Blunder at Tel Fakhar - 6/5/67 - DAR (solo vs. A/I)

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Blunder at Tel Fakhar - 6/5/67 - DAR (solo vs. A/I)

Post by berto »


Blunder at Tel Fakhar - 6/5/67 - DAR (solo vs. A/I)

Later this year, as Lead Coder for the Campaign Series, it's on my to-do list to review and revamp the games' A/I. To begin with, I want to select a small-map, mid Complexity scenario where one side is static, and defending, while the attacking side has a good mix of mobile and static combined arms. I then intend to teach (code) the A/I to do better, both sides. Learning from that experience, I will then generalize my discoveries, and code, to apply as widely to other situations and scenarios as best I can.

For this DAR, I have decided to play the scenario Blunder at Tel Fakhar, Tel_Faher_1967.scn. From the Scenario List section of the Game Manual (p. 132):

Image

This scenario is listed as SIDE A (not H2H), so it suits my requirements well. For the initial play-through, and for this DAR, I will play the attacking Israeli Side A, with the A/I playing the defending Syrian Side B.

For more background, read the Wikipedia article Tel Faher. So as to preserve the element of surprise, I myself have not read the linked-to Wikipedia article, nor have I otherwise read up on this Six Day War battle, much less played it before. In the course of my extended A/I studies, I do foresee playing this scenario many times over, and to watch the A/I play it automatedly. I intend to know this scenario like the back of my hand. It had better be good! (The scenario, I mean. [:)])

(I have another reason to playtest. I am coming off an intense month and a half period of coding new features into the game (none of which will make their appearance in this scenario, however). I need to personally vet the new code. Hopefully I won't come to grief in the course of this playtest!)

From the in-game Scenario Information, it says the scenario is 15 day turns long (1-15[d]), Visibility is generally 6 (1-15[6]; note also that I am playing with the Variable Visibility optional rule toggled ON), the Weather is Light Fog. Scenario author is Jason Petho.

Here is the opening situation (with Options > Hex Outlines toggled ON, also Display > Hex Contours toggled ON), and with the Israeli first-turn reinforcements already entered on map (at hex 35,24 on the map's south edge):

Image

Note the two Objective hexes, one (Tel Aziziat) worth 200 VPs, and the other (Tel Fakhar) worth 250 VPs. The Victory conditions for this scenario are:

[*]Major Defeat - 200
[*]Minor Defeat - 300
[*]Minor Victory - 450
[*]Major Victory - 600

Assuming more or less equal casualties (in terms of VPs), both sides, to avoid Major Defeat I will need to take at least one of the Objective hexes. To achieve Minor Victory, I will need to take both. To achieve Major Victory, I will need to take both, and to kill a lot of the enemy.

This being the Golan Heights, there is some elevated terrain. Here is the same scene, showing elevations (Display > Map Elevations (hot key '.') toggled ON, Options > Hex Outlines toggled OFF, Display > Units Off toggled ON):

Image

My (Israeli) initial forces are (from the Status > Strength Dialog):

Image

The Israeli units to the west -- artillery, HQs & transports -- are all Fixed.

I am expecting a steady stream of reinforcements, also arriving at map's center south edge (from the Reinforce > Schedule Dialog):

Image

I have four rounds of Smoke, and zero Air Power. The ground forces will have to do the job without aid of the Flyboys.

I have opted to play with all Optional Rules toggled ON.

Let's go!
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #1

My plan was to scout ahead with my Shermans, then bring up the halftracks, unloading passengers (infantry, mortars) behind the orchard (hexes 37,19 & 38,18, within the large yellow circle, my intended staging area):

Image

Then advance to Tel Fakhar under cover of the orchards and forest from the southeast.

Instead -- surprise! -- a hidden Syrian AT Gun at hex 39,19 (green circle) opportunity fired at the advancing tanks (magenta circle). A miss! I was lucky.

So much for my plan. Obviously the Syrians are prepared. Already I have a fight on my hands. I have some clearing out to do. The halftracks will have to offload passengers farther away from Tel Fakhar than I would like.
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #1

With the first platoon of Shermans (upper turquoise circle, following screenshot), I direct fired back at the Syrian ATGs, disrupting them.

A second platoon of Shermans (lower turquoise circle) advanced, also directed fired at the ATGs, and disrupted them again (but giving no added benefit).

Cautiously, under cover of orchards, halftracks moved up and offloaded passengers just south and east of that second platoon of Shermans.

No more surprises, no more hidden units suddenly revealing themselves, no more opportunity fire from those Syrian ATGs or anything else. The Syrians have shot their wad this phase, yes?

