Showing posts with label Battle Group Commander. Show all posts
Showing posts with label Battle Group Commander. Show all posts

Friday, 18 November 2022

WWIII - Somewhere in Belgium in the late 1980's a Cold War Goes HOT [Part 2 of 2] The Battle

The Soviet player made very obvious pushes on the far right and centre of his line but almost unnoticed  there was a subtle (BTR Battalion sized) end-around left. "Bear Two's" report had not gone unnoticed or unheard, its importance had been digested, understood and the opportunity was tantalising. The Soviet General committed his fifth BTR battalion to his far left. Although slow in its move up across rough ground but its significance is huge, as it was the key to unlock the Belgian back-door and completely break the line of defence (see below, quietly the the fifth BTR moves up in company column and line): 


In the middle of the battlefield, what seemed to be destined for a bloody tank-v-tank slug fest, frittered away into a long range sniping duel. After a worrisome moment where the Belgian Abrams could have been caught in the open, it changed to professional calm as the M1s acquired the safety of hull down positions - which meant it was (very, very) prudent for the Soviets to retire their "gun line of tanks"; leaving both sides covering a "dead zone", one that either side could only move through at its peril. A Mexican stand-off. Suddenly this part of the battlefield was static. Note: The best Belgian unit was held in check, fixed into a defensive position. The battle would circulate around the M1s rather than them being an active part of it (see below, the T-72s prudently move back after firing a last Parthian shot):   


Meanwhile Soviet infantry swarm into a Belgian town sector. The Soviets have mechanically and efficiently de-bussed a whole battalion into an urban sector defended by a single company of Belgian infantry. The supporting Soviets tanks, and there is always a bunch of supporting Soviet tanks wherever you look, roam the perimeter of the urban area, like frustrated dinosaurs taking pot shots at targets of opportunity. Burning Belgian Cavalry recon M113s burn like Roman candles (see below, the Belgians were clearly caught off guard, displaced, pinned and unnerved in this isolated town quarter. A very bad start to the day - local reinforcements are called up and the Belgian Divisional Commander commits his reserve, but will it get there in time to be of use. The Russians are pressing everywhere): 


Although the town fighting is abstracted in Modern Spearhead/Battle Group Commander, you get the sense of the Belgian's dire predicament; they are outnumbered 3:1 and the enemy is bringing down indirect fire assets to bear. It is only a matter of time before the outermost town sector falls, retreat is impossible because the boulevard is covered by those damn T-72's main guns. What is more worrying is fact that the Belgian right flank is now hanging completely exposed as miscellaneous Soviet AFV's bypass the town. The only Belgian hope is another frantic rushed commitment of reserves to plug the gap (see the Soviet pressure below, one Soviet battalion in the town, another flanking left, yet another rushing right [into the larger "centre" of the main town] - the Belgian infantry defensive line is crumbling and their powerful M1 Abram tanks are hull-down in the wrong part of the battlefield so cannot help and could they even help in an urban environment?):  


The Soviet BTR Battalion that was called up to exploit the hanging gate explodes onto the Belgian left flank. Just a single company of Belgian infantry are hunkered down on the edge of the woods, in cover holding this flank. The Belgian infantry faces off against a composite Soviet armoured infantry force, very wary of the deadly NATO AT LAWs. Recon "Bear Two" is called upon once more to advance and flush the Belgian infantry out 'by being too tempting a target' not to fire at. The Belgian infantry is hoping they can buy time for a company of AFV "Tank Hunters" to deploy and make a mess of the Soviet armour (see below, the infantry combat here is critical to the outcome of the wider battle, a time for the NATO troops to show their professionalism, hold their nerve and hold the line): 


Firing is simultaneous and represents an extended firefight for over a period of fifteen or so minutes of direct and indirect fire (the blue markers on the NATO forces are player aids to assist remember who is still to fire). The advantage of defensive terrain for the Belgians is partly offset by armour and more heavy calibre weapons of the Soviet mechanised infantry and the Soviet advantage in numbers. Each stand represents a platoon of infantry or troop (4-5) vehicles, casualties represent KIA, wounded, troops temporally incapacitated and lack of cohesion. Vehicle hits represent KO, non-runners and abandoned vehicles (see below, "the dice will have it" all hangs in the balance): 


The close combat is brutal and as the guns speak the Soviets take a terrible 20% casualties but the Belgians take a horrific loss of 50% combat effectiveness. That means unless there is a miraculous intervention the Soviets will likely overrun the Belgians, especially as the Soviets too have additional troops moving up. The sounds of the Belgian armoured "Tank Hunters" moving up through the woods gives cause for some hope, but the terrain is too poor for these ersatz tanks to make quick progress (see below, the Belgians will need (or be blessed with) a massive amount of luck next turn or face a crippling blow from which they may not be able to recover):  


"Fate" is not kind to the underdog. The plucky Belgians are overran. They lost the initiative and the Soviets unleashed a second wave, of this time newly dismounted mechanised infantry, which broke the Belgian infantry company into pieces. What is even more worrying, the ersatz tankers who hurried up a break-neck speed are now completely without infantry support, which means the "hunters" are going to become the "hunted" in very short measure (see below, the fate of the whole battle is hanging on the outcome of this small micro-battle on such a small plot of real-estate): 


The Belgian "hunters" become trophy "hunted" by dismounted Soviet mechanised infantry, the Soviet BTR Battalion commander duly reports success back up the chain of command. The Soviet system is brutally simple - reinforce success, ignore failure, in fact punish failure by taking away assets that can be more usefully deployed elsewhere. The only black mark for the Soviets is that valiant "Bear Two" was lost by straying too close to an ersatz tanker and finding that the cannon was more than good enough for despatching a BRDM2 armoured car with. Still I am sure that the Soviet Divisional Commander has a posthumous medal in a tin box waiting for his widow (see below, the significance of this reverse it dawning on the Belgian Divisional Commander, as 'one-by-one' his units on his right flank are going "off net" unexpectedly): 


Crunch! With the last defending Belgian back stop removed the Soviet General can sense blood and the potential of a huge Divisional breakout. A radio frequency is dialled and the Regimental Tank Commander's voice is heard expectantly asking, "You have orders for me Comrade General?" "Yes Yuri. You are to lead the divisional breakthrough in Sector Four Two, there is no meaningful resistance left. The BMP Regiment will be close in support behind you. Punch through the woods to the left of the town, we have the Belgians on the ropes, show them no mercy! Speed Yuri, speed is of the essence. May the devil run with you! Overrun their headquarters and rear area!"

Thursday, 17 November 2022

WWIII - Somewhere in Belgium in the late 1980's a Cold War Goes HOT [Part 1 of 2] Ebb and Flow

The Sunday morning quiet of a sleepy Belgian town is rudely broken by military diesel engine revving noises as camouflaged armoured reconnaissance vehicles trundle inconsiderately into its sleepy suburbs. Recon is wit, speed, aggression but tempered with enough caution to live long enough survive and report. The Soviets thus win the opening moves with their aggressive thrust (see below, the Soviets advance across two thirds of the table whereas the Belgians are content in gaining local objective points around the town, the consequences of which means that the Soviets can spread and seek out the weaknesses of the Belgian defence):    


The Soviets are poking their noses around corners of fields, folds in the ground, trails through woods - constantly testing for gaps and finding out where the Belgians are and are not. This empty road seems to point straight into the NATO backfield (see below, a tempting  open flank is found that really needs to be explored by "Bear Two" - no Belgians in sight either, even better): 


The Belgian reconnaissance commander is bemused by so many reports coming in of enemy movement across the whole front, surely the Soviets cannot be here so soon? Small arms fire is heard from the outskirts of the town, looters or the enemy? The implied reported numbers mean that the Soviets are here in force, it must be a whole recon battalion which implies at least a couple of regiments will be following up behind. There is going to be some hot action starting here very shortly. Still the valiant Belgian is reassured in himself that the Belgian formation is tank heavy, so they should be well placed to stop the Reds in their tracks (see below, the morning solace is broken all hell is about to break out): 
 

Significantly a Soviet recon creeps quietly across an important river. The Soviet Lieutenant briefly reports, "Bear Three. Route Green Three is open, feet dry!" Back at the mobile command centre, a wry smile breaks across the face of a grizzled Soviet Motor Rifle Divisional Commander as he taps a Red BTR Battalion marker on the map, "Forward! Fast!" (see below, there is a fleeting opportunity to exploit the slow moving Belgians):  


Incredibly the Russian motor cycle reconnaissance platoon along with a BRDM2 armoured car support troop races around the sleepy Belgian suburbs without encountering any opposition. Not understanding how they are still alive they radio in "Bear Two. Route One Open. Repeat, Route One Open!" This generates yet more frantic activity at the Russian Divisional HQ. Three battalion markers, each representing a BTR formation is moved across teh map to the town. "Take the town!" barks the General, knowingly committing a full regiment of his best (BTR) infantry supported with their organic tank companies (see below, a Soviet Recon unit disbelievingly with an open road and no sign of any opposition): 


Meanwhile the Belgian recon is hunkering down behind a riverine and near a friendly town. They nervously expect to meet Soviet Recon elements at any time. They are hoping their powerful M1's will appear soon. The Belgian caution resembles more of a peacetime operation, following a known COA with NATO Allies playing Red, repeating a common TEWT pattern and a plodding ignorance of an active enemy stalking them (see below, the Belgian recon is far more content to watch across the river than actively probe beyond it, they are bivouacked and awaiting orders and thus vulnerable to unexpected "events"): 


"Events" such as a whole battalion of BTRs crossing an undefended bridge on the Belgian left flank, something which the peace loving Belgians are totally unaware of (despite the Belgian player being able to "see them" out of the corner of his eye). So, 'Bear Three' has the company it requested, is really happy and is ready to push forwards to create more mischief. The Soviets are flanking left in battalion force, even if jut to be a nuisance (see below, undoubtedly the Belgians will have to react to it and in teh process be "distracted" from teh defence of the central town): 


Speaking of which, the "town" has now become the centre of attention for "three" Soviet BTR battalions. The first of which runs into Belgian teeth, a formidable Belgian defensive formation, a battle line of M1 Abrams tanks deployed onto a key terrain feature overlooking the approaches to the town. The Soviet Tank Coy supporting the BTR Battalion starts a fire fight to cover the Soviet infantry deployment (see below, the BTR battalion is ordered to de-bus into the urban area to its immediate right): 


However, the two other BTR battalions find much less opposition barring their way into the town and push the Belgian reconnaissance units easily aside. A burning M113 tells the sorry tale. The last thing an armoured Belgian cavalry commander really wants to do is play "meet and greet" with a Soviet T-72 in a boulevard. One BTR battalion spreads out in deployment of a fighting line covering the third battalions column of attack into teh heart of the town (see below, deployed Soviet infantry are now advancing into the town and the Belgians find themselves on the backfoot and need to make an emergency deployment): 


The Soviet floodgates have been unleashed. Two full BTR regiments, the wheeled infantry complement of teh Soviet Motor Rifle Division, are set in motion. The broader plan if for the Soviet infantry to find a weakness in the Belgian defensive line. Then the Tank Regiment followed by the BMP Regiment can create a deep penetration. 

Thursday, 12 October 2017

Cold War Flash Back 1970-90 (1:300 Micro Tanks) Soviet MR XX Project Tank III (WIP)

I happened in the loft upon an old collection of 1/300 modern micro armour. A project the better part of three quarters the way through making the order of battle for a Soviet, circa 1980's. Motor Rifle Division. The BMP and 2 x BTR regiments were all made, the next step being the organic Tank Regiment for the Division. The current state of affairs of the OrBat of stands to be completed is shown (see below, 21 stands waiting for tanks and odds and sods to fill in):


A little tender loving care (TLC) was applied to the basic brown, along with labelling the units in standard Spearhead fashion at the back of the base (see below): 


The missing stands in the above picture required a basic brown spray undercoat of "brown" to seal them (see below):


Sadly I don't think they match the original batch so I will have to lighten the base with an old fashioned brush (see below):


Next: Time to root out the silver legions of "micro tanks" to populated the bases!

