Scenario After Action Report: A Final Push
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Scenario After Action Report: A Final Push
Preface:
Here's another run-through of the scenario Capn Darwin recently streamed. I'm doing it in the "printed" format, so it will be much easier (and less boring in a live stream) as I work through the planning process. So, it's text and screenshots. Now, if you're the sort of person who just wants geomorphic maps and rando-generated skirmishes so you can give orders and go fight, feel free to scroll down to the Post "Deployment". Or further.
Here's another run-through of the scenario Capn Darwin recently streamed. I'm doing it in the "printed" format, so it will be much easier (and less boring in a live stream) as I work through the planning process. So, it's text and screenshots. Now, if you're the sort of person who just wants geomorphic maps and rando-generated skirmishes so you can give orders and go fight, feel free to scroll down to the Post "Deployment". Or further.
Last edited by IronMikeGolf on Wed Nov 16, 2022 4:05 pm, edited 1 time in total.
Jeff
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Re: AAR: A Final Push
Mission:
The mission statement is quite succinct: "Contain the Soviet advance along the B470." If we look at the objectives on the map, it's clear the Soviets need to seize, clear, and hold the majority of B470. My mission is to prevent that.
The mission statement is quite succinct: "Contain the Soviet advance along the B470." If we look at the objectives on the map, it's clear the Soviets need to seize, clear, and hold the majority of B470. My mission is to prevent that.
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Re: AAR: A Final Push
Enemy:
From the briefing, it sounds like I'm facing most of a regiment (3 battalions instead of 4), but with double the artillery. That does put a limit on how much maneuver the enemy has the capacity for. The enemy is attacking along B470, so we can expect to see the bulk of his forces coming into play IVO (In the Vicinity Of) BAD WINDSHEIM.
Terrain:
When we look at the MCOO (Modified Combined Obstacle Overlay), we see there is a lot of area that supports rapid maneuver, especially along B470. That approach would support the entire Soviet regiment moving and attacking. Is there a potential for flanking or enveloping attacks? Not really along the southern part of the map. But there is potential for an attack on the two western objectives from the north. However, mobility corridors there don't support a full regiment, as there are several battalion sized (1000-1500 meter) chokepoints. But a threat is there.
From the briefing, it sounds like I'm facing most of a regiment (3 battalions instead of 4), but with double the artillery. That does put a limit on how much maneuver the enemy has the capacity for. The enemy is attacking along B470, so we can expect to see the bulk of his forces coming into play IVO (In the Vicinity Of) BAD WINDSHEIM.
Terrain:
When we look at the MCOO (Modified Combined Obstacle Overlay), we see there is a lot of area that supports rapid maneuver, especially along B470. That approach would support the entire Soviet regiment moving and attacking. Is there a potential for flanking or enveloping attacks? Not really along the southern part of the map. But there is potential for an attack on the two western objectives from the north. However, mobility corridors there don't support a full regiment, as there are several battalion sized (1000-1500 meter) chokepoints. But a threat is there.
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Jeff
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Re: AAR: A Final Push
Terrain divides the battlefield in several ways. The MCOO shows the division in terms of maneuver and all 5 objectives lie in the largest maneuver corridor. Another division is visibility, and in open terrain it is elevation changes that matter. The map below show what an M1 Abrams unit can see from the third objective along B470. This is a dividing line, since it's difficult to get a large mass of combat power to come upslope at the same time. We can see this dividing line is "U" shaped, with the open end of the "U" oriented toward BAD WINDSHEIM. In this regard, the objectives are now in two distinct groups.
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Re: AAR: A Final Push
As you can see, I am using Mission, Enemy, and Terrain to guide me to a plan. The MCOO suggests two maneuver routes to the Soviet's final two objectives and denying these may well be enough to fulfill my mission requirements. Visibility/Line of Sight suggest I can't ignore a maneuver to the south out of BAD WINDSHEIM, then southeast parallel to B470.
The image below shows likely enemy routes, which I've named.
The image below shows likely enemy routes, which I've named.
