot to do with our fears of facing an immediate encounter battle. In Jerry's shoes I'd likely have run it at an equally forced pace rather than let Opfor waste a lot of time jumping at shadows. In the MBX portion, the random events added a lot of spice to the game. Thanks to all who were on the Opfor side; it was a pleasure to play with you. Well done!! 8) Jerry commented: Good comments, I'm glad you enjoyed it. I am going to work on my AAR, but a few quick comments: Bill only controlled his Div Cav assets until your lead elements were sighted: they had orders to withdraw off the map while reporting the location of your advancing units. This is a standard cavalry mission; screen the main body, then withdraw, usually become the reserve, then perform additional reconnaissance or security missions. That's why you didn't encounter any resistance up to the pass. He also had two Scout Weapons Teams (SWTs=2 OH58s), also from the Div Cav sqdn, for two 2 hour periods. He chose the doctrinal times, 24 hours and 12 hours before your attack, which coincided nicley with the times you chose (or, more appropriately, didn't change) for your recon to enter. Bill was most successful when he was aggressive with his counter-recon. This would have been especially important around the Pass itself. He chose to use his infantry to help emplace the mines, which gave him more mines, but took them away from running patrols around the pass, which would have been the best thing to do. Had you been blind going into the pass, would have made things interesting. Smoke was other problem. In 105 you could change the preferences in the middle of the game (that's how I did it in the other NTC CPXs). You can't in TACOPS CE. I forgot about this until it came time to change the smoke defeats thermals settings when the winds picked up about 1010. I just made a mental note not to call arty smoke, and to set vehicles not to pop smoke. What happened however, was that I didn't realize that your MRL was out of ammo, and so the strike I plotted was smoke by default, which blinded a whole platoon of Bill's Brad's for several crucial minutes as your MRB began its attack. At the time I thought it was just the residual smoke from an HE burst, but that only lasts one minute. T-80s were on top of the Brads even before the smoke cleared, and by the time it did, the other platoons in Bill's company were dead. I didn't figure all of this out until later, when I was thinking about the battle, worried about its balance. So I went back and ran the battle without the MRL strike, just with the arty. 3 out of 10 times the US company whacked your MRB hard, with remnants equal to about two platoons leaving the map to link up with the MRC (-) that made it thru PP Wadi. 7 out 10 times your MRB took about 50% losses, but managed to get off the map with about an MRC and half, not counting the PP Wadi guys. Then I went back to when the lead MRP hit the two M1s in PP, and 8 out of ten times they killed that MRP with no loss, then the second, and wound up dead after the third and HQ combined. This left the main attack to meet the victory conditions pretty much alone, with the results above. This means that the scenario was winnable for the US even after the breach and infiltration into PP, which was my main concern. Even if it was only a slight chance, Bill could have won at the point if I hadn't screwed up the MRL. He probably could even have won with that with better luck against the MRC in PP and better results in the pass; there were a lot of misses on the US side, and it didn't seem that the entrenchments were helping all that much. Something else I noticed was that in the US briefing I said that OPFOR would have an MRB and a Tk Co, while in the OPFOR brief I gave them an MRB and a TK Bn. I couldn't remember which I meant after I got your order containing two Bns! With all of the mines and entrenchments, I figured the US could handle it. Anyway, would like some additional comments on the scenario, epsecially play balance. THere were a lot of random events that affected things that are hard to account for, but your impressions would be appreciated. I intend to run this one again after I move and get settled in. I think it offers a lot in terms of replayability, plus it was a heck of a lot of fun to umpire! I was on the edge of my seat until the last 10 minutes, which is really when the game was decided. The question of finding routes thru what I said was impassable terrain was another concern I had. Since you gave that as I task for your recon, I considered it reasonable, and even went and talked to some guys who were Observer controllers at NTC to confirm these routes. To balance it, I made a mental note that if Bill moved any ground units near, I would comment on the fact that it looked like vehicles might be able to pass thru, as well as alert him to vehicles sounds in the vicinity when you moved into them, which I did, although I think I confused him into thinking that those sounds were your main body staging just past the breach. I'll have to look at the log and see what I reported. Oh, and unfortunately Toby couldn't make it. Jerry Mike Dunn wrote: All, I thought that the MBX/CPX was absolutely