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Old July 3rd, 2009, 07:56 PM

RERomine RERomine is offline
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Default DAR: Yom Kippor War - Sinai

Egypt vs. Israel

Mission: Meeting Engagement, Sinai, 10/1973 - scattered objectives.

Enemy: Battalion - 1-2 Armor Co, 1 Mech Infantry Co, 1-2 Infantry Co, 2-3 Artillery Btry, plus SAM, AAA, etc. Average force experience, ~80.

Terrain: Map = 100x100. Desert terrain with lots of hills. There are a total of 15 peaks on the battle field ranging in heights from 20 to 50. The majority of the map is elevated to one extent or another. Also present is soft sand which will hinder rapid vehicle advances. To a much smaller extent, rough terrain is present providing a few defensive positions on each hill. Hardly worth noting are two clusters of desert palms in the friendly deployment zone. Each cluster is circular with about a 300m radius and moderate tree density. There are no roads and no water formations. Visibility = 34.

Troops: Mech Infantry Battalion w/Armor Co and divisional attachments - 1 Armor Co. (10xT-62), 3 Mech Infantry Co. (BTR-50PK APCs) w/2 Infantry SAM Sections each, 1 Artillery Btry (Off board, 6x122mm M38 tubes), 3 82mm Mortar Sections, 3 SPAA sections, 1 85mm ATG Section w/trucks, 1 100mm ATG Section w/trucks, 1 82mm RR Section, 1 107mm RR Section, 4 ATGM Sections, plus ammo supply assets. Average force experience, ~70.

Time: 19 Turns

Analysis

This is the third battle of this campaign. I got bored with the battle of the "big boys". As a challenge, I took the Egyptian army and my TO&E is based on some documentation I found. In the two previous "meeting engagements", I got decisive victories. The AI is still receiving a 50% force point bonus. Since my core is less expensive (~4600) than the previous battles, the 65 point objective flags are actually worth capturing and I've gotten them all in the previous two battles.

I learned a few things in those two battles. The first is the Israeli air force is a constant nuisance. Despite having infantry SAMs and some 57mm SPAA units, I still get hit. My kill ratio isn't bad with 50% shot down and the other 50% damaged forcing RTBs, but most of that is coming from AAMGs on my APCs.

Israeli tanks are deadly, so I don't fight them toe to toe with my tanks. I'm typically outnumber in tanks anyhow. A nice equalizer are the Egyptian Sagger missiles, which a mech infantry battalion has eight teams. They take a beating from Israeli artillery, but only after they have destroyed a number of tanks.

One other area the Egyptians are weak in is with infantry. A major part of it is due to lower experience, but the Israeli infantry is oriented toward fighting infantry. Instead of having some integrated AT weapon, they have some other sort of small arms. It seems like one Egyptian company has trouble with one Israeli platoon if they don't have help. A team effort is required to stop a whole Israeli infantry company, i.e., infantry, artillery, armor, SPAA units, etc. Israeli armor has to be neutralized by that point or things get very rough.

Enough about force analysis. Time to look at the map, itself. The first thing that stands out is one peak relatively centered, but with the center about 500m from my LD. It dominates a valley to the east. Anything moving in the center 70% of the map will be under any weapons on this hill. The height of this hill is 50.

To the north northeast is another hill with two peaks. Both of these peaks also have a height of 50. They are far enough forward that either side is likely to have to fight to take possession of them. They still can screen movement of my forces to the west. They aren't as useful for screening movement to the east because of the hill mentioned above.

Three lower peaks (30) in the southern half of the map do provide some covered routes of advance, but aren't as promising as possibilities up north. Since the center hill dominates these as well, they are also limited in their usefulness as firing platforms.

One hill in the enemy deployment area is of some concern. It is tucked in the southeast quadrant of the enemy deployment area. From that position, they can also dominate a significant part of the map center due to its height of 50. While they Israeli maneuver elements won't be positioned there, AAA and possibly other towed guns might be located there.

There are five peaks of height 30 or less in my deployment zone. None really are that impressive. The lowest hill has a small wooded patch to the northeast. From that position, some units can be set up to cover my flank. East of the woods is a small valley so fields of fire are clear. Further east are a couple of passes the enemy might try to use. This are will have to be watched.

The last notable terrain feature is soft sand. While it never seems to hinder the AI, I have to be cautious. There is a band just across my LD running from the north edge south about 1500m. There are no safe paths through it. I will have to deploy south of the band or risk passing through it. There is a similar band from the south edge heading north about 2500m. At least this one has a few paths through, but I'm inclined to set up a holding force here. Against a person, it would be a hindrance, but I think I would faint if an AI unit got stuck. There are soft sand bands throughout the map, so routes will have to be carefully selected for my advance.

Plan

I've broken my plan up into three sectors of operation with one infantry company and supporting antitank assets being the primary forces involved.

In the north sector, the infantry will seize and hold Hills 2 and 3. Antitank assets supporting are four recoilless rifles. Two will deploy on each flank of the infantry, but set back some from the main infantry line. From this position, the infantry will push forward and capture four objects to their east.

In the center sector, the infantry will advance into the gap between Hill 1 and 2. They will take positions in the eastern entrance of the gap and also on the eastern slope of Hill 1. Antitank assets, Sagger missile teams will take up positions on Hill 1. From there, they should be able to cover the valley to their east, the eastern approaches of Hill 2 to the northeast and the passes to the southeast and south. Four teams will set up and four will be held in reserve, relocating if needed to other area or to relieve the other teams as resupply is necessary. The infantry will push forward capturing four objectives to their east and southeast.

In the southern sector, infantry will hold their position from 5-10 turns. Their antitank assets are guns and not as readily mobile or affective as the recoilless rifles or ATGMs. The delay is to ensure enemy forces do not advance through the passes to the east catching the infantry without support. Additionally, an ambush is being set up with the expectation that enemy forces will attempt to approach through the passes. The AT guns positioned west of the passes, ATGMs positioned on Hill 1 to the north and the armor reserve nearby will engage any enemy forces exiting the western entrances to the passes. After the delay, the infantry will move southeast and then east through the southern most pass, capturing objectives along the way.

The armor company will be held in reserve west of Hill 1 where they can easily move northeast, east or southeast to support the infantry in any sector.

Primary artillery support is planned for the infantry in the north sector as their initial positions are further east than in the other sectors. It is expected these units will be engaged with the enemy before they are fully deployed.

I've attached a map with my basic plan outlined on it.
Attached Thumbnails
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Name:	South Sector Plan.jpg
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