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Re: AAR: A Final Push
Enemy Courses of Action:
So, we have three enemy battalions and three routes. Clearly, some of the enemy will attack along Cherry. The question is whether there might be a flanking maneuver along either APPL or GRAPE. I think it unlikely all thre routes will be used. I'll need to shift some forces to cover APPLE or GRAPE if one of those is used. The image below shows boxes lable "AI 1" and "AI 2" Those are "Areas of Interest" and if I see enemy maneuver elements crossing those, it's a strong indicator of a falnking maneuver. I will keep those under surveillance. The box labeled "EA", which stands for "Engagement Area" is where I am choosing to decisively engage the enemy.
So, we have three enemy battalions and three routes. Clearly, some of the enemy will attack along Cherry. The question is whether there might be a flanking maneuver along either APPL or GRAPE. I think it unlikely all thre routes will be used. I'll need to shift some forces to cover APPLE or GRAPE if one of those is used. The image below shows boxes lable "AI 1" and "AI 2" Those are "Areas of Interest" and if I see enemy maneuver elements crossing those, it's a strong indicator of a falnking maneuver. I will keep those under surveillance. The box labeled "EA", which stands for "Engagement Area" is where I am choosing to decisively engage the enemy.
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Jeff
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Re: AAR: A Final Push
Troops Available:
I have what is called a Mechanized Bn/TF(-). That's Battalion/Task Force minus some of its assigned units. The "Task Force" part means it's no longer purely mech, since it has traded a mech company for a tank company. And the Brigade Commander has directed one company be task organized with another battalion. Obviously, from the Brigade viewpoint, I have an Economy of Force mission.
I have two mech companies and a tank company. I will organize these as three companies, each with two mech platoon and a tank platoon. My Scout Platoon is equipped with M3 Bradleys. It's tempting to look at those as killing platforms and that's what they are in Armored Cavaly Regiments and Division Cavalry Squadrons, but these are Battalion Scouts. I'll use them for the purpose of scouting and set their SOPs accordingly. Now, I may need to press their weapons into service at some point during the battle, but I an not planning to do so at the outset.
I am already feeling not having that fourth company. Capn Darwin showed you can defend forward. But at a cost. As I suspected when I first looked at this scenario and it was confirmed by Capn Darwin, forces place forward in the objectives near BAD WINDSHEIM are going to be overwhelmed, isolated, and likely annihilated. I want to end with 70% of my combat power (tanks, Bradleys, infantry squads) remaining.
Another thing that makes me unhappy about losing my mech D Company is I don't have a whole lot to make a reserve. So, having been given an Economy of Force mission, I'll need to circle my wagons close. Below, you can see how I am organizing my task force.
The next image shows how I am organizing my units.
I have what is called a Mechanized Bn/TF(-). That's Battalion/Task Force minus some of its assigned units. The "Task Force" part means it's no longer purely mech, since it has traded a mech company for a tank company. And the Brigade Commander has directed one company be task organized with another battalion. Obviously, from the Brigade viewpoint, I have an Economy of Force mission.
I have two mech companies and a tank company. I will organize these as three companies, each with two mech platoon and a tank platoon. My Scout Platoon is equipped with M3 Bradleys. It's tempting to look at those as killing platforms and that's what they are in Armored Cavaly Regiments and Division Cavalry Squadrons, but these are Battalion Scouts. I'll use them for the purpose of scouting and set their SOPs accordingly. Now, I may need to press their weapons into service at some point during the battle, but I an not planning to do so at the outset.
I am already feeling not having that fourth company. Capn Darwin showed you can defend forward. But at a cost. As I suspected when I first looked at this scenario and it was confirmed by Capn Darwin, forces place forward in the objectives near BAD WINDSHEIM are going to be overwhelmed, isolated, and likely annihilated. I want to end with 70% of my combat power (tanks, Bradleys, infantry squads) remaining.
Another thing that makes me unhappy about losing my mech D Company is I don't have a whole lot to make a reserve. So, having been given an Economy of Force mission, I'll need to circle my wagons close. Below, you can see how I am organizing my task force.