excellent, and enjoyed my self thoroughly. For those of you on the OPFOR side, I was in charge of the BLUFOR Recon (albeit nominally; real life intruded with the birth of my son which "distracted" me from being as involved as much as I would have liked). Armed with Bill's guidance (find them deep, kill them deep), I sent the recon elements out basically into three directions - 2 HUMMVs north to vic 5207, 2 HUMMV south to vic 5899, and the remainder to 5100, basically to act as a quick reaction force to whatever we may encounter. I also drew up two Aviation Axis' of Advance to scout relatively deep to try to discover which avenue of approach OPFOR would use for both recon and main attack. At this point, real life intruded (see above) so, had to basically ease off a bit. Bill then pushed the main body of the recon into the mouth of Valley of Death in order to kill OPFOR recon as far forward as possible, and to set up OPs in order to ID OPFOR main body. At the same time, the two flank recon teams moved 1. north to the entrance of John Wayne Pass, and 2. south to Whale Pass. The idea here was again, ID and engage as far forward as possible. Looks like we were successful with finding the mounted recon, however, we had less success with the dismounted recon. As Jerry had pointed out, BLUFOR assumed risk by putting the infantry teams to work on the obstacles, as opposed to conducting local counter-recon patrols. Once again, this prove that there is just not enough time to do all the tasks that need to be done. It was a risk, but given the mishap the occured in setting up the obstacles, one that was well worth taking. Bill and I were feeling pretty good about ourselves when we IDed the MRB coming down John Wayne Pass; the feeling of smugness quickly turned into terror when we IDed the OTHER MRB coming down the Valley Of Death. I never felt so relieved as when the MRB in north left our sector! Faced with the reinforced MRB (we thought we were facing just one TK Co, not a whole Tk BN; that's a strike against S-2 ), we struggled to keep eyes-on while the OPFOR blew past us. As Jerry pointed out, we had to withdraw the DIV CAV once the main fight was on, and so was basically left with a tank and mortar section forward with the HUMMVs and dismounted OPs we had set up. We had wanted to use this force to basically engage the OPFOR engineer assets with indirect fires. Unfortunately for us, OPFOR persued our stay behind force with a MRC+, and killed it rather quickly. From my point of view, the game turned into a struggle to keep contact with the OPFOR main body with out getting killed. Lessons learned: RECON MATTERS! We needed to kill the OPFOR recon, but more importatly, we needed to keep OPFOR recon from our main body. We succeded in killing the dismounts, but didn't really benefit much from it as turned out OPFOR had our positions down pretty accurately. Overall, I really enjoyed this, and look forward to the next one put on by Jerry. (Though I suspect Jerry will get more than his fill of NTC rather soon) Great job to OPFOR; 'twas great fun! Mike Dunn Jerry explained a few things further: <> Yes to destroy any engineer assets, if possible. I might have used a brad for this, but not the tank and mortars. << OK. We were worried about the possibility of attack helos, but they never showed up - to our relief.>> I wanted a battle with no air and no helos :-) <> The main purpose of the MBX >Smoke was other problem. In 105 you could change the preferences in the middle >of the game (that's how I did it in the other NTC CPXs). You can't in TACOPS >CE. I forgot about this until it came time to change the smoke defeats >thermals settings when the winds picked up about 1010. I just made a mental >note not to call arty smoke, and to set vehicles not to pop smoke. <> >What happened however, was that I didn't realize that your MRL was out of >ammo, and so the strike I plotted was smoke by default, which blinded a whole >platoon of Bill's Brad's for several crucial minutes as your MRB began its >attack. At the time I thought it was just the residual smoke from an HE burst, >but that only lasts one minute. T-80s were on top of the Brads even before the >smoke cleared, and by the time it did, the other platoons in Bill's company >were dead. <> Yeah, I felt kind of bad about. >So I went back and ran the battle without the MRL strike, just with the arty. >3 out of 10 times the US company whacked your MRB hard, with remnants equal to >about two platoons leaving the map to link up with the MRC (-) that made it >thru PP Wadi. 7 out 10 times your MRB took about 50% losses, but managed to >get off the map with about an MRC and half, not counting the PP Wadi guys. > >Then I went back to when the lead MRP hit the two M1s in PP, and 8 out of ten >times they killed that MRP with no loss, then the second, and wound up dead >after the third and HQ combined. This left the main attack to meet the victory >conditions pretty much alone, with the results above. > >This means that the scenario was winnable for the US even after the breach and >infiltration into PP, which was my main concern. Even if it was only a slight >chance, Bill could have won at the point if I hadn't screwed up the MRL. He >probably could even have won with that with better luck against the MRC in PP >and better results in the pass; there were a lot of misses on the US side, and >it didn't seem that the entrenchments were helping all that much. <> I thought you would take more too! In some of replays, your did:-) << My jaw dropped when I saw the number of mines there. 