[DS] AAR (or what I did in my Holidays) [Long]

2 posts ยท Mar 2 2001 to Mar 2 2001

From: Christopher Downes-Ward <Christopher_Downes-Ward@a...>

Date: Fri, 2 Mar 2001 09:55:39 -0000

Subject: [DS] AAR (or what I did in my Holidays) [Long]

Well, inspired by Frits I'm writing up a couple of games I had over Christmas.
As my youngest has now reached the age where instructions to "leave daddy and
uncle Bill's toys alone" now has an effect, we decided to have a day's gaming.

We took the cover of my youngest daughters bed as its a) green, b) marked with
handy 6" squares, c) about 6' x 6'. We then draped this over books to get the
hills and dug out the scenery. In the end we managed to get in two battles
both using the same scenery.

Both battles were attack/defense games pitting forces with roughly equal
numbers but different technological bases.

Looking at it from the defenders' base line the main feature was a wooded
ridge on the left side which crossed half the play area. In the middle
stretching from the attackers baseline to the defenders was an autobahn with a
two level junction slap in the middle of the play area connecting it to a
smaller road network crisscrossing the entire area. To the right of the
autobahn and closer to the defenders baseline was a major urban area with a
railway connecting it to the defenders baseline. To the right of that was a
wooded river valley stretching from one baseline to the other. There were two
other built up areas, a small village on the slope of the ridge on the left
nearest the attackers baseline and a farm complex near the river between the
major town and the attacker.

In both cases the objective was to clear the autobahn of any unit that could
bring direct fire on it or of any unit that could observe for off-table
artillery. In practice this would mean clearing about half the town, the
village and the wooded ridge. Objective markers were placed in the village,
the autobahn junction, the railway station and the part of the town closest to
the autobahn.

I made up a map and recorded the movements of each platoon as we went.
Comments about Bill's intentions come from the after battle discussions. I
still have the maps and have stuck them through my scanner so they are
available if any one is interested.

In the first battle Bill was attacking and I was defending. The attacker's
were GW eldar figures, some of which, like the CBR vehicle were conversions.
They are the old style plastic Eldar that are IIRC no longer available. I was
using Irregular human forces with GW plastic space marines as my infantry
although we did not count this as Powered Armour.

Bill's Forces (All Grav mobile, except walkers, primarily HEL equipped with
Superior ECM, Superior Firecons with some DFFG or MDC and most with PDS (SUP))
Battle group HQ of 2 command vehicles 1 Infantry Company of 1 IFV and 1 AEV
and 3 platoons of 4 IFV and 8 line infantry teams 1 Heavy tank platoon (3
vehicles)
1 SPG battery of 4 medium artillery + 1 CBR vehicle
1 Recon platoon of 4 grav bikes
1 Walker platoon of 4 walkers (2 with GMS/H (SUP), 2 with DFFG/2)

My forces (All GEV mobile with Enhanced Firecons, Enhanced ECM, RFAC or HKP
and some PDS) Battle group HQ of 2 command vehicles and 2 hover jeeps 1
Infantry company of 2 vehicle HQ and 3 platoons of 4 IFV and 8 line infantry
teams 1 medium tank platoon of 4 vehicles 1 SPG battery of 4 medium artillery
1 recon platoon of 2 'armored cars' and 2 GMS carriers.

Quality wise the forces were much of a muchness with the chits being pulled at
random out of a cup. I deployed my tank platoon in the wooded ridge and my
best infantry platoon (Elites with a 1 leader) in the village just to their
right. The rest of the infantry deployed in the town. The recon unit was set
up in the woods by the river. The artillery and BG HQ set up in the marshaling
yards by the railway station.

First Turn

The action opened with the heavy grav tanks approaching the wooded ridge where
my tanks were lurking, when the firing stopped one grav tank had taken a
mobility hit and two of my tanks were history. The infantry company swooped
onto the play area and took up positions on three sides of the village with
the infantry dismounted and ready for an attack. The defending platoon let rip
with every thing they had and called down an open sheaf artillery barrage on
one of the platoons. All the attacking infantry now had under fire markers and
one IFV had been taken out by MAK rounds. The missiles fired by my IFV's had
all been chopped out of the air by the PDS on the grav IFV's.