The next image shows how I am organizing my units.
Last edited by IronMikeGolf on Wed Nov 16, 2022 4:06 pm, edited 1 time in total.
Jeff
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Re: AAR: A Final Push
Planning, so far:
I know I am in for a fight at the end of CHERRY. I've already decided not to try and defend forward. The cost in casualties is too high. So, I will build my defense around the 2 western objectives. There is a distinct, and very dangerous, possibility of a supporting attack from the north via APPLE. If my first indication of that happening is tanks on my northern flank opening fire, I will be in a bad place. So, I need to know as early as possible if there is a battalion on APPLE. A battalion on APPLE requires a company sized element to counter, but I don't have enough forces for a reserve company to deal with it. More on what to do later.
Intelligence, Surveillance, and Reconnaissance (ISR):
Earlier, I said i will not use my Scout Platoon as Cavalry, even though they are trained and equipped for that role. That's because they lack sufficient mass to do that. I am not going to use them for Recon. Nor for Security (as a Covering Force). They are going to do Surveillance and Intelligence. They will be well forward, hiding and watching. I should be able to position them so I get 60-90 minute warning before contact of enemy forces using APPLE or GRAPE. The Intelligence function is identifying what sorts of forces are moving on those routes. Of course, they will also be doing target acquisition for fire support.
I know I am in for a fight at the end of CHERRY. I've already decided not to try and defend forward. The cost in casualties is too high. So, I will build my defense around the 2 western objectives. There is a distinct, and very dangerous, possibility of a supporting attack from the north via APPLE. If my first indication of that happening is tanks on my northern flank opening fire, I will be in a bad place. So, I need to know as early as possible if there is a battalion on APPLE. A battalion on APPLE requires a company sized element to counter, but I don't have enough forces for a reserve company to deal with it. More on what to do later.
Intelligence, Surveillance, and Reconnaissance (ISR):
Earlier, I said i will not use my Scout Platoon as Cavalry, even though they are trained and equipped for that role. That's because they lack sufficient mass to do that. I am not going to use them for Recon. Nor for Security (as a Covering Force). They are going to do Surveillance and Intelligence. They will be well forward, hiding and watching. I should be able to position them so I get 60-90 minute warning before contact of enemy forces using APPLE or GRAPE. The Intelligence function is identifying what sorts of forces are moving on those routes. Of course, they will also be doing target acquisition for fire support.
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Re: AAR: A Final Push
Deployment:
Scouts:
This platoon is deployed forwardmost in three OPs (Observation Posts).
1. OP 1 watches AI 1 so I know if there is a flanking maneuver along APPLE.
2. OP 2 watches AI 2 so I know if there is a flanking maneuver along GRAPE
3. OP watches CHERRY so I can count the types of units coming up CHERRY to confirm/deny flanking maneuvers. I am looking to count and track numbers and types of enemy companies (total 6 x motor rifle and 3 x tank).
4. SOPs are set to fire only in close self-defense. I want them to hide and observe.
B Company:
1. They can set up where I want them.
2. They cover the full depth of the EA and also can cover a flanking move along GRAPE with minor adjustment.
3. If they have to cover GRAPE, OP 2 can give them early enough warning to give time to adjust them.
D Company:
1. This company has no M901 TOW vehicles, so they have the fewest anti-armor platforms.
2. So, they backstop B Company along CHERRY
3. This company also covers the full extent of the EA
A Company:
1. One mech platoon and an M901 platoon move to a covered and concealed position about 2 km north of CHERRY wher they can cover the EA.
2. A mech platoon and the tank platoon defend from the westernmost objective on B470 and can cover the EA.
3. Should there be a maneuver along APPLE, half the company is already in a good spot. OP 1 should give early enough warning to adjust the defense.
Fire Support:
1. I have no howitzers, so I really don't have much ability to degrade the enemy before the enter the EA.
2. Pushing the Mortar Platoon forward far enough to have an effect on that will likely result in losing them to the mass moving fast down CHERRY.