8) Too bad, in retrospect, that we didn't try to figure out the passage through them from the vehicle tracks as the Cav retreated through. Oh well.>> I'lls end you the US file that contains everything: order, planning chat, mbx chat and cpx log (I'm working on the OPFOR one, too). I was wondering if you would notice that; I can't remember if I sent enough spotreps for you to figure that out, though. I wasn't going to come out and say it! Bill forgot to close the lane with his command detonated mines, but I'm sure he would have blown them had you gotten close to the lane. >Anyway, would like some additional comments on the scenario, epsecially play >balance. THere were a lot of random events that affected things that are hard >to account for, but your impressions would be appreciated. I intend to run >this one again after I move and get settled in. I think it offers a lot in >terms of replayability, plus it was a heck of a lot of fun to umpire! I was on >the edge of my seat until the last 10 minutes, which is really when the game >was decided. I was very very nervous about the assault.... actually, it kept me very nervous the whole way through. 8) I don't think the random events altered the play balance much. Some were good for us (captured map, mine explosion, finding the dozer) and others were not (BMP driver falls asleep, and, um...) But none were game-changing except, maybe, the mine explosion. Even there, I think we'd have been best off using that approach route through the minefield. Was it balanced? To be honest, I tend not to try to get balance too fine; player idiocy can change balance by a wide margin. In rough terms, it is balanced - possibly even hard for Opfor to win, if they do not get good recon data on the US. Going into that minefield blind would have been a nightmare. << The one worry I'd have about the scenario is the relative immobility of the US position in the CPX stage. That could get boring (don't know since I wasn't there) during the CPX stage; I tend to try to give the defender some scope for maneuver. Not that they always take it. 8) (A rule of thumb I was given a while back as "make sure each player has three major decisions to make each game". If you take it as a guideline, it works well - make sure the players will have to make some kind of a major decision - or several - every game, and they'll likely stay excited.)>> Bill's immobility was of his own choosing. The US mission was a defense in sector, with the purpose of stopping you from exiting forces off the north and east corner edges. He could have defended any he wanted: static, mobile, west of the pass, in the pass, east of the pass, etc., which is why I think the scenario has some replay value. There are endless possibilities for both the attacker and the defender. << If you run it again, change some of the stuff in it. 8) My SS-20 scenario last fall was to my mind a re-run of a "Khuruchabja" scenario a year before - even on the same map! - but nobody noticed because of a combination of cosmetic changes (place names, name of the brass ring) and real changes (Blue attacking in the second and defending in the first).>> I wouldn't do much more than possible make a menu for OOB, or randomly determine it. Could be a tank bn and MRC, even 2 tank bns, etc, vs. a us pure tank/mech co, or a "balanced" co/team of 2 tank and 2 mech plts, or some other combination, maybe let the US player keep control of the Div Cav, but double their point value so that he doesn't just get them killed (hard to delay in contact against BMPs!) >The question of finding routes thru what I said was impassable terrain was >another concern I had. Since you gave that as I task for your recon, I >considered it reasonable, and even went and talked to some guys who were >Observer controllers at NTC to confirm these routes. To balance it, I made a >mental note that if Bill moved any ground units near, I would comment on the >fact that it looked like vehicles might be able to pass thru, as well as alert >him to vehicles sounds in the vicinity when you moved into them, which I did, >although I think I confused him into thinking that those sounds were your main >body staging just past the breach. I'll have to look at the log and see what I >reported. <> There would have been a 25% chance of that; I was surprised you chose the bouldered one. It would have been faster, barring breakdowns, in the north. That is another technique OPFOR uses to block passes (I've seen them do this in JW Pass, which is narrower than depicted here: they use a bulldozer to push boulders into the middle of the pass=instant obstacle!) << In your AAR, can you explain all of the small random events that triggered off?>> Sure. << Actually. I'd think it is a toss-up - the Brad has a longer range but the tank is more likely to get off more shots. but I'd have thought to leave an infantry team and called for arty! 8) Speaking of which - did their artillery battery stay in 62/02 as reported? I'd have shot at it but I figured it would move.>> He never moved it. Probably would have been better to engage with arty, but he was saving it for your breach forcem which paid off. Had he not fired a few ICM volleys at Jihadin's tanks vic the Whale Gap, he could have probably stopped your breach force before it got a lane established > < more HE strike left and was counting on the suppression effect to help us >out.>> >Yeah, I felt kind of bad about. About....?>> Screwing that MRL mission up. I know that the odds just went against the US at that point, but I felt I had really dropped the ball as the unpire by missing that one. I'm going to have to ask the major to make sure T98 has the ability to change all preferences druing game play so that you can be creative. He already said he's going to make thermals more selective, like giving them only to one type of unit, like T-80s, so that you can have other tanks without thermals. <<(I love packing. 8( )>> Are you moving too? Or just going on a trip? We are heading to Colorado Saturday to look for a house. ><< The one worry I'd have about the scenario is the relative immobility of the > US position in the CPX stage. That could get boring (don't know since I > wasn't there) during the CPX stage; I tend to try to give the defender some > scope for maneuver. Not that they always take it. 8) (A rule of thumb I > was given a while back as "make sure each player has three major decisions > to make each game". If you take it as a guideline, it works well - make > sure the players will have to make some kind of a major decision - or > several - every game, and they'll likely stay excited.)>> > I threw that extra MRB in in HV/JW Pass to give them a scare! Plus it sounds like trying to track you in sector kept them fairly busy. << True, but there are aspects of the scenario that *beg* the US player to set up immobile in Red Pass. It looks like an awesome defensive position: the enemy *has* to come to you down this narrow wee route, and you can choke the whole of it with mines. I'd likely have succumbed to the temptation too.>> I'll include my "school solution" to the US defense in my AAR. BTW, your attack was just about perfect. You used good "combat patience" in setting up and executing your attack. I tend to get impetuous, which has paid off at times, but not always. <> Maybe not bigger or smaller, but with some OOB choices. A mech heavy team vs. a tank heavy team, etc. <<< One of the nice side effects of the way you ran this was that it took on aspects of an RPG in some ways - in much of the game, whether we really realized it or not, we were relatively unconstrained by the limitations of TacOps and were encouraged to get creative and try to think of plausible real-world solutions to the problems - the pass we scouted and cleared out being a prime example. Adds a lot to the game, though I suppose it could also get out of hand!>> I'm glad it worked out like that! I was hoping to make it something more with the random events. I've attached the random events list, How I worked it was that since there was no air, I set the chance of additional air for each side to 1%. When an airstrike was received, it triggered a randome event for that side. If the event said a random unit, I rolled d100 until I came up with a unit from the Sitrep. If it didn't make sense, then I just ignored it. Jerry One odd question: sometimes to turn resolution seemed to take a while. Do you run TacOps with the sounds on or off? Off speeds it up a bit in combat. Also, turing down the screen color depth can speed the game up a bit. All that assumes it was slow, of course! >> TACOPS RANDOM EVENTS D100 EVENT 01-02 d3 unplanned CAS sorties gained 03-04 d3 CAS sorties lost 05-06 d3 arty batteries gained for 10-60 minutes 07-08 d3 arty batteries lost for 10-60 minutes 09-10 Intelligence coup: enemy maps/orders found 11-12 False intelligence coup: fake enemy maps/orders found 13-14 Accident: randomly determine unit. Affected unit lost for 10-60 minutes 15-16 Positive weather effect 17-18 Negative weather effect 19-20 Out of fuel: randomly selected unit cannot move 21-22 Lost: randomly selected unit lost for 10-30 minutes 23-24 Loss of commo: randomly selected unit out of commo for 10-30 minutes 25-26 EPWs captured intelligence gained 27-28 EPWs captured: false intelligence gained 29-30 Radio Intercept: intelligence gained 31-32 Radio Intercept: false intelligence gained 33-34 Aerial/Satellite photo of enemy gained 35-36 Reinforcements gained 37-38 Supply level increased by 10% 39-40 Leader loses control of sub-unit; unit ineffective for d10 minutes until subordinate takes over 41-42 False spot/contact report sent by randomly selected unit 43-44 Randomly selected enemy unit disclose position accidentally 45-46 Civilians provide intelligence 47-48 Civilians provide false intelligence 49-50 Gain d3 unplanned helo sorties 51-52 Randomly selected unit encounters booby traps 53-54 Randomly selected vehicle breaks down for 10-60 minutes 55-56 Randomly selected unit has equipment break down for 10-60 minutes 57-58 