|
Section Leaders:
Fionn Kelly & Madmatt
|
Open
Terrain After Action Report
Fionn vs. Nameless Boy |
Click Here for
Print Friendly .DOC version
German
Movies for turns 1-3
German Commander - Fionn
Kelly
German Turns 1-3
Might
Makes Right
A study in conducting an
attack over open terrain.
Open terrain can be among the
most dreaded types of ground for a modern commander to attack over. His
lines of advance are uncovered, open to enemy observation and fire.
What little chance he had of masking his main effort is obliterated the
instant any of his forces begin moving and, generally speaking, an
attack over open terrain generally results in a heap of dead
Panzergrenadiers and Panzers marking the furthest extent of your
advance.
The very simple way to get
around this problem is to rely on Soviet doctrine and let those
wonderful minds exterminated in the Great Purges of the thirties guide
your hand when selecting forces and creating a general plan of attack.
Firstly:
Any attack is primarily an attack against the
enemy’s anti-tank defences, secondly the beginning of a deep
penetration into the depths of his defence, specifically his artillery
parks, and only lastly an attack against the enemy’s infantry
formations. Without a viable forward anti-tank screen and with his
artillery parks lying in ruin or retreating as quickly as they can his
infantry will collapse quite quickly.
Secondly:
Any attack into the enemy’s operative depth must
comprise four distinct tank formations and, by extension, types of
tank. We must deploy reconnaissance panzers, assault tanks( or, as I
prefer to call them, sperrbrecher panzers), medium battle tanks and
lastly, infantry support tanks.
Thirdly:
ALL enemy manoeuvre in the zone to be attacked will be pinned by
friendly artillery fire until such time as infantry forces can be
brought into action to pin said enemy manoeuvre elements.
Fourthly:
Once the enemy is localised, attrited by artillery and
pinned by infantry the suitable tank type will be brought forth to
destroy the enemy.
Now, let us look at the
scenario terrain, my purchases and my initial force setup.
The scenario features several
prominences which make ideal positions for my Sperrbrecher panzers to
take up position and dominate the terrain. I will utilise said
prominences to reduce my enemy’s ability to shift forces from flank
to flank and control the centre of his position.
The
right flank features a wonderful covered route of advance comprising a
small valley running directly into the enemy’s rear. My medium tanks,
gifted with greater speed than the sperrbrecher panzers will advance
down this gorge and, once clear, wheel left and roll up the enemy
flank.
Three hills dominate the
terrain. Initially I will push one company down the map. Each hill will
be visited or observed by one platoon from this company. This company
will be split into half-squads as much as possible as it is only a
reconnaissance force. Upon achieving contact with the enemy the platoon
which makes contact will coalesce, form its half-squads into full
squads and, in concert with my artillery and tanks continue to push
forward until it is annihilated. Once it is eliminated I will move a
fresh platoon through its position and continue the attack. This will
keep the pace of my attack up as high as possible and allow me to
maintain a reserve for as long as possible.
The battle will be decided on
the leftmost and central hills. The rightmost hill will fall to me
easily but I can expect bloody struggles to occur on each of the other
hills. This suits me perfectly however.
My purchases….
I received no response to my
email enquiring as to whether we would enforce a Panther vs 76mm limit
and so I have assumed that Gary will buy as many Sherman Jumbo 76s,
Pershings and Jacksons as he can possibly manage. Therefore I will buy
a few King Tigers.
Recon Screen:
3 Pz II Lynxs
2 x
SS Motorised Panzergrenadier Platoons
Sperrbrecher Element:
4 x Elite King Tigers.
Manoeuvre Element:
3 x Veteran Panther G (late)
Infantry and AT gun
Suppression Element.
4 x Crack SS Motorised
Panzergrenadier Platoons.
12 x Regular StuH42s
Artillery Element for the
support of the Manoeuvre and Infantry Suppression Elements:
3 x Veteran 150mm FOs
6 x Regular 81mm FOs
I felt that purchasing Pz IVs
for the Infantry Suppression Element would be a bit of a cheat as they
have considerable anti-tank firepower and I wanted this game to feature
a clear division between my elements. To this end I designed each
element to be virtually useless at anything beyond its assigned task.
My front comprised of my
recon screen forward, my Sperrbrecher elements forward so as to
immediately begin denying the enemy room to manoeuvre and my Manoeuvre
and Infantry Suppression Elements in reverse slope positions waiting
for the proper time of committal.
Turn
1
Turn 1 began with an
altogether predictable enemy effort to rush the hill on my extreme
left. I identified one T8 reconnaissance car and two Shermans on this
flank. They had passengers so, obviously, at least a platoon was being
pushed forward into position on that hilltop. Where I can see a platoon
I can bet there’s probably a company. This makes this hilltop a
target worthy of my artillery. I will give the necessary orders next
turn.
Click
Any Thumbnail to Enlarge!
My central reconnaissance Pz
II L is destroyed by one of the enemy Shermans. It is a pity it could
not push forward farther and be destroyed by something less obvious but
it’s loss has been accepted in battle planning and thus it, in no
way, affects my plan.

On my right the Pz II L
encounters two enemy Greyhound vehicles rushing forward along the
covered route I intend to push my Manoeuvre Element along. The Pz II L
survives this turn but will die next.
Turn
2
I decide to push the King
Tiger and Panthers on my right flank forward. I do not wish to allow
the Greyhounds to conduct in-depth reconnaissance.

