Tactical Problem #2
Solution

Counterattack on Mt. Euncona

by Steve Poitinger


Original Puzzle: Tactical Problem #2
Introduction to Solution: Tactical Problem #2

This is a very intriguing dilemma for the Commonwealth player. The intent of the higher commander is to clear Mt. Euncona ASAP, while keeping "casualties low." While this is a relative term, I would assume as the subordinate that this would entail rapid movement on difficult terrain, toward an enemy that possesses sweeping fields of fire in most directions, yet lose only 6-8 steps. These are the parameters that I placed upon myself in solving this classic problem.

[Lee: Steve and some of the others understand the need for speed. There will be no time for a five-turn preparatory fire before a final assault.]

Terrain Analysis

The terrain around Mt. Euncona is very rough as marked by the contour line intervals and the fact that it is ALL partly protective terrain. The contour lines are a hindrance as they impede rapid movement; but the partly protective status is a boon to maneuver as it effectively cancels the move mode shift modifier on the Area Fire Table.

The units on Mt. Euncona enjoy sweeping fire in all directions except to the southeast along the Spur that runs for about 250 meters. There is little "dead ground" to shield maneuver.

[Lee: essentially correct, although there is actually some dead ground to be found.]

Analysis Of German Position

The German 1-1-FJ enjoys a very commanding position on Mt. Euncona. The machine gun unit and its accompanying platoon in hex 42.23 both start with degraded morale due to casualties sustained in the landing, yet are in protective terrain with sweeping fields of fire in all directions except the southeast. This really doesn't help the Commonwealth player as it takes three turns to maneuver to the spur on the southeast to exploit this weakness.

The platoon in 42.24 is at full strength and has a commanding view to the north. But it has a blind spot to units charging up the west face in hexes 40.22 and 40.23. This can be exploited. The unit in 42.21 is the key to unhinging the German position. It can be isolated from Mt. Euncona with smoke in hexes 41.23 and 42.21. A great deal of firepower can also rapidly be brought to bear on this platoon. With this unit "out of the way," Mt. Euncona can be flanked by superior numbers and firepower.

lLee: excellent plan, recognized by others who submitted as well.]

The Plan

The plan that I would execute for the Commonwealth in this dilemma is very simple. All my units except the rifle platoon in 41.28 would start in MOVE mode. Even if I don't get the initiative, I feel that the German will pass as SFA really does him no good here; they are as good as a suppressed result for an enemy maneuvering against him. (This is a German dilemma throughout this scenario. SFA at move mode Commonwealth units are very tempting; yet this allows the British freedom of movement plus free overwatch triggers for their superior firepower.

Most Germans I suspect would sit tight and let the fight come to them.) I would open with a fast fire barrage into hex 42.23 in the hopes of creating casualties, suppressions, and LOS barriers for the German units in 42.23 and 42.24. If this fails, I generally don't use the artillery unless an opportunity presents itself on Turn 2. The British artillery is very unreliable in this scenario which is why I favor its employment in a fast fire "time on target" mission on Turn 1; it is very hard to use later as I plan to rapidly close the range through maneuver and smoke and hopefully plan to be conduchng assaults on Turns 2 and 3.

Lee: excellent points of Steve's plan: move quickly and use only one fast fire mission on the first turn, since the fire is more effective this way arrd waiting a few extra turns to fire normal fires wastes too much time. Steve also put more units in move mode than most other players, a correct move here.]

The B Kents will maneuver on the north side of the mountain with an eye to advance to hexes 40.25 and 43.25 on Turn 1.

The unit in 41.28 will spot for the artillery and provide overwatch support. I plan to get the German unit in hex 42.24 in a crossfire on Turn 2 and assault with the unit in 41.28 or a unit coming over the mountain on Turn 3 or 4 from the protected gun position in 42.23. This will probably be the last German position taken. (If I had more time, I would maneuver the B Kents to the east face and come in from the rear along the creek bed; but this takes a minimum of two sums.)

Lee: excellent analysis and proposition. The idea of maneuvering in the rear is a good one, and may be worth it, but it's a difficult call.

The Bofors stack will move to hex 39.20 on Turn 1 to provide overwatch for the advance of A Kents. (If possible, I will move it to hex 41.20 later in the assault to overwatch the Germans in 42.23.) I prefer not to smoke its advance as I can absorb most losses with the machine gun unit and then be in position to fire on hex 42.21 if the paratroopers in the said hex challenge my advance (which most players will).

I will use the mortars to smoke for at least Turns 1 and 2. The hexes that l look to smoke are 41.23, 42.22, and 41.22. This does two things. First, it will screen (hopefully) the advance of A Kents and possibly even allow them to utilize the path for even quicker deployment. Second, it will isolate the German position in 42.21. (see graphic. ) A Kents with the 7-6-2 will advance on Turn 1 as close as possible to the German positions. If everything goes as planned (and we all know how that goes in TCS), A Kents will be deployed in hexes 41.21 and 41.22 in fire mode with units in 40.22 and 40.23 in move mode (preferably the 702 to be my shock assault unit.)

On Turn 2, I hope to continue smoking the above mentioned hexes and assault the unit in 42.21. This will enable me on Turns 3 and 4 to outflank the German units on the mountain. (See graphic.) To quote Jim Morrison, once I get in this position, "nobody gets outta here alive." I will then use a series of crossfires and assaults to carry Mt. Euncona.

[Lee: great touch moving the supporting Bofors stack to a better position; this step was overlooked by most other submissions.]

Evaluation

The proof is in the pudding, as they say. I tried the above plan seven times in solitaire play. The results are presented in the table on page 20.

As one can see, it does work within the criteria that I rayed out at the beginning of the article. (For what its worth, the 12-step loss came in the first playing. I guess it has a tough learning curve.) The Commonwealth did take Mt. Euncona with acceptable losses in 60 to 80 minutes a majority of the time, and within two hours in all playings. The British losses were acceptable in all but one playing and extraordinarily low in three assaults. The German 1-1-FJ was destroyed or severely damaged in all playings.

While there are many possible solutions to this dilemma, I feel that this plan has the best chances of success within the parameters of the higher commander's intent.

[Lee: As was stated above, all the plans were good and would probably have succeeded, but Steve's had some touches that put it to the lead. Congratulations Steve!]

Original Puzzle: Tactical Problem #2
Results: Tactical Problem #2


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