Friendly artillery fires short; all arty must cease fire for 1-6 minutes 59-60 Randomly selected unit victim of fratricide 61-62 Personnel replacements: randomly selected personnel unit brought up to full strength 63-64 False contact report: enemy reported as KIA still alive 65-66 Local militia/reserve/police unit joins side 67-68 Usable special weapons cache found: randomly determine ATGM, ADA, etc. 69-70 Bridge destroyed/road cratered in sector 71-72 Civilian transportation found: trucks, boats, etc 73-74 Civilian construction equipment found: bulldozers, backhoes, etc 75-76 Civilian explosives found 77-78 JSTARS/strategic intell report received 79-80 Corps/Division LRS report received 81-82 Civilian riot/demonstration 83-84 Civilian refugees 85-86 Civilian sniper engages random personnel unit 87-88 Civilian militia engages random personnel unit 89-90 Heroic leader: random units fights as d3 additional units of type 91-92 Gruesome death of leader: random unit frozen for 10-30 minutes 93-94 Fire damages infrastructure/personnel/equipment near/of random unit 95-96 97-98 99-00 Jerry And last but not least, Bill Jenning’s AAR: The US force assigned to the defense of Red Pass (Map 213) was a company team (Team DAWG, 2-69 Armor, 3rd Bde/3rd ID(M)) with attached engineer and reconnaissance elements from brigade and division. Our mission was an economy-of-force operation ordered to deny passage of Libyan forces through the Pass on the southern flank of an expected main assault to the north. We were allocated 24 hours to prepare our defense in anticipation of the arrival of enemy forces at 130700 JUN 98, estimated to be an MRB with attached tank company and other MRR/GMRD assets. During this 24-hour period we were advised to expect enemy reconnaissance forces of the Libyan 1st GMRD and its 1st MRR at 120700 and 121800 respectively. MRB scouts were estimated as a possibility around 130000. To conduct the defense we decided on a relatively simple plan. The engineers, with the help of the DAWG infantry platoon, would emplace a double line of six minefields directly in front of the Pass, anchored by two anti-tank ditches to the northwest and southeast. At the same time, an ACE (aided later by a small backhoe) would prepare a series of vehicle and infantry firing positions in depth extending northeast from the Pass. While this was in progress, we would conduct counterreconnaissance to the west with attachments from division cavalry (3 M3/scouts, 2 M1A2s and 2 OH58-GP), brigade scouts (2 HMMWV-HMG/scouts) and battalion scouts (2 HMMWV-HMG/scouts, 1 HUMMWV-Mk19/Javelin team). We augmented this group with an ad hoc platoon (ZULU) from DAWG consisting of 2 M1s and two M2s plus the team FIST and mortars. Division cavalry elements and engineers were scheduled to be withdrawn at 130700, and at that point ZULU platoon would join the remaining scouts to form teams whose primary mission was to locate and kill advancing MICLIC and other breaching units before they reached the Pass. With these assets destroyed or reduced, the Libyans would be unable to effectively breach the minefield/ditch barrier, and if they did so would be attrited to a point that they could be handled easily by the tanks, Javelins and M2s dug in to the east. Things went fairly well for the first 12 hours or so. Although we spent a good deal of time searching for infiltrators west of the pass, we found none but did manage to locate and kill some Libyan recon elements in the Valley of Death, around Whale Gap and vic Whale Pass. Our biggest concern, a possible foray by enemy battalion scouts around midnight, never materialized, and as dawn approached we concluded our counterrecon effort had probably been successful. As we learned later it had not; at least two enemy recon teams seem to have gotten east of the pass (how they did so I have no idea) and were able to observe our preparations and later call in artillery on our positions. Earlier, however, there had been a couple of important developments: First, radio problems around 121800 caused garbled orders to two inbound Kiowas, which resulted in the immediate loss of an OH58 in the same area in which two others had been lost earlier. The division cav commander immediately pulled the survivor back and we lost all air recon for good. This is significant in that the Kiowas had (in response to sniper fire on the engineers earlier) actually been slated to conduct a thorough search of the entire Soda Mountains/Red Pass area from map edge to map edge, including areas east of the pass. Had we been able to do so, we doubtless would have been able to locate and eliminate the infiltrators. Then, at 122014, an engineer mishandling a mine detonated it and caused a chain of explosions which resulted in numerous casualties and, very importantly, a setback in the timetable for completing the minefields. This resulted in one of the six fields being only partially laid when the engineers had to pull out. When the expected assault commenced around 130700, we were surprised to find not one but three battalions coming at us, one MRB down John Wayne Pass and another MRB and tank battalion out of the Valley of Death. A few minutes later the MRB in John Wayne Pass