Emboldened, a second platoon of halftracks charged up the road, offloaded their passengers, who then scurried up the road from there.

Then ...

Image

BAM! Surprise again: The disrupted Syrian ATGs (green circle) sprang back to life and opportunity fired at the shocked Israeli armoured rifle platoon (red circle), scoring 1 SP hit and disrupting them. [:(]

Ouch! These Syrians are no patsies. I'm in for a tough time of it!
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #1

Near the entry hex, just to the left of the road, I offloaded a 60mm Mortar, then plotted its indirect fire at the ATG (to take effect next turn). I also brought up the 1st (HQ) Platoon of Beth Company, 12th Barak Infantry Battalion to the east of the road, at the orchard, to support the Shermans there.

At the far west, I directed the Israeli howitzers and mortars to shower shells on and around Tel Aziziat. (Except for the howitzer, Tel Fakhar is out of range.)

The situation at the end of Turn 1, first Side A (Israeli) phase:

Image
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #1

The Side B (Syrian) phase.

The Syrian ATGs at hex 39,19 (green circle, screenshot following) direct fired at the Shermans at hex 36,20 (red circle), scoring 1 SP hit, and disrupting them.

Image

The ATGs -- disrupted, remember? -- a while later direct fired a second time, forcing the Shermans to retreat.

Image

Meanwhile, down slope to the northwest, a platoon of Syrian desert infantry direct fired at the Israeli infantry on road, but without effect.

That's pretty much how Turn 1 ended.

I'm already -13 VPs in the hole. My lead infantry and tank platoons are both wounded, and disrupted. This is already not going well.

As Turn 2 opened, the long-range Israeli artillery file predictably -- because without Israeli spotters nearby -- scattered around Tel Aziziat, but the scatter wasn't too bad. Artillery fire directed at the Syrian ATGs disrupted them again, if they hadn't remained disrupted.
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by budd »


I've played this, curious to see how your plans work compared to mine. You played this before?
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


Nope. Never played this one before.
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #2

Going into Turn 2, not much action, no firing, just bringing up reinforcements, and careful maneuvering out of Syrian LOS.

The situation at the end of Turn 2, first Side A (Israeli) phase:

Image

Beth Company redeploys east of the road (turquoise circle). Aleph Company enters on map and deploys west of the road (green circle). The battalion rear echelon is due to arrive next turn.

Mortars of both A & B Company are safely sited near map's edge, just northwest of their entry hex (blue circle). I am directing their fire at the nearest target, the entrenched Syrian infantry at hex 34,19 (middle magenta circle).

The Israeli howitzer I have ordered to fire at the entrenched Syrian ATGs and infantry at hex 39,19 (right magenta circle). Too far away from the action, the remaining Israeli 120mm Tampellas will continue to soften up Tel Aziziat (large left magenta circle).
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


120mm Tampellas. What are those? Let see what the Unit Viewer shows:

Image
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #2

Israeli artillery fire everywhere fell harmlessly. (As far as I know. It's possible it caused damage around Tel Aziziat.)

The Syrians direct fired at the nearest Israelis, but equally without effect.

The Syrian desert infantry platoon at hex 39,19 left their enTRenchments and withdrew somewhere to the northwest (to within the yellow circle). The Syrian ATGs at hex 39,19 remain disrupted.

The situation at the end of Turn 2, second Side B (Syrian) phase:

Image

Going into Turn 3: 3rd Platoon, Beth Company has undisrupted (green circle). The Shermans at hex 38,21 (turquoise circle) remain in a disrupted state, however.
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #3

The Israeli phase, Turn 3, was much like Turn 2: No firing, instead just careful maneuvering into position for the assaults soon to come.

The situation at the end of Turn 3, first Side A (Israeli) phase:

Image

The Turn 3 reinforcements -- M51 Shermans, M3 TCM-20 20mm SP AA Guns (green circle) -- deployed in support of the imminent attack on the left.

The newly arrived M3 Mk. D - 120mm SP Mortars (turquoise circle) were ordered to fire at the entrenched Syrian ATGs on the right (as were the howitzers to the west).

12th Battalion HQ (the turquoise bordered unit at the hot spot hex) entered the map and unloaded just to the north of the M3 Mk. D's. The turquoise hex highlights show the Battalion HQ's Command Range.

More reinforcements are due to appear next turn and the one following at hex 29,24 (blue circle).

