Catastrophic Kill:
Modern War

Introduction: Catastrophic Kill

by Pete Panzeri

CATASTROPHIC KILL was one description used in Desert Storm (and elsewhere) for a hit on an enemy AFV (Armored Fighting Vehicle) when the thing really exploded. This would, of course, be a "confirmed kill."

Confirmed kills were important because nobody wanted to be shot as they passed a supposedly dead enemy. Confirmed kills also soaked up less ammo, and were ". . ..fun to watch!"

The most common occurrence was the "SWISS CHEESE EFFECT' (or the Gang-bang effect, depending on your political correctness). This was the universal practice of pumping rounds into a target until it reached the "Catastrophic Kill" stage of existence. Bradley Gunners, with a rapid rate of 25mm fire, were notorious for this. The M-1 tankers tended to share their targets with all of the other tanks in the formation (thus the Gang-bang term).

When an explosion died down, it was important that the vehicle continue to burn for a while, otherwise we had the "ROAD KILL" effect. With "ROAD KILL" any fire was usually blown out by the explosion, and so the vehicle once again became a popular target for any gunner within range. Stories abound of prominently positioned Iraqi AFV's with literally dozens of pretty holes. BRDM's were especially prone to this treatment because of their potential anti-tank threat (SAGGER MISSELES) and their knack for not exploding. T-72s made the best fireworks, while the BMP's tended to have a delayed reaction. (sagger meltdown).

The Iraqi T-72's had two distinct ways of going up. Both were equally spectacular. The first was a true catastrophic kill, usually resulting from a deep penetrating hit, causing the near simultaneous explosion of 20-35 main gun rounds stored inside.

This explosion would normally toss the turret up in the air, and get everybody's attention on the battlefield, day or night. On occasion 4th-of-July-like "ooohs and aahh's' would crackle across the radio nets (a gallows humor).

The second most popular T-72 technique was what I call the "ROMAN CANDLE." This was the result of fires gradually igniting the main gun munitions. There is no major explosion to set off the rounds. They burn fast, and hot, shooting torch-like flames out of the turret hatches, 60 feet into the air, for several minutes (like the candle).

The roman candle is also frequently referred to as a catastrophic kill, since it is (probably) rather catastrophic for the tank crews who experience it.

Unfortunately, U.S. AFV's are susceptible to some of the same effects. The impact of which is significantly diminished by an automatically engaging halon flame extinguishing system (this all layman's terms) that gives crewmen a chance to bail out.

The M-1 Tank is specifically configured to blow its munitions out of the top of the turret. Apparently the Bradley Infantry Fighting Vehicle is especially designed to melt down into a little black spot on the desert floor.

Lessons

The Battle of Ghaz1ani was a grueling lesson in combined arms warfare, fighting morale, modern firepower and technology. The most intense portion of the fight broke out at 10 meters, and lasted all night.

The Iraqi force was completely routed and destroyed by combined air and ground forces. The MLRS, Apache Attack Helicopter, M1A1 TANK, M2 Bradley with TOW Missile, 25mm chain-gun, and above all the THERMAL NIGHT SIGHT never gave the Iraqi's the slightest chance. (and I'm glad!)

So how can this possibly be a good wargame scenario? I say it's not, but some folks just love a challenge!)

Three things are unavoidably present in the wargame that the Iraqis didn't have:

    1. Hindsight
    2. Daylight and
    3. Leader morale. (Iraqi soldier morale wasn't so bad, there were plenty of brave, but dead, RPG gunners on the battlefield).

1. Hindsight

All the Iraqi's had to do was "Get Away" to win, but no wargamer ever seems to want to try that boring technique! The TF 4-18 Combat Trains and headquarters elements rolled perilously close to the Iraqi front lines (TOC (me!) 300m, Trains 600m), destruction of these vulnerable assets wins the battle for the Iraqis. They should be given top targeting priority for direct fire.

2. Daylight

You can't play a wargame in a dark room: (Although, I honestly did know a strange Army Major who bought six welding goggles to simulate night wargame battles. How he read his die rolls I never knew!)

U.S. Casualties increased when the sun was up, so Iraqi use of illumination helps even the odds. A 120mm or 152mm Illum round would light up the whole battlefield for a full turn! (and the U.S. Air Force A-10's showed them how to do it at regular intervals through-out the night). Effective use of illumination is critical for the Iraqi's, however, U.S. Counter battery fire is devastating. The Iraqi's have to time their indirect assets wisely to engage with direct fire, identify the vulnerable soft skin targets and drop high explosives fast, before US counter battery fire ends their party.

3. Leader morale

The Iraqi Commander lost his nerve. I'm sure you won't. The Reserve was not committed until 0400 hours (by higher headquarters). By 0400 there were no targets left to engage but their Reserve. American gunners were literally jockeying for position to get a crack at the counter attack.

It was a classic example of too little too late. Had the Iraqi reserve appeared while their infantry, artillery, and main line of defense was still engaged and intact, the TF 4-18 blunder into the Iraqi kill zone might have been different. As it was, the first volley fired toward the counter attack was so sudden and devastating, most of those AFVs turned and fled behind a thermal screen of "Roman Candles."

The GHAZLANI SCENARIO Victory Conditions reflect the fact that even slight U.S. casualties were unacceptable. Tactically, losses could have delayed the entire 31rd Armored Division. Operationally, a U.S. delay could have made good the Republican Guards' escape toward Basrah.

BUT! There weren't, and they couldn't, so they didn't. (I never thought they would.)

More Catastrophic Kill: Modern War


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