by Mark Bevis
In 1941 the Soviets and British occupied Iran, and after sporadic skirmishes, the country was split into two, the Soviets occupying the northern half, the Allies the rest. The Americans began retraining the Iranians from 1942, and the Soviets raised troops in the north-west. After WW2, the Allies pulled out of their occupation zones, leaving behind their respective token forces. The Tehran central government, backed by US diplomacy, regained control over the 'Republics of Azerbaijan and Kurdistan' that the Soviets had set up. The following scenario extrapolates this history, with US diplomatic hold being somewhat reinforced. Iranian Government Forces It is late 1946 and the Soviets are slowly withdrawing from northern Iran, along the western shores of the Caspian Sea. They have however armed separatist Kurdish and Azad tribes, and these have occupied several towns and launched raids into Iron. With the promise of American military aid, the Iranian government has launched a campaign to destroy the separatists using the 2nd Cavalry Division. You are in command of the 2nd Cavalry Regiment marching up the west coast of the Caspian Sea towards Astara. Your orders are to occupy the village and bridge (see map), entering from the southern edge. It Is known that the village is occupied by Axed tribal infantry, although strength is unknown. Your force is:
Regt.HQ: 2 rifle squads, horses, sabres 4 Squadrons, each
4 Troops each: 3 rifle squads, horses, sabres, lances, 1 LMG 1 MG Squadron: 1 rifle squad, horses
1 Attached Battery. 4x 75mm M36 Bofors mountain guns, horses, ammo train/limbers Training and morale is poor (DT4 If using my army list/WW2 Battle-Zones system) and no radios are available. The mountain guns can be on pack horses If desired, only taking a few minutes to assemble. The ammunition train carries 20 salvoes of HE and 3 of smoke on pack mules/oamels or In horse drawn limbers. You are unaware that an American force is expected from the south, mainly intended to face any Soviets still in the region. Terrain Notes Hills are steep and uneven, Impassable to vehicles. Contours are in 50' Intervals. Woods are light cover only, being orchards of a scraggly nature. The bridge In D-3 is stone and substantially built. The building in B-3 is a walled area with large building -- a govenor's residence and smaller outbuildings. The town houses are poor quality flat roofed Arab style, with occasional mosques and 2-storey merchants homes. The rivers are fordable to cavalry and Infantry, but they take a full move to cross, and any unit crossing counts as the most vulnerable target your rules allow if fired on. Weather is hot and dry, with an on-shore wind blowing north-west. IF PLAYING SOLO, DRAW UP YOUR BATTLE-PLAN NOW BEFORE READING ONReinforcements An American force has been air landed at Tehran and then driven towards the Allied front. The advance guard consists of:
1 Tank Troop: 6 x M24 Chafes Ught Tank 1 Paratroop Company.
3 platoons each :
3 (12 man) Carbine Squads, 6 BAR, 1 x 60mm mortar 2 lorries This force arrives in A-4 after 6+1d6 turns. It's orders are to occupy the town D/E-3, re-establish Iranian rule, and prevent any Soviets occupying the area. Can only fire if fired upon. The Americans are average training and morale (CT3), with the Paratroops being elite (BT2) and well trained. If fired upon, the Paros can (counter-) attack it they roll 3-6 on a D6. The Independent Republic of AzerbailanThe Soviets raised a force of local tribesmen, totalling over 1300 men equipped with ex-Iranian weapons and Soviet uniforms. For this battle the following are deployed:
3 Tribal Bands each 10 rifle squads, 2 LMG, long knives:
2nd Band hidden in trees D-2; 3rd Band hidden in E-2 woods/village with boats. 1 MG Platoon: 2 MMG, pack horses: deployed with 2nd Tribal Band. 1 Platoon: 3x T26B Tanks, manned by Georgian reservists, in F-1 village. Orders are:
2nd Tribal Band: Hold. If they hear firing from the town area. advance south into C-2, cross the river and attack into C-3 from the trees. 3rd Tribal Band: Hold. On hearing combat from the town, sail across the river into D-2 woods, follow 2nd Band, assisttng them where possible. The tanks are to hold in reserve. If fighting occurs in E-3 then they are to try and advance to counter-attack the Iranians. The tanks are in poor condition, having been abandoned by the Soviets. If they try to move, fire the 45mm or fire MGs, roll a 1d6: 1 - 2 The equipment rolled for has broken down and no longer functions. 3 - 6 : Fire normally The tanks will have a morale effect on the Iranians: the first time an Iranian unit sees the tanks moving, it must test morale unless American tanks are visible. Allied and Georgian troops have no radios or grenades, and are of poor morale and training (DT4). Soviet Pull-out On move 6+ 1D6 a Soviet column enters on road E-1 and will attempt to move to E-3 town, and then turn north, leaving at F-3. It consists of:
4 platoons each : 3 SMG squads, 3 LMG 1 Tank Platoon: 4x T26S, 1 T-26S + radio Naval Infantry are good morale, average training (BT3), tanks are average morale, poor training (CT4). The Soviets will shoot anyone that gets In their way, and will return fire if hit. The Loot Wagons These move at Infantry speed regardless of any political aspirations, the Azerts are more interested in loot, and the Soviets want to keep the spoils of many years at gontson duty. Even the Iranians are quite parttd to personal gain. Thus the wagons are most Important to the Azeds, even if they lose the town. If any loot wagons are abandoned, then the nearest Iranian or Azed unit that can see this will move towards the wagons, and spend 1D3 turns pillaging them. If charged whilst pillaging the unit will automatically rout with what they have. If the Americans arrive, they will disperse the plllagers and guard the wagons until the action Is over, when the goods will be returned to the villagers. Figures But no-one makes Iranians In 6mm I hear you cry! Maybe so, but suitable substitutes are available. Iranian government forces wore khaki uniforms similar to late WW1 Germane / 1930 Chinese in peaked cops or German helmets. Khaki shades varied from dark olive to light drab, yellowish or pole green. Small amts were Czech Bmo 7.9mm rifles and ZB26 or ZB30 LMO (similar to Bran). MMGs are Czech, probably ZB37 (Besa). Use Irregular Miniatures WW1 Germans &/or WW2 Chinese, with H&R US WW2 75mm pack howitzers for the Bofors. The Azeris and Kurd separatists wore Soviet uniforms with peaked caps. Use H&R or Irregular or Main Force WW2 Russians, or the some figures as per Iranians In peaked caps but pointed drab brown. Small arms were Czech or Russian. Irregular make naval Infantry, and many firms make the T-26, M24 and US trucks and Infantry. A note on the rules Jim Webster's Hell & Fateful Decisions may be most suited, with the Iranians and Azerls being treated as under the 'Kalashnikov tribal' rules. However, any set that emphasizes infantry, and morale and training differences should be suitable. As an option, the Azeri positions and your attack plan can be determined by the Solo Play Order Matrix as shown in issue 1 of The Gauntlet. Back to The Gauntlet No. 3 Table of Contents Back to The Gauntlet List of Issues Back to Master Magazine List © Copyright 1995 by Craig Martelle Publications This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |