By David Makin
Era: early 1980's Forces: WARSAW PACT all Reg 8 Regt HQ: 1 command std and 1 staff radio TOC
Motor rifle Bn (+):
1 AT-4/SPG-9 std 1 120mm Mtr & guncrew (ds) 3 BTR-60 3 Rifle Coys, each:
2 BTR-60 1 T-62B in GS:
1 Hind Attack Helicopter USA All Reg 8 1 Task Force HQ (off Board): 1 cmd std and 1 staff radio TOC
2 Recon M113 ACAV 2 Patrol stds 2 M551 Sheridan tanks (6 shots each) 1 M106 (4.2" SP Mtr) 1 FIST-V/FAC M113 in DS:
1 Cobra Attack Helicopter Re-inforcements (any/all of): 1 Armoured Task Force:
2 Infantry stds 1 weapon std 3 M113 APCs War-Pac Briefing You are to conduct a movement to contact against an enemy force located in the vicinity of the village*. Your objective is to draw as much of the enemy reserves as possible onto yourself so that an attack elsewhere by the OMG will succeed. * the reason no recon assets was that they were assumed to have been lost in the pre-game recon battle USA Briefing Enemy forces are approaching our Forward Line of Battle, enemy recon assets have been eliminated East of the Village (map ref), your local assets are an Armored Cavalry Trp (+), apart from Air and Helicopter assets, you may use any part of the Task force reserves as required to prevent an enemy breakthrough. 2 turns after requested any of the reserves may be brought on along the western road. Not all reserves must arrive at the same time. Short After Action ReportNeither player knew the victory conditions... They were, if at the end of the night:
2/ The US player uses 1 Coy or less of his Reserves and still is on table, then draw. 3/ The US player used more than 1 coy, and is still on table then Minor War-Pac victory. 4/ Otherwise... major War-Pac victory. NB: Actual losses were immaterial for these victory conditions.. usually they have a reasonably important part in my games.. so not using them this time was done deliberately. The War-Pac player used pretty much doctrine, a mounted assault with 1 up, 2 back, the US players deployment was rather linear and predictable.. end result the War_Pac over ran the US positions (sustaining reasonably heavy casualties in doing so).. they were still advancing when the US player decided to commit a Tank coy *and* a Mech Inf coy from his reserves, between times the last T-62 platoon was disabled by 155 indirect fire and so the War-Pac player was going over to the Defence as the US re-inforcements were seen entering the table.. this prompted a "rapid withdrawal" of Soviet APC etc.. the US charged after them.. and was ambushed by left behind forces in the Village and flanking woods.. the resulting fire demoralised the Mech Infantry coy and pinned the M60's.. at that point we called it quits due to time.. a War-Pac minor victory.. (lacking forces enough to take advantage of the US morale failure). What happened with the Helicopters? The Hind put in a GS attack on the village.. because it couldn't spot anything.. and did nothing.. The Cobra arrived on the turn that the unspotted ZSU-23-4 was stationary... 3 hits.. and it was out.. The EW? Both were using 2nd Generation equip (ie base 3) . The US never managed to locate any War-Pac communications.. mainly due too lack of opportunities (good War_Pac radio discipline). The War-Pac radio detection was much more effective, locating the FIST-V twice.. the first time for no direct effect (but the FIST-V displaced as a result which seriously disrupted the US fire plan).. the second time it was located the FIST-V didn't survive the experience ...... Counter-battery failed. All in all an interesting and challenging game.. Back to Frontline Vol. 2 Iss. 2 Table of Contents Back to Frontline List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by Rolfe Hedges This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |