Frits AAR

3 posts ยท Feb 27 2001 to Mar 1 2001

From: Barclay, Tom <tomb@b...>

Date: Tue, 27 Feb 2001 11:13:22 -0500

Subject: Frits AAR

Q: How do you deal with a one on one squad confrontation across an obstacle
(river in this case) with both sides in cover.

A: Tough. Both you and your opponent have good cover. The obstacle slow
movement and can become a killing zone if you try to cross it to close
assault. Plus you give the defender a free shot if you are even a little slow
in the crossing.

Solutions: 1) artillery. 2) Split your SAW from the rest of your team in the
hopes of generating more suppressions to allow a CA. 3) Withdraw to attempt to
draw the enemy or to allow you the liberty of choosing another attack angle
that does not involve river crossing (cross downstream and move to engage). 4)
The best: Get another squad in to help you suppress and damage the target
squad. It takes a lot of FP in heavy jungle cover, esp if target goes IP.

Q: How much terrain?

A: Depends on the game. Infantry games benefit from cover. For interest, I try
to keep cover no closer than 4" apart, and no further than about 9". This
gives places for infantry to "bound". If you leave some open space, it gives
vehicles a place to operate, and for long range weapon fire.

Q: Artillery?

A: Some light mortars, once and a while a battery of light or medium arty (3
gun). Not often, and usually only in assault or defence of fixed
strongpoints. If your troops have D8 partial-hardshell (like I rate my
FSE and OUDF) and then get IP or in some cover, then arty isn't that bad to
deal with. If they are in D4 fatigues in the open, they get ripped apart.

Keep up the good work. Try some of the scenarios from the back of the book,
they are reasonably well balanced and don't have huge amounts of arty
involved. Plus, don't underrate the quality shift of being veterans....
means you miss fewer comms/transfer rolls, you survive morale better AND
you shoot better and further. That's a big step. Quality IS stargrunt. Also,
keep in mind that a defence of superior terrain should not be assaulted with
less than 1.5:1 odds (in wargaming) but in real life that'd be 3:1 or more.
Static defenses can be very grim to assault - defender has cover and
fire initiative, you have to move through the open. If you used any overwatch
or
reaction fire, its even tougher to assault. Figure in mines/CDMs,
artillery registered in defence, emplaced heavy weapons, and you can really
need a rather revolting amount of effort to dig out the target. Oft times,
these emplaced forces are bypassed.

From: Frits Kuijlman <frits@k...>

Date: Wed, 28 Feb 2001 10:10:06 +0100

Subject: Re: Frits AAR

Ok, thanks for all the advice. In two weeks we'll have a whole weekend at an
UK base in Germany. We'll take our SG2 stuff along so we'll have plenty of
opportunity to try out different scenarios. We'll use more regular grunts and
less artillery which will hopefully give
better results. At least some of the rules munchkins won't be there:-)

Cheers,

From: Allan Goodall <agoodall@a...>

Date: Wed, 28 Feb 2001 21:43:43 -0500

Subject: Re: Frits AAR

On Wed, 28 Feb 2001 10:10:06 +0100, Frits Kuijlman
<frits@pds.twi.tudelft.nl> wrote:

> We'll use more regular grunts and less artillery which will hopefully

If you have the chance, try coming up with a scenario and post it here for us
to "vet". We could give you some suggestions, maybe help it be relatively
balanced on the first crack.