3. The Mortars are positioned to fire on the far edge of the EA.
4. I will set manual control of the Mortar Platoon from the outset, as I want to use maximum smoke in the EA to leverage the offset provided by thermal imagers in Abrams and Bradleys. HE will be reserved for dismounted infantry.
5. I'll put the mortars under FSCC (Fire Support Coordination Center) when the main threat changes from AFVs to dismounted infantry.
Scouts:
This platoon is deployed forwardmost in three OPs (Observation Posts).
1. OP 1 watches AI 1 so I know if there is a flanking maneuver along APPLE.
2. OP 2 watches AI 2 so I know if there is a flanking maneuver along GRAPE
3. OP watches CHERRY so I can count the types of units coming up CHERRY to confirm/deny flanking maneuvers. I am looking to count and track numbers and types of enemy companies (total 6 x motor rifle and 3 x tank).
4. SOPs are set to fire only in close self-defense. I want them to hide and observe.
B Company:
1. They can set up where I want them.
2. They cover the full depth of the EA and also can cover a flanking move along GRAPE with minor adjustment.
3. If they have to cover GRAPE, OP 2 can give them early enough warning to give time to adjust them.
D Company:
1. This company has no M901 TOW vehicles, so they have the fewest anti-armor platforms.
2. So, they backstop B Company along CHERRY
3. This company also covers the full extent of the EA
A Company:
1. One mech platoon and an M901 platoon move to a covered and concealed position about 2 km north of CHERRY wher they can cover the EA.
2. A mech platoon and the tank platoon defend from the westernmost objective on B470 and can cover the EA.
3. Should there be a maneuver along APPLE, half the company is already in a good spot. OP 1 should give early enough warning to adjust the defense.
Fire Support:
1. I have no howitzers, so I really don't have much ability to degrade the enemy before the enter the EA.
2. Pushing the Mortar Platoon forward far enough to have an effect on that will likely result in losing them to the mass moving fast down CHERRY.
3. The Mortars are positioned to fire on the far edge of the EA.
4. I will set manual control of the Mortar Platoon from the outset, as I want to use maximum smoke in the EA to leverage the offset provided by thermal imagers in Abrams and Bradleys. HE will be reserved for dismounted infantry.
5. I'll put the mortars under FSCC (Fire Support Coordination Center) when the main threat changes from AFVs to dismounted infantry.
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Re: AAR: A Final Push
(Times are elapsed from scenario start)
At 00:20 into the battle, we see a tank battalion crossing AI 2 westward. By that I mean not maneuvering along GRAPE, but moving toward CHERRY. That might be an indicator of the enemy pushing all their mass along CHERRY, but it's too early to say for sure. The Battalion Commander might have sharp words for his Intelligence Staff!
At 00:20 into the battle, we see a tank battalion crossing AI 2 westward. By that I mean not maneuvering along GRAPE, but moving toward CHERRY. That might be an indicator of the enemy pushing all their mass along CHERRY, but it's too early to say for sure. The Battalion Commander might have sharp words for his Intelligence Staff!
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Re: AAR: A Final Push
00:46 (End of first turn)
1. The enemy tank battalion crossed AI 2 and is on CHERRY.
2. 2 MRCs (Motorized Rifle Companies) equipped with BMP-1s are on CHERRY. That indicates a Motorized Rifle Battalion there. Which means 2 of the 3 enemy battalions are on CHERRY.
3. OP 2 has not been spotted, despite an enemy mortar battery being very close. OP 3 has been spotted, likely by the enemy Regimental Recon. I'll leave them in place to see if the other Motorized Rifle Battalion is committed on CHERRY.
4. There has been some enemy artillery fire. Likely preparatory fires, as they landed on empty locations. I have a radar cut on a firing battery, but lacking howitzers, I can't do anything about it.
I issue no orders.
1. The enemy tank battalion crossed AI 2 and is on CHERRY.
2. 2 MRCs (Motorized Rifle Companies) equipped with BMP-1s are on CHERRY. That indicates a Motorized Rifle Battalion there. Which means 2 of the 3 enemy battalions are on CHERRY.