I'm starting to think: Focus on one Objective hex or the other, and give up the idea of a two-pronged, balanced attack. Better to take a single Objective than fail to take them both.
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


More thoughts: Am I being too cautious here? Time's a-wasting?
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #3

At the beginning of the Turn 3 Side B (Syrian) phase:

Image

Yes! Israeli artillery do the job that now the Israeli infantry won't have to.
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #3

The situation at the end of Turn 3, second Side B (Syrian) phase:

Image

At hex 39,19 (yellow circle): Despite appearances, there's no reason to believe that those Syrian ATGs have abandoned their entrenchments and skedaddled. No, they have disappeared because I have no units in place to sight them.

Israeli infantry are too far away to snatch the entrenchments this phase at hex 34,19 (blue circle). I'll have to send in the tanks, maybe, if I want to prevent the Syrian infantry from moving right back in.

Trouble off in the distance: Hiding behind those infantry at hex 29,17 (green circle) are some RCLRs. Tank killers lying in wait!
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »

ORIGINAL: Jason Petho

Time is certainly wasting... [;)]
[8|] Hmmmm ...
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


Quite apart from any information our spies might be feeding us ([;)]), I am thinking it's time to throw caution to the wind and lunge forward.

But not straight ahead, towards Tel Fakhar, rather do a quick end run around to Tel Aziziat.

There is something a bit odd about this scenario: All of those artillery assets to the west, and no ground forces in front to protect them. What is there to stop the Syrians from taking out those artillery? Maybe few if any Syrians are there? Maybe Syrians are arriving from the east and haven't taken up position around Tel Aziziat yet?

I checked a map. It appears to me that Tel Aziziat is right on the border with Israel (pre 1967 border).

At the outset of this DAR, I mentioned that I had not read up on the battle, that I am going into it blind. Good for gaming, but is it realistic? Would the real life Israeli commanders be so clueless about the wider context?

Some things I've learned about Jason Petho's scenarios (of which this is one): In order to win, you need to set aside your preconceptions (which Jason cleverly feeds), to think outside the box.

Another thing I learned from my background readings of the Arab-Israeli Wars: The IDF didn't win the Six Day War by being cautious, rather through a confident aggressiveness, desperate risk taking even.

Is it time to roll the dice, to make a mad dash toward Tel Aziziat? Yes, I think so.
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #4

Turn 4 reinforcements -- a tank company of M50 Shermans, Gimel Mechanized Infantry Company -- arrive at hex 29,24 (blue circle, screenshot following) and lunge forward and to the left.

In the center, Aleph Company approach the enTRenchments at hex 34,19 (right magenta circle). They direct fire at the Syrian infantry platoon in the Rough terrain, scoring 1 SP hit, and forcing it to retreat to the orchards just beyond (yellow circle).

On the right, Beth Company closes in on the entrenched Syrian ATGs at hex 39,19 (red circle). Direct fire destroys 1 SP of ATGs -- Syrian first blood in this scenario.

Zero Israeli losses this phase.

The situation at the end of Turn 4, first Side A (Israeli) phase:

Image

The Israeli 60mm Mortars at hex 34,23 (green circle) direct their fire at the enTRenchments just to the north (middle magenta circle), just in case any Syrian units attempt to slip back in.

The M3 MK. D at hex 35,24 (turquoise circle) target the Syrian ATGs at hex 39,19 (red circle). I could have fired the 60mm Mortars also at the ATGs, but they are far enough distant that their firepower would be more than halved.

The remaining long-range Israeli artillery targets the enTRenched Syrian infantry at hex 25,18. With luck, those infantry will be blown away, clearing the way up the road to Tel Aziziat.

The last of the Israeli reinforcements -- M50 Shermans & co. -- are due to arrive next turn at hex 29,24 (blue circle). Towards Tel Aziziat they too will go.

Charge!
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #4

At the beginning of the Turn 4 Side B (Syrian) phase:

Image

Yes again! Israeli artillery get the job done.

Although I wish the Syrians had retreated to the northeast rather than the northwest. OTOH, easy SP pickings for the advancing Israeli tanks?
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RE: Blunder at Tel Fakhar - 6/5/67 - DAR (solo v. A/I)

Post by berto »


TURN #4

The situation at the end of Turn 4, second Side B (Syrian) phase:

Image

Syrian infantry at hex 29,18 (green circle) direct fire at the Israelis, scoring 1 SP hit, and forcing their retreat (red circle).

The Syrian ATGs (turquoise circle) direct fire twice at the Israeli infantry just to their south. Two swings, two misses. The ATGs are disrupted (again due to earlier artillery fire). Time for a close assault!
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