The Pz II kills
one Greyhound but succumbs to its companion. After ridding itself of my
Pz II L the Greyhound concentrates on the squad I had charging past its
positions. It cuts down seven of my men in mere seconds. Of course,
little does it realise that, by the end of next turn it will be a heap
of smoking debris.

This
picture clearly shows my reconnaissance doctrine. When a platoon is
assigned to reconnaissance it forfeits all combat ability. Half-squads
are to be flung into every nearby house or copse of trees. Combat
cohesion is subjugated to the necessity to physically check EVERY house
and copse which the platoon passes within 100 metres ( and sometimes
even more than 100 metres) of.
Let’s examine
the apparent confusion in a bit more detail and begin to understand the
underlying doctrine being followed faithfully when only chaos is
apparent.
1.
A reconnaissance vehicle and an infantry squad are in the vanguard. One
inflexible component of my reconnaissance doctrine is to always put a
dedicated reconnaissance vehicle “up front” with an escorting squad
if at all possible. ( The squad is, of course, split into two
half-squads as befits its reconnaissance duties).
2.
One half-squad is off reconning the flank, level with the platoon HQ.
3.
One half-squad is in a covered position covering the advance of the
forward elements.
4.
At least one half-squad stays with the platoon HQ in a “safe
location”. This half-squad provides local security for the platoon HQ
in case an enemy squad, which will have been missed by the forward
recon elements, has been missed. The “safe location” in this
instance is provided by a house half-hidden by a sudden incline. As you
can see, the platoon HQ, in its lower floor location is safe from enemy
direct fire.
5.
Usually I would have a half-squad conducting reconnaissance on the left
flank also but, at this time, the left flank comprises the map edge so
I have elected to keep that half-squad with the platoon HQ.
6.
NOTE: Two 81mm FOs accompany the Platoon HQ. These FOs can bring
artillery fire down on any enemy positions which fire on the forward
half-squads within 2 minutes. By following the forward elements so
closely, but still staying behind them, I ensure that the 81mm FOs
remain safe AND have good LOS to whatever fires on the reconning
half-squads. No AT gun or HMG team or enemy platoon can displace
quickly enough to get away from the artillery I will put down if they
fire on my reconnaissance elements. This, generally, ensures a highly
unequal exchange rate and allows my reconnaissance platoons to advance
far more deeply into the enemy’s defences than one would imagine
given their size and combat strength.
Turn
3
Orders Phase:
Time to move my units forward
to their next phase line… I will move the platoon up to the branch of
trees directly in front of the hilltop and roughly 60 metres from it.
The enemy is evidently trying to occupy the wooded hilltop so it is
time to gather, call my artillery down and have an entire platoon
coiled and ready to move forward once I feel the enemy is sufficiently
attrited.

The
three red circles in this picture show targeting locations for my 105s.
I won’t hit them all at once but, probably utilising two of my three
105 batteries, I will, eventually, work over all three locations. A few
good artillery concentrations in those areas should yield good results.
On my right I order the
Panthers to take out the Greyhound and then, preceded by a squad from
the reconnaissance platoon on that flank, continue pushing forward
along the gorge.
Elsewhere I order my King
Tigers to continue their “ houses at the Victory Locations”
demolition fun. I don’t like buildings being co-located by Victory
Locations and so, if nothing else is pressing, I order them destroyed.
There’s no real reason behind it, I just don’t like building being
co-located with VLs. It’s one of my quirks and leads me to do some
very unexpected things in PBEMs when I see a certain terrain feature or
enemy vehicle I don’t like ;). Sometimes I feel it gives me the
playing style of a mad hatter BUT it also makes me as unpredictable as
hell so I don’t mind the quirks and don’t eradicate the harmless
ones like this.

Lastly, I order three of the
StuH-mounted reserve platoons forward into staging positions ready for
committal. I will definitely have to commit the left-most platoon
quickly and want the others in position should they be needed quickly
on my other flank also.
Action
Phase:
Well, the Amis have teeth
after all. My leftmost Lynx is destroyed by a long-range shot from an
enemy tank on the central hill. I never see its killer but I do notice
a sound contact a few seconds later which proves some enemy tanks are
present. Of course, it could have been an AT gun merely co-located with
an enemy tank but I don’t think Gary is sneaky enough to come up with
such a maskirovka.
The movement of the platoon
on my left into its tree-line positions occurs with little
interference. Admittedly it is not fully completed by turn’s end but
no enemy platoons have sprung up to push me back and it seems that
apart from fire from two enemy 81mm mortar Fos my move will be
uncontested. The two 81mm batteries are bad news however. I can expect
to lose at least half the platoon while waiting for my artillery to
chew the enemy up sufficiently. This means that, next turn or the turn
after, I will have to commit my leftmost reserve platoon. My
reconnaissance platoon here will have sufficient strength to push into
the wooded hilltop but it will not have sufficient strength left to
push beyond it. For that I need to commit the reserve platoon. Still,
all of this is well within the bounds of my doctrine and plan and
isn’t at all worrying. Losing 1 platoon ( the reconnaissance platoon)
for an entire enemy company is an exchange I’m willing to make.
On my right the Greyhound has
been destroyed, its crew have surrendered and my infantry are valiantly
chasing the other Greyhound crew ( and the Lynx crew who were captured
earlier).

|