Bill's artillery parked itself on the baseline and the walkers appeared
heading towards the farm complex, my recon platoon rushed round to take them
in the flank and destroyed one and got a mobility kill on another however then
then got completely creamed by the grav bikes which got behind them.

Second Turn

At this point I realized that I had made a mistake, my tanks were on the
forward edge of the wood and thinking like a track head I had assumed that I
could now withdraw them through the woods, but of course they were GEV MBT's
and woods are "impossible" to GEV's, whoops. They either had to stand and die
or risk running in the open across the front of and entire platoon of heavy
grav tanks. They stood, they died. All three of Bill's infantry platoons
activated together to assault the village. One platoon failed its check but
the other two went in, in a close run fight the attackers prevailed and pushed
the defenders back into a single building (a church) and destroyed 3 out of 4
IFVs. Bill used his follow through activations to close assault again this
time driving the defenders into the woods behind the village and destroying
the last IFV, in a final follow through attack one of the two attacking
platoons failed its check but by this time the defenders were down to three
stands so they went in again. At the end the attacking company was spread out
from the village to the top of the wooded ridge with both of the platoons that
had attacked being shaken and having taken some losses, the defenders were
routed and down to two stands. The
rest of the turn was an anti-climax with the grav bikes moving down the
river valley and the surviving walkers approaching the town - both in
the hope of finding a position from which they could spot for fire.

Third Turn

The 3 mobile grav tanks moved into a position from which they could bring the
railway station under fire and Bill's infantry company reorganized itself into
effectively two strong platoons. My artillery and HQ shifted to get out of the
line of fire of the grav tanks but not before one SPG had been destroyed.

Fourth Turn

Bill's artillery dropped a barrage on one of the infantry platoons holding the
town and the grav infantry company moved into position to assault it. My
artillery dropped a barrage on the infantry as they got out of their IFV's.
Lots of chit pulls but very little effect. The Grav bikes moved to a position
where they could fire on my artillery.

Fifth Turn Bill's infantry assaulted the town but only just managed to get a
lodgment.
At this point I decided that discression was the better part of valor -
I thought the infantry could hold out but their line of retreat was being
threatened and next turn would be covered by fire from both the Grav tanks
and the Grav bikes - so everyone piled into their IFV's and retreated
off the board.

This was a definite victory for the attacker but the infantry company was so
beat up that it mustered about a platoon of infantry although they had only
lost 2 IFVs.

I managed to salvage about half my force, 2 platoons of infantry got away
along with BG HQ and 3 of the artillery pieces, the two surviving stands from
the platoon that defended the village also escaped. I had quickly decided that
the grav units were just too mobile for me to use an active defense, I had to
try and get Bill to come to me in a situation where I could nullify his
advantages, in effect I had to fight an urban battle.

In the second battle I was the attacker and I used the same force that I had
been defending with in the first battle. Bill took a force taken from a 1980's
style lorried National Guard battalion, the figures were mainly Heroics and
Ross with some Skytrex mixed in. Unlike the first battle this was an encounter
but we both expected the NG to move into position and then wait to be
attacked.

My forces (All GEV mobile) Enhanced Firecons, Enhanced ECM Battle group HQ of
2 command vehicles and 2 hover jeeps 1 Infantry company of 2 vehicle HQ 3
platoons of 4 IFV and 8 line infantry teams 1 medium tank platoon of 4
vehicles 1 SPG battery of 4 medium artillery 1 recon platoon of 2 'armoured
cars' and 2 GMS carriers.

Bill's forces Based on a early 1980's lorried National Guard unit, no or basic
ECM, Basic firecons

Battle group HQ of 2 jeeps 1 Infantry company of HQ of 2 infantry teams and 2
jeeps 3 platoons of 1 infantry team and 1 jeep and 3 lorries each with 2
infantry teams and 1 APSW team and 1 mortar platoon of 3 light artillery
stands, 3 lorries and 1 jeep
1 tank platoon of 4 M48's Slow tracked, HVC/4, 3/2 armour, basic firecon
1 recon platoon of 4 jeeps with APSW and 4 jeeps with RFAC/2(BAS)

The quality of the forces was decided as before by random pull, but I seemed
to get the better of it with Bill getting a couple of Green-3's and most
of mine been regular 1's and 2's.