Thursday, 25 April 2013

Plastic Soldier Company (PSC) T70 Light Tanks

I simply could not stop myself, there were too many seductive blog postings complementing the Plastic Soldier Company on their T70's, so I got a packet (see below): 


They are brilliant, the kit fits together like a dream, have cool tank crew members (turret commander and driver) giving three dramatically different versions for a lovely variety of poses. The assembly time was literally measured in minutes. One construction tip if/when you use the driver figure, 'trial' the turret carefully with it as you have to let the gun rest in a slightly elevated position to be able to traverse over the driver's hatch cleanly. I made a mistake on my first model but luckily I could easily switch turrets with another model.

;) 

They also fit it well with my existing two resin T70's from Britannia Miniatures [aka the ones already base-coated in Russian Green] (see below):


The above gives me in Command Decision/Spearhead terms a Battalion HQ tank and two light tank companies, a third light tank company can be made from two T60's (see below, Britannia Miniatures resin kits) I also have to make a full light tank battalion (1942/43/44). Alternatively it's a strong T70 troop for skirmish level "reconnaissance" games.


I just keep hoping that the Plastic Soldier Company keeps pumping out these kits. My wish list of future kits would be:
  • (British version) M3 Honey .. why doesn't Revell release this old Matchbox kit?
  • (US version) M5 Stuart (as in teh sloping armour upgrade of the M3)
  • Cromwell (OK, there are a lot of them about now but I know they will make a nice job of it and would probably give a 95mm Centaur version as well)
  • German Panzer 35t
In the meantime I intend to get more of their existing range, as I seem to be having something of a 20mm WWII Renaissance at the moment

Saturday, 9 March 2013

WWII Battle: German Panzer Grenadier Attack (Breakthrough) Part V

The hard working British artillery crews manning the RHA 25 pounders paused and looked up. High above them a distracting sound came looming and booming, becoming louder and louder. The noise turned into a high pitched wail as the gunners recognised their foe to be the deadly German aerial artillery, "Stukas"! (see below): 


The first attack of cannon was sufficient to disrupt and suppress both of the guns (see below):


Then the bombs landed with pinpoint accuracy and blew the 25 pounders, limbers, trucks and crews apart. There would be no more friendly artillery support for the British commander (see below):


On the front-line the morale of the beleaguered British infantry battalion collapsed and as the situation had threatened it would do. The battalion ceased to exist as an effective fighting force. The German formation, supported in its attack with a battalion behind it, suffering only minor causalities and having no suppressions, having a regimental commander screaming for immediate exploitation of these favourable developments, not to mention the battalion's own veteran status 'passed' its status check with flying colours. The British linear defensive position had been completely turned. The only British stand in camera shot below is the British FOO who had just lost his artillery and was about to be removed from play (see below, top middle [white based counter]):


The German third infantry formation advanced with the intention of becoming the support battalion to the veteran Panzer Grenadiers, while the 'spent' German battalion would recover its suppressions and push on to the enemy baseline to secure the off table bridges (see below):


The German 'veteran' battalion mounted back up into their half tracks and pushed on into the British defensive vacuum (see below):


The game was called at this point as a major German "strategic victory".

Technically the Germans still had to clear a wood in the middle of the table that overlooked a portion of the "road to the sea", however the British forces were now: out of artillery support, had also started taking "regimental status checks", were outflanked, out numbered [at best 2:1 but possibly as bad as 3:1 depending on the tactical situation], were fighting with a 'green' battalion [as in the 'weak' battalion in the woods] versus 'veteran' Germans, were also facing the prospect of receiving Stuka dive bombing attacks now the British artillery had been taken out (and their low/crumbling morale would certainly not like that), they (the British) would be hit by a divisional concentration of German artillery and at last, at very last, the German regimental infantry gun should get a chance to fire at them (something I had attached to the third battalion as opposed to what I should have done, namely having it being called in to fire indirect all game as a regimental asset). 


