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Old November 13th, 2008, 10:14 PM

RERomine RERomine is offline
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Default DAR: Alam Halfa Ridge

Germany vs. GB

Mission: Advance, Alam Halfa Ridge, 8/1942 - grouped objectives.

Enemy: Reinforced Battalion - 1-2 Armor Co., 2-3 Infantry Co., 6-8 Artillery Btry, plus ATG, AAA and air support. Average force experience, ~70.

Terrain: Map = 100x100; flat terrain with series of old wadis generally oriented east/west, some spots filled with soft sand, other parts impassable; rough generally along wadis; limited soft sand; visibility = 59; no roads; no logical axis of advance.

Troops: 1 Armor Co. (PzKw IVg), 2 Infantry Co. (SS w/tracks), 7 Artillery Btry (On board, 9 SP, 16 towed w/o transport), 2 Assault Gun Pltn. (StuG IIIf/8), 2 ATG btry. (75mm PAK 40 w/tracks)), 2 MG Pltn (MG42(2) w/tracks), 6 truck mounted 88s, plus recon, AAA and ammo supply. Average force experience, ~95.

Time: 37 Turns

Analysis

And I thought the last battle looked bad! There are no concealed approaches to the enemy positions that vehicles can use. On top of that, visibility is high. IMHO, if during an "advance" battle you can see the victory hexes from behind your LD, that's high visibility. The enemy will have 6pdr guns, either as ATG or tank mounted. Those can kill my StuGs at 1000m, tanks at 2000m and every other vehicle I have that blunders into range, IF they can hit them! My guns can kill enemy vehicle also, but as the delaying force, the enemy will get first shot if it turns into a tank fight. That said, the 6pdr threat needs to be eliminated to make this an effective mission.

Dismounted infantry has concealed approaches that I've looked at, but those will take too long. It would take about 30 turns to reach attack positions by traveling up the wadis, without being opposed by the enemy. Seven turns just isn't enough time to capture the victory hexes from the nearest practical attack positions. This advance is going to have to be more straight forward and well planned.

Plan

Leg units will advance out in three waves along a 1500m front in the center of the map heading East to capture the victory hexes:

Wave 1: Scouts; primary mission is basically what scouts do, identify enemy positions. Cross LD turn 1.

Wave 2: Two infantry companies; primary targets are infantry, ATGs and AAA, in that order. Cross LD turn 4.

Wave 3: Six MG-42 teams; primary targets are infantry, ATGs and AAA, in that order. Cross LD turn 6.

ATGs will position to support infantry advance; primary targets are tanks(if in effective range), ATGs, AAA and infantry.

AFVs (PzKw IVgs and StuG IIIf/8) will position in concealed positions (depressions or wadis) near LD to support infantry advance; be wary of 6pdr threat; primary targets are tanks(if in effective range), ATGs, AAA and infantry; advance forward once 6pdr threat neutralized.

Truck mounted 88s will position in concealed positions (depressions or wadis) near LD to support infantry advance; primary targets are tanks.

Artillery will position in concealed positions in rear area and support infantry advance with indirect fire; primary targets are ATGs, AAA, infantry and artillery; smoke barrage will not be used as it will block visibility of advancing and supporting units and invite early counter battery fire.

Truck mounted AAA, see "Special Mission".

Half-tracks, see "Special Mission".

Recon tracks, see "Special Mission".

Special Mission

Since enemy air assets are expected and the enemy likes to use them early, the plan is to try to pull them into an ambush. In the middle rear of the deployment area, AAA and half-tracks(w/AAMGs) will deploy in a dispersed within a 500m radius of position (15,50). Within this area the recon tracks will move around openly. Hopefully, the enemy will see this activity and call in air strikes which will result in the aircraft being destroyed or at least damaged. This will need to take place during the first 5 turns of the advance. During this time, all other vehicles need to remain concealed and not engage. No artillery assets will deploy within 1000m of the center AAA engagement area. No artillery strikes will be called during the first 5 turns and will refrain from firing for as long as practical.
Attached Files
File Type: zip Engagement Area.zip (163.1 KB, 278 views)
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