First Turn

Both recon units raced down the Autobahn towards the junction with the
intention of using its ramps as cover, mine won - when they fired on
Bill's recon unit (which was a green with a 3 leader) it panicked.

The Bill's infantry company headed for the town along with the mortar battery,
the M48's headed for the wooded ridge. Two of my infantry platoons headed
straight for the town and the third moved down the river valley. My Armour
headed for the ridge as well. My artillery parked itself near the village
along with HQ.

Second Turn

The recon unit called down a converged sheaf barrage on one of Bill's infantry
platoons who had already used their activation and were
debussed -
there were lots of chits draws (4 guns in a battery, 3 chits per gun, 10
infantry stands and 3 lorries and a jeep in the platoon) and then there was no
infantry platoon (2 stands and a jeep survived). My recon unit fired on the
survivors Bill's recon unit who fled down the autobahn and off the board. The
other two NG platoons had debussed in the center of town and BG HQ had setup
in the railway station, however 2 of my infantry platoons had also reached the
town. My Armour crossed the ridge and spotted the M48's moving towards them in
a flurry of fire they killed 2. My third platoon moved into a position from
which it could attack the railway station.

Third Turn

My recon unit moved into a position where it could support my infantry
attacking the town. My Armour killed the last two M'48 then moved into a
position where it could fire at any units attempting to withdraw from the
town. My two infantry platoons in the town close assaulted two of Bill's
platoons counting on the support of their IFV's to counter the fact that they
were outnumbered (8 stands vs. 10 stands), this actually worked although one
platoon lost all it's IFV's. The third platoon made an attack against the BG
HQ, which pushed them back and left possession of the railway station
disputed. Bill repositioned one of his NG platoons so that it could support
the BG HQ. In all the assualts my attempts to do a follow up failed.

Fourth Turn

The platoon attacking the railway station attacked both Bill's BG HQ and
another platoon, the HQ was pushed back again (considering that 2 stands and 2
jeeps were fighting 4 stands and 2 IFV's they were doing pretty well). Bill's
2 platoons in the town mounted their lorries and tried to escape along with
the mortars taking some fire as the went.

Fifth turn

It was all over bar the shouting - Bill's BG HQ, mortar platoon and the
survivors of the other two platoons left the board while my infantry took
possession of the town.

This one was a bigger win for the attackers, in retrospect we should have let
Bill set up in place, in that case he could have used the number of
infantry at his disposal to suck me into a mini-Stalingrad (which was
what he wanted to do) he just hadn't realized how slow "low mobility wheeled"
vehicles would be when moving off road. Possibly another way of doing it would
have been to put a road between the town and the defenders
base-line
to allow units to quickly enter the town.

Lessons Learned

Neither of us had any specialist artillery observers, VTOLS or Aerospace, when
the artillery did work it was pretty spectacular but a barrage that dropped on
a large number of elements would lead to a lot of chit pulling. On the other
hand neither of us had any extra ammunition and in the first game I was
quickly down to harassing fire and one MAK marker for "emergencies". In the
second game I don't think the mortars got off a single round. It took them 2
turns to get to a position that was sheltered from my direct fire and then the
next turn they were in danger of being overrun by my infantry. I think we'll
be using specialist Artillery observers and
buying more ammunition. In a fast moving battle on-board artillery is
just too vunerable to someting like a grav bike or VTOL getting behind the
flanks a forcing it to move.

I got pretty frustrated trying to use GMS systems against units equipped with
both PDS (SUP) and ECM (SUP). Now if there was an ECCM system.

The best way to demoralize a unit is hit it repeatedly in close assault unless
you mange to panic a green unit with a bad leader.

Systems superiority can be a great multiplier, a tank with a superior
firecon and a HEL/4 can be pretty deadly.

From: Daniel Casquilho <danielc@e...>

Date: Fri, 2 Mar 2001 08:20:59 -0800

Subject: RE: [DS] AAR (or what I did in my Holidays) [Long]

> -----Original Message-----
[Snip his well done reports]
> Now if there was an ECCM system.

Interesting idea. Maybe make it a system that takes up a lot of space so you
would have a ECCM vehicle. Let's see how could this be done simple yet be
effective...... Anyone already done something like this?