3. OP 2 has not been spotted, despite an enemy mortar battery being very close. OP 3 has been spotted, likely by the enemy Regimental Recon. I'll leave them in place to see if the other Motorized Rifle Battalion is committed on CHERRY.
4. There has been some enemy artillery fire. Likely preparatory fires, as they landed on empty locations. I have a radar cut on a firing battery, but lacking howitzers, I can't do anything about it.
I issue no orders.
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Re: Scenario After Action Report: A Final Push
1:09
Two battalions of the Soviet Regiment entered the EA, with tanks leading. This is a battalion sized EA with on the order of 40 heavy long range Anti-Armor systems covering the full depth. Two thirds are TOW ATGMs. The Soviet tank battalion led the attack and the elevation change had a huge impact. One tank company at a time entered the EA and the whole US Battalion-Task Force engaged, killing each enemy tank company in a span of several minutes. There very well may be remnants lost among the wreckage, too.
An MRB (Motorized Rifle Battalion) followed and it looks like that is also mostly destroyed. Half a company is pressing forward, on foot, and is still in the EA.
The Scouts watching B470 has lost its Bradleys, but is still observing CHERRY and has detected what I believe to be the third attacking battalion. I am now going to smoke the deep half of the EA with my mortars. An AH-1 section is available, but I am going to keep those in reserve for the moment.
Brigade Staff estimates 60% of the attacking regiment has been destroyed. I have one tank platoon that needs ammo. I've taken some light casualties.
Two battalions of the Soviet Regiment entered the EA, with tanks leading. This is a battalion sized EA with on the order of 40 heavy long range Anti-Armor systems covering the full depth. Two thirds are TOW ATGMs. The Soviet tank battalion led the attack and the elevation change had a huge impact. One tank company at a time entered the EA and the whole US Battalion-Task Force engaged, killing each enemy tank company in a span of several minutes. There very well may be remnants lost among the wreckage, too.
An MRB (Motorized Rifle Battalion) followed and it looks like that is also mostly destroyed. Half a company is pressing forward, on foot, and is still in the EA.
The Scouts watching B470 has lost its Bradleys, but is still observing CHERRY and has detected what I believe to be the third attacking battalion. I am now going to smoke the deep half of the EA with my mortars. An AH-1 section is available, but I am going to keep those in reserve for the moment.
Brigade Staff estimates 60% of the attacking regiment has been destroyed. I have one tank platoon that needs ammo. I've taken some light casualties.
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Re: Scenario After Action Report: A Final Push
Final Battle Report:
The battle started with interdiction air strikes by the Soviets IVO STEIHACH. The MRBs attacked along CHERRY. The Tank Battalion attacked ILLESHEIM from the east, then attacked along CHERRY.
At 1:17 into the battle, the Soviet Regiment was no longer effective due to casualties. The bulk of those were among the Tank and Motorized Rifle Battalions. The Tank Battalion was completely destroyed. 2d MRB was reduced to a platoon sized remnant (3 x BMP-1, 5 x mech inf squad). 3d MRB had two half-platoon sized remnants (1 x BMP-1, 2 x mech inf sqd and 5 x BMP-1, 2 x mech inf sqd). That's 90% of the starting maneuver elements as casualties. The no Soviet elements were successful in crossing the engagement area.
US casualties were much lighter. A Company had none. B Company lost 3 x Tank and 3 x Bradley while in contact with ground forces. D Company lost 2 x Tank and 2 x Bradley. All D Company losses were from enemy air strikes.
The battle started with interdiction air strikes by the Soviets IVO STEIHACH. The MRBs attacked along CHERRY. The Tank Battalion attacked ILLESHEIM from the east, then attacked along CHERRY.
At 1:17 into the battle, the Soviet Regiment was no longer effective due to casualties. The bulk of those were among the Tank and Motorized Rifle Battalions. The Tank Battalion was completely destroyed. 2d MRB was reduced to a platoon sized remnant (3 x BMP-1, 5 x mech inf squad). 3d MRB had two half-platoon sized remnants (1 x BMP-1, 2 x mech inf sqd and 5 x BMP-1, 2 x mech inf sqd). That's 90% of the starting maneuver elements as casualties. The no Soviet elements were successful in crossing the engagement area.
