From: Kevin Balentine <kevinbalentine@m...>
Date: Tue, 11 Jul 2000 14:54:52 -0700 (PDT)
Subject: Battle Report
Well, nobody responded to my request for input on the scenario, but Im posting the battle report anyway. All things considered, the battle went very well. Due to a lack of available figures (the attacker forgot a tub of miniatures), the respective forces were scaled back somewhat from what the scenario called for. The attackers misson was to drive the defender out of a mountain pass overlooking a highway. The terrain setup was largely light forest, with a few ruins in the attackers initial staging area and a mountain and smaller hill dominating the defenders position. A river ran down the defenders right flank. The defender had two command detonated mines and two dummy counters to deploy. He used the mines in the middle of the table and placed his dummies along the flanks. THE FORCES: The attackers (two players) had at their command two platoons of size 2 vehicles, three platoons of infantry, a forward observer element and three fire missions from a tri-barrell RAM. The defender selected two platoons of infantry, a section of power armor and a sniper. THE SETUP: The attackers split their forces into two fronts. One would attempt to occupy the defenders forces in the middle, while the second force, including hover tanks, tried to take advantage of the highway and river to flank the defenders. The defender set the majority of his forces down behind a row of concertina wire in front of the mountain. A reserve of troops was stationed along a sandbag line near the base of the mountain. One squad of power armor and three squads of infantry were positioned forward, one in the light forest and one along a ridge line. THE OPENING MOVES: The attacker took advantage of his fire missions by dropping mortar shells in one platoon command squad and two more in the defenders reserve area. The opening shells killed the platoon commander and electronics warfare officer. The second salvo routed a squad in the reserve area. On the next turn, the FO called arty down again in the reserve area, but with little affect. Next came the armored assault. Two tanks streaked forward to engage the forward power armor squad and the forward infantry. A third tank was preparing to enter the fray when its suspension was blown by a well-placed round from a Plasma Infantry Gun. The defenders waited patiently as the attacker brought his infantry forward. It wasnt long, however, until full-bore firefights were raging across the middle. Early in the game, the defender was plagued by poor armor rolls and lost most of his long-range anti-tank weaponry. On the right flank, the defender lost an IAVR, a GMS/P and an AGL to attacking infantry. On the left, an IAVR from the defenders power armor immobilized another. It wasnt long, however, before the attackers tanks were able to move into the defenders line, rolling over the concertina wire and causing casualties. AFTERMATH: The defenders were crushed. In play, the commander chose to run a World War I style of defense that has little place on the modern battlefield, much less that of the future. Instead of using his mobile elements of power armor to mount any type of counter-attack, he was content to stay in position and stationary. HIGHLIGHTS: The attackers plan worked as they had planned it, although stiff resistance from a squad of veteran Nuns with Guns did slow an advance on the right flank. A squad of green Nuns hosed down a squad of elite NSL Jagers as they advanced on the right flank, killing the SAW specialist and pinning the squad down in brush. The PIG blast that immobilized an attackers tank was at extreme long range, the fifth range band.