turned north into Siberia (after killing two of our HUMMWV recon vehicles); presumably it was part of the main assault in that area. Unfortunately, our planned ambush of the breach elements did not happen, partially because we had guessed wrong in selecting deployments for the teams and partially because of commo foulups. One of our key elements, a Javelin team, was left stranded on foot in the Whale Gap area while its HUMMWV displaced to the southeast. One ZULU tank/M2 team, after killing a T-80 platoon, was killed itself as it attempted to reposition south and hit the breach units which had just cleared Whale Gap in the rear. The other ZULU team had not moved in time and, finding itself directly in the path of the oncoming MRB/TB, had to be wihdrawn east of the Pass. Remaining units (HUMMWV, COLT and Javelin team) went to ground and Libyan forces and engineer assets were able to reach the Pass virtually intact. The Libyan breach effort began immediately, covered by an extensive barrage of smoke, mostly on the eastern side of Pass itself. Although there was apparently an effort being made to breach at the northern end of the barrier, the greatest effort appeared to be concentrated near the southeast corner -- exactly where the barrier was weakest. Unable to bring direct fires to bear, and with no unit close enough to call artillery, we managed to work the Mk19 HUMMWV around to the south and then north and east again in order to get close enough to the breach area to call in artillery fire. With this unit in place and with gaps in the smoke apparently giving us some LOS from units east of the Pass our artillery began to have some effect on the Libyan sappers. Finally, as the breaching units began to break through, they were hit with heavy concentrations of ICM and were almost totally destroyed. Unfortunately it was too late -- one or two remaining sappers had managed to complete the breach. At some point during the breach operation, artillery fire began to fall with accuracy on several of our positions, especially one in Portapotty Wadi. It finally became clear at this point that the Libyans definitely had reconned us east of the pass. M1s were dispatched to hunt them down, which they did successfully. As the Libyan MRB and TB units began to assemble for an assault, we had a final surprise. Earlier there had been reports of the sounds of tracks moving to the west of our infantry positions at the junction of the opening of Portapotty Wadi and the Pass area. We assumed these were the tracks/dozers/whatever still working on the breach at the northern end of the barrier.We were wrong: a bulldozer broke through a previously unknown/undiscovered draw and a MRP came trundling out and headed north up the Wadi. We immediately dispatched a couple of M1s to ambush them, which they did -- and were both killed themselves in the process. At the point the Libyan main assault was launched, our units were under heavy artillery and MRL fire, constantly suppressed, outflanked by forces coming through the wadi wall breach, and from what I've been able to learn, decidedly ineffective in their fires on the Libyan forces. The defensive effectiveness of the firing positions themselves was apparently something approaching nil. According to the last sitrep, we were apparently wiped out. I don't know what if any damage we did to the Libyan assault force. -------------------- Lessons learned: 1) When you think you're doing enough recon, do some more. The US defeat in this game was due to not doing enough and/or not doing it more aggressively. In hindsight, we would have been much better served with the infantry doing more recon in the Pass area than with them helping the engineers lay a few more mines. 2) If your defense depends on ambush, make sure a) you have enough firepower to bring it off and b) you choose your ambush positions with care. Be anal about it: plot ranges, lines of fire, fall-back positions, etc. etc. We had the right idea but in retrospect we were a bit undergunned, our plan was too loose and I certainly could have picked some better sites. Add a little fog-of-war to that and the chances of our successfully killing the Libyan sappers were greatly diminished. Had we been successful the Libyans would probably still be trying to breach that minefield . Thoughts on the game: Not much really other than to say again what a great scenario this was, and as always, kudos to Jerry for planning and bringing it off. The mix of MBX and CPX was excellent. The play balance was fine (I thought) and I especially liked the random events concept -- we had civlian snipers, CA guys coming in to get any surviving snipers to surrender, and a shedful of TNT/nitro which we used to wire Whale Pass with enough HE to send most of an MRB to hell had it come through that way. All in all, great fun. Actually, I'd like to play this again sometime with the sides reversed (US attacking, Libyans defending). As a final word I'd like to thank Mike Dunn who managed to participate in this thing during a period in which he also experienced of the arrival of his first-born (a son). Having been there, I don't know how he found any time at all...but I'm sure glad he did! Thanks, Mike.