US casualties were much lighter. A Company had none. B Company lost 3 x Tank and 3 x Bradley while in contact with ground forces. D Company lost 2 x Tank and 2 x Bradley. All D Company losses were from enemy air strikes.
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Re: Scenario After Action Report: A Final Push
Assessment:
The game classifies this as a "Tactical Success". When I add in the self-imposed additional requirement of "at least 70% of combat power remaining," I feel even better about the outcome being 76% of fighting platforms. This looks to be a textbook example of a frontal attack that relies on the attacking mass to overwhelm a defending force.
Starting combat power (Tank/APC/Inf Sqd): 14/42/18
Ending combat power: 9/31/16
What went well:
1. Maneuver: Siting of the EA worked as I intended. The enemy facing edge of the EA was right up against an IVL (Intervisibility Line) which prevented enemy units not yet in the EA from supporting those in the EA. This split the enemy force in two and he had to get all his combat power in the EA at the same time in order to cross it. I was able to position the majority of my battalion's anti-armor systems to cover the entire EA. This let me achieve an overwhelming volume of fire and also spread ammunition expenditure stress across my force. Only a couple of units needed to resupply.
2. Intelligence: Putting the Scout platoon so far forward was a risk and despite losing 4 Bradleys, they accomplished their mission. I got a very early read on which routes were being used and had enough time to shift forces. I did not need to, as I deployed to counter the full weight of the MRR coming down CHERRY and that's what happened.
Room for improvement:
1. Intelligence: There was a reconnaissance battle northwest of ILLESHEIM. I lost 4 x Bradley there and I think that number might have been less had I given the Scouts a bit more latitude in shooting. I restricted them to Point Blank, s the Soviet recon had a free shot or two before the Scouts shot back.
2. Fire Support: I did not order smoke soon enough. Once the tank battalion was exiting AI 2, I should have ordered the smoke missions (with a delay, so it wouldn't start too soon). Also, I had the Martar's SOP set to Relocate after each fire mission. I wanted three missions and that ended up spacing them out so only one mission got fired before the battle ended. Better would be to relocate after all missions. This contributed to casualties in B Company.
3. Air Defense: My only AD assets were MANPADS in HMMWVs. So, while they move, they are passengers and can't shoot. I moved everyone at the start, so I had no AD. Interdiction air strikes caused casualties in D Company and would likely have been less had some Stinger teams be set to fire. I need to ensure some AD is prepared during unit moves.
Note Bene:
One of the things about this scenario that got my attention was it demonstrates a Principle of War, the principle being "Economy of Force." And it is, to some extent, being applied by each side. We have an understrength (in terms of maneuver elements) regiment attacking an understrength battalion. How might that come about in a real war?
From the attacker's viewpoint, it could be part of a shaping operation. In this case it would be what is called "attacking to fix," meaning attacking to prevent the US battalion from maneuvering to elsewhere. There is also a deception angle at work, with the addition of an artillery battalion and air assets. Those could make this attack look like a main effort for a while.
From the defender's viewpoint, higher HQs apparently interpreted things to mean the Soviets were going to do one or both of the above, so applied Economy of Force by pulling a mech company from the battalion. As you can see, that alone doesn't put the battalion at risk in the face of an understrength regiment.
End of AAR...
(edited for spelling)
The game classifies this as a "Tactical Success". When I add in the self-imposed additional requirement of "at least 70% of combat power remaining," I feel even better about the outcome being 76% of fighting platforms. This looks to be a textbook example of a frontal attack that relies on the attacking mass to overwhelm a defending force.
