[SGII] AAR

1 posts ยท Apr 18 2002

From: John Atkinson <johnmatkinson@y...>

Date: Wed, 17 Apr 2002 21:19:20 -0700 (PDT)

Subject: [SGII] AAR

OK, we played 2 games here over the past few weeks teaching a guy from my unit
how to play stargrunt.

Game 1, about 2 weeks ago.

Bluefor: Ad hoc borderer group, composed of:

1xAkritai squad (6xGauss Rifle&IAVR, 2xGauss SAWs, d6 armor) 3xBoukellaroi
fireteams (Elements of the local dux's
bodyguard): Fast d12 PA, 2xGauss rifles, GMS/P Sup,
Gauss SAW 2xBoukellaroi squads: d8 Armor, 7xGauss rifles (1 with
GMS/P Sup lcr), 1xGauss SAW
2xJeeps 1xFire Support varient of Theophilus Light Personell
Carrier.  Size 3, Armor 2, RFAC/1, 2xGauss SAW, Sup
ECM HQ Element: PL, PSG, Medic, EW

Redfor: Turkish Republic Regulars: 4xSquads: 8 men, d8 armor, 2xSAW, 2xRPG
(IAVR, reloadable), AAR
3xLight Tanks:Size 2, RFAC/2, Enh ECM, Armor 2, 2xSAW
HQ Element

The terrain was pretty open over 2/3 of the board,
dominated by a ridge along the south edge. The
northern 1/3 was densely wooded.  There was a square
of stone buildings near the east edge of the board on the edge of the forest.

The Turks came on board on the densely wooded North side. They pushed their
infantry up towards the stone buildings. Their tanks advanced into the open.

The NRE forces put the Akritai in the jeeps and pushed them into the
southernmost two buildings. The line squads were pushed up behind them. Two
fireteams of PA dug in and parked on the southern ridgeline and exchanged
indecisive fire with the light tanks (1 KIA, 1 WIA, 2 KOed tanks). The LPC
with a last fireteam was in reserve.

The Turks got into the northern set of buildings and started shooting it out
with the Akritai. The NRE put a squad into the east building and attracted the
attention of about 3 Turk squads. Got shot up pretty heavily. The second squad
of line troopers made their way into the building, and the Turks could no
longer generate the firepower to keep them both suppressed. One Turk squad
moved up to within 2 inches of the building then got mowed down. At this point
the last light tank charged at the PA, and gets wasted for it's trouble by the
LPC. Then the LPC charges in a pair of Turk squads and gets wasted by an RPG.
The PA dismounts and eats that squad for lunch in close combat. Another Turk
squad moves in a shoots up the PA. At this point, the survivoirs of the fight
on the
ridge reorganize into 1 six-man squad and charge into
the Turks, knocking out 2 squads in a series of close assaults.

At this point the Turkish LT, surrenders the last 10
combat-effective troops on the board as he is the only
one capable of effectively escaping and he doesn't want to explain what
happened to his platoon.

Lessons Learned: Do NOT get into close combat with unsuppressed Powered Armor.
Do NOT let John control the tempo of the game. Do NOT let John get into hard
cover. He who holds a reserve and commits it last, wins. There's a reason for
multiple SAWs in an MTOE. I didn't design the force structure we used.

The second game had a flaw in scenario design. Functionally identical forces,
except that one had 2
2-shot rocket launchers that had an 8" blast radius
and d8 impact. Oh, and did I mention that it was in a swamp so movement
outside of vehicles was halved. Roger got a position on the hilltop in the
middle of the game and I was setting up an assault until Roger's artillery
took out 2 of my line squads, my weapons squad, my LT, and 1 of my IFVs.
Meanwhile the enemy IFVs and my remaining IFVs pretty much trashed each other.
At which point I decided that there was no point in continuing the scenario so
I broke contact.

Had I done what my doctrine demanded, I would have broke contact as soon as
Roger got into position. There was no way to effectively maneuver, and I
didn't have the firepower to just blast a hole.