It was a 'very good' (if not frightening) game to play, certainty having the feel of France 1940. It lasted some three and a half hours and was the most 'conclusive game' of WWII combat using the Battle Group Commander rules I have yet played. There were two players and an umpire. I have to thanks the BGC lads at Hartlepool for putting on a great little scenario.

:)

And I am looking forward to the next one!

Friday, 8 March 2013

WWII Battle: German Panzer Grenadier Attack (Send in the Support Battalion) Part IV

Unfolding events and serious consequences ...

Events across the other side of the table had a precipitous effect on the British player morale as another infantry battalion (this time the one furthest from the Germans) "retired" in a disorderly state (with their backs to the enemy) towards its own (or was that the the French) baseline. The British commander  (with his hand caught in camera shot "Gotcha") 'lagged back' as many of his stands as possible within the confines of his operational zone and command radius to HQ . I could see the logic but also its ultimate futility as 'if' the half tracks broke through on the other side PIB "two legs" could not hope to catch "tracks and wheels" (see below):


The 'retreat' continued as far back as possible leaving their HQ as the 'advanced picket'. I'd like to see this one explained to the members of the Imperial Staff College and Monty (see below): 

Note: Please observe that the stands are all facing the wrong way!


The middle British battalion also felt obliged to go to the "Teddy Bears' Picnic" in the woods (see below):

Note: Please observe that again the stands are all facing the wrong way! 


Meanwhile the 'faltering' (i.e. its morale state, as it was still fighting hard) British battalion bore the brunt of a mechanised infantry attack from a fresh (veteran) German infantry battalion, the 'crack' unit of the German infantry regiment was being thrown in against the vulnerable 'wavering' British battalion.

Note: See how the initial attacking infantry unit fell back a half move facing the enemy (allowing it count 'in support of the attack'), this left enough space for the half tracks to plough through to be within an inch of the British rifle platoons to enable them to first 'see' the concealed enemy and fire on them during their 'moving fire phase' (see below): 


As the defended hill crest was not suitable (as it counted as cover) for an armoured 'overrun' attack, the Panzer Grenadiers dismounted out of their half-tracks and awaited the inevitable incoming defensive fire (see below):


The third fresh German infantry battalion also now moved up, from the 'operational sphere' to make a 'tactical' contribution (see below):


The infantry combat is bitter and brutal.

Despite the odds against them the British still manage to kill a German rifle "Platoon" (and again this will cause an annoying 'status check', that if failed would derail the strict assault time table"), but in return the German 'veterans' (with their dreaded +1 combat bonus) 'cull' a whole British infantry "Company". This means the British battalion will face an extreme "status check" and in its current dire morale state it could mean a complete morale disintegration (see below):


Next: "Status Check" time and "Who will rid me of those troublesome 25 pounders?"

Thursday, 7 March 2013

WWII Battle: German Panzer Grenadier Attack (Smoke Screen and the Infantry Assault) Part III

The defending British Battalion was suffering under successive rounds of artillery bombardment. The good news (for the British) was that the German XXX assets were now expended, but the German XX assets were still making his life hell. The British Battalion HQ was suppressed and an already suppressed rifle platoon died under a second suppression (see below). This death would trigger a British "status check" so the emphasis for the German now was to 'get in' and add to the dead tally to break the battalion's "fighting will to continue" (see below):


The Germans now switched to laying a "Smoke Screen" to restrict British incoming fire and isolate the British middle (see below, good plan but it all depends if the smoke screen actually "takes"):


Meanwhile the British unilaterally started to pull back (nay retreat) from their "middle" operational sector. This was to avoid their linear defence being outflanked and perhaps allow their regimental commander time to allocate a new defensive objective and form a second line of defence. However the British player was caught between the horns of a nasty dilemma; by concentrating on making a new defence line the first line would inevitably crumble quicker; but bolstering the beleaguered battalion with command emphasis would leave the other British battalions without new (relevant) orders and effectively become dead sticks stuck in the mud. The Brish commander chose the latter option, to concentrate in fighting on with the front line (which made the best sense).


The German infantry moved in for the attack under cover of the "smoke" (see below).

