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Section Leaders:
Fionn Kelly & Madmatt
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Open
Terrain After Action Report
Fionn vs. He Who Would Not Divulge |
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German Commander - Fionn
Kelly
German
AAR: End Game Debriefing

The
salient points in the report are, to my mind, as follows:
1.
As
the attacker I achieved a 3.2 to 1 exchange rate whilst attacking over
open ground. Conventional Wisdom would have us believe that the
attacker almost always suffers more casualties than the defender when
attacking over such unfavorable terrain. If you add in the POWs I’ve
taken you actually get a 5.5 to 1 exchange rate which is even better.
2.
In
reality I’d have lost roughly 1 platoon from my force with maybe half
of the wounded returning to their units and ready to fight on within a
day or two. Allied with my minimal tank losses ( 2 MBTs, although for
the life of me I can only remember losing a single Panther… I think
it is counting the immobilized and gun damaged King Tiger as a complete
loss also) my unit would, instantly, be able to advance with an
infantry strength of a reinforced company backed by myriad tanks and
artillery units. In other words, my unit would still be highly combat
effective.
3.
I
only started with 60% of the men that Gary had. This falls far short of
the 3 to 1 manpower ratio which, as a rule of thumb, an attacker should
have when attacking over such unfavorable terrain.
So,
how could a force with only 60% of his manpower, whilst attacking over
open terrain ( a veritable massacre waiting to happen), inflict over
three times as many losses as it suffered?
Simple,
I substituted tanks and artillery for infantry. I don’t like buying
too much infantry and, so, bought only the absolute minimum necessary
to ensure a good recon screen and a slight reserve and then bought
tanks and artillery to make good the omission
My
advance was simplicity itself. Identify the hills and major pieces of
terrain favorable for defence. Allocate 1 platoon to each of these
areas and then simply march them forwards in a straight line. Follow
this recon line with a combat line a few hundred metres behind and,
once the reconnaissance line runs into trouble use the reconnaissance
units to gauge the size of the enemy outpost. If possible have your
recon line eliminate the enemy position ( since you want to keep your
reserve uncommitted for as long as possible). If the enemy force is too
strong simply gauge its size, put it under artillery fire to pin and
attrit it and bring a suitably-sized chunk of your reserve up. Once the
enemy is badly hurt launch your reserve forces into his position and
mop up.
Re-organize
your front, form a new recon platoon and send it forwards so that there
are no gaps in your reconnaissance line. Whatever troops aren’t
needed in the recon line are moved back into your reserve.
Repeat
as necessary…
It
is simple, brutish and effective. It isn’t the only tactic I can draw
on when attacking but it is definitely a simple one which most people
can utilize with great success. FAR too many opponents I’ve played
have all these elaborate plans when attacking and their advance looks
like a ballet. Unfortunately all this fanciness rarely does them any
good. When they fail they put the blame on a “poor plan” rather
than simply ASKING themselves “Why didn’t the plan work?” and
really actually looking for an answer instead of just jumping to a
convenient answer.
Plans
can contain major flaws but, in my opinion, most opponents try to be
very elaborate and come up with a “smart” plan with clever little
tactical nuances. They do this and eventually get themselves so
entangled in the plan that it becomes easy to bet them rather badly. I,
on the other hand, am very likely simply to scatter a company across
the map, walk slowly towards my opponent and then smash whichever units
of his open fire. The benefit of the “recon screen + reserves” idea
is that it is so simple to operate that one’s mind doesn’t have to
worry about co-ordination or anything complicated. You simply create a
recon line and then fire arty at anything that fires at you until such
time as your reserves are in position to directly assault it.
Couldn’t be simpler.
In
any case, I doubt that anyone could argue with its simple, brutal
effectiveness. If it is good enough for Soviet doctrine it is good
enough for you.
Now,
when conducting a debrief of an opponent I have found it useful to
provide them with some structure to help them analyze the important
aspects from which they can draw lessons. As such I have developed a
few questions which can be used to identify the most important errors
and to help learn from them.
(If
analyzing a game between two others simply replace any reference to
“you” and “your opponent” with “Player 1” and “Player
2” )
1.
What
was your plan?
2.
What
was your opponents plan?
3.
How
did the battle unfold?
4.
Did
the unfolding battle correspond more closely to your plan or your
opponents?
5.
Why?
(The answer to this question will either point out errors you made OR
will point out how your opponent took and maintained the initiative.
Either answer will be invaluable to you in improving your performance.)
This
concludes the analysis of pre-battle planning and should, over the
course of several debriefs, help you identify any persistent biases you
have and help eradicate or, at least, account for them in future.
6.
Given
your initial plan how suitable was your purchasing strategy?
7.
Given
the way the battle unfolded how suitable was your purchasing strategy?
8.
If
you could go back and buy your forces now what forces would you buy?
9.
Account