Starting combat power (Tank/APC/Inf Sqd): 14/42/18
Ending combat power: 9/31/16
What went well:
1. Maneuver: Siting of the EA worked as I intended. The enemy facing edge of the EA was right up against an IVL (Intervisibility Line) which prevented enemy units not yet in the EA from supporting those in the EA. This split the enemy force in two and he had to get all his combat power in the EA at the same time in order to cross it. I was able to position the majority of my battalion's anti-armor systems to cover the entire EA. This let me achieve an overwhelming volume of fire and also spread ammunition expenditure stress across my force. Only a couple of units needed to resupply.
2. Intelligence: Putting the Scout platoon so far forward was a risk and despite losing 4 Bradleys, they accomplished their mission. I got a very early read on which routes were being used and had enough time to shift forces. I did not need to, as I deployed to counter the full weight of the MRR coming down CHERRY and that's what happened.
Room for improvement:
1. Intelligence: There was a reconnaissance battle northwest of ILLESHEIM. I lost 4 x Bradley there and I think that number might have been less had I given the Scouts a bit more latitude in shooting. I restricted them to Point Blank, s the Soviet recon had a free shot or two before the Scouts shot back.
2. Fire Support: I did not order smoke soon enough. Once the tank battalion was exiting AI 2, I should have ordered the smoke missions (with a delay, so it wouldn't start too soon). Also, I had the Martar's SOP set to Relocate after each fire mission. I wanted three missions and that ended up spacing them out so only one mission got fired before the battle ended. Better would be to relocate after all missions. This contributed to casualties in B Company.
3. Air Defense: My only AD assets were MANPADS in HMMWVs. So, while they move, they are passengers and can't shoot. I moved everyone at the start, so I had no AD. Interdiction air strikes caused casualties in D Company and would likely have been less had some Stinger teams be set to fire. I need to ensure some AD is prepared during unit moves.
Note Bene:
One of the things about this scenario that got my attention was it demonstrates a Principle of War, the principle being "Economy of Force." And it is, to some extent, being applied by each side. We have an understrength (in terms of maneuver elements) regiment attacking an understrength battalion. How might that come about in a real war?
From the attacker's viewpoint, it could be part of a shaping operation. In this case it would be what is called "attacking to fix," meaning attacking to prevent the US battalion from maneuvering to elsewhere. There is also a deception angle at work, with the addition of an artillery battalion and air assets. Those could make this attack look like a main effort for a while.
From the defender's viewpoint, higher HQs apparently interpreted things to mean the Soviets were going to do one or both of the above, so applied Economy of Force by pulling a mech company from the battalion. As you can see, that alone doesn't put the battalion at risk in the face of an understrength regiment.
End of AAR...
(edited for spelling)
Jeff
Sua Sponte
Sua Sponte
Re: Scenario After Action Report: A Final Push
Thanks for this efforts on this AAR. Yet another thing I must study to learn this fascinating game.
- FroBodine
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Re: Scenario After Action Report: A Final Push
I don't see a post titled "The Plan". What am I missing, please?
- CapnDarwin
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Re: Scenario After Action Report: A Final Push
FroBodine, I think he meant Deployment, and I have changed that. The entire top section up to that is the Planning part of the AAR.
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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Re: Scenario After Action Report: A Final Push
Just read this and it was excellent. Many thanks. I'd just played this scenario without reading or watching anything before and I defended well forward of your positions, nearer to Bad Windesheim, and I was massacred, resulting in most of the soviet force coming straight down Cherry with no real problems. They took twice my losses but still won comfortably. I wish I'd seen this AAR first! I did consider defending further back, but was worried that there wasn't much cover for many units and the soviet artillery would wipe them out. I've found the soviet arty to be very quick to react. That didn't happen in your play-through, and I'm not sure why. The LOS break situation (the 'IVL') on them entering your EA must have helped (appearing units not having time to call in arty before being killed and units further back lacking spotting LOS), but still, in case the soviets had managed to get more effective arty on to you I would have loved to have seen what SOP you were using, so one thing that I missed in your AAR - as a perpetual beginner - is complete detail on the SOP you set for each grouping. I struggle with what exactly to do with SOP to achieve the best results. (Anyone know any good AARs or video AARs with detailed SOP info?) Many thanks!