Note: I had made a mistake here as the lower smoke screen (see photograph below, bottom middle) was rendered useless by my troops attacking through it (it does obscure movement behind it but it did not count as cover, as in it does not stop bullets). I wanted to attack as opposed to just move into position behind it. I should have used these artillery battery as either in straight forward indirect fire mode or by doubling my chances for an effective smoke screen at the top (see photograph below, top middle)


The Germans pick up a couple more suppressions in the fire-fight, but manage to kill another British rifle platoon (and make that "status check" for the British harder to pass, see below):


However the "smoke screen" does not fully develop (in fact fails pitifully) and the extra incoming British fire takes out another German rifle platoon, thus making the German formation take a "status check" (see below): 


The British take a morale check (rolling low when high was desperately needed) and the Tommies "falter". This means no forward motion allowed (which saves a German FOO from being 'close assaulted by a British rifle stand) and leaves the battalion's morale just to say 'hanging on' to their 'confidence' in its original orders. The Germans pass comfortably and stand ready to exploit their gains (see below):


Until that is the British FOO bring the 25 pounders back into play suppressing another two stands in the German assault battalion. Now it has taken one third casualties and has another third suppressed (see below). Perhaps it is time to play "tag you're up" with the Veteran Panzer Grenadiers in the Hanomag 251 half tracks "supporting" the lead battalion.    


Next: Close quarters infantry combat

Tuesday, 5 March 2013

WWII Battle: German Panzer Grenadier Attack (Artillery Bombardment and Assault) Part II

Before the British player deployed his troops I (aka the German player) had to elect where my preplanned artillery was going to land. I decided to centre the attached XXX assets (150mm x three artillery templates) on the known position of a British infantry platoon, one template directly on it and one template either side of it hoping to catch a "linear defence". As it happened this came up trumps, suppressing five out of eight defending infantry stands (see black markers below).

Defenders take note: It pays to stagger your defensive line when you know or expect to attract incoming artillery attention. 


For my three attached divisional (XX) assets I chose a similar tactic but this time took a poke at British battalion HQ. Here I was not as successful in "quantity" but the notion of putting a command function directly under fire is a sound one. One template was sadly wasted but five out of six templates were hitting something useful. The cover bonus of the woods came to the rescue of the HQ (for this turn, see below):  


The German attack battalions (one attack and one supporting) tried to 'close the distance' to the enemy front line and get into an attack position while their artillery was causing havoc on the British defenders (see below):


The mystery of where the remaining German third battalion was going to come in was solved (much to the alarm of the British Brigadier) as it steamed on behind the other two German battalions in the Green operational zone (see below). At least the guessing game was over for the British commander but he could see two thirds of the British force was clearly "out of position". The German player was happy as I (first person) had created a local tactical 2:1 odds attack (supported by artillery) and was reinforcing it operationally to 3:1 odds. I was assuming one battalion was likely to become "spent" in the initial attack but would 'hopefully' it would hang around for 'support status' afterwards. Best made plans of mice and men or is it pride coming before a mighty big fall?


As the lead German battalion closed to with in shooting range (six inches on the table top) I soon found out that the British were not going to simply 'roll over' as I lost two platoons to very accurate rifle fire from the non-suppressed stands (see below). Even more annoyingly as they fired from crest line cover and were low visibility stationary targets I could not as yet see them (yet) to return fire. This meant I would have to endure another 'advance to contact movement phase' and take 'more' incoming fire.


The German casualties meant an unwelcome "status check" (basically asking the question, "Does the battalion still want to attack?"). The higher regimental commander was on the net (adding his bonus) stressing the need to press on with the attack regardless. The test was passed and the battalion would continue its attack (for at least another turn). I was still relieved that 'only' half the defending British stands were firing at me (see below, black markers mean suppressed infantry stands):


Just as I (the German player) had thoughts of "getting a move on", I discovered that the British had an active FOO (Forward Observation Officer) and that RHA 25 pounders have a nasty sting in their tail (see below). The resulting additional suppressions meant that the German attack battalion would only be able to put two thirds of its strength into the attack. I just hope the rest of the British battalion doesn't "wake up" and recover in the 'suppression removal stage'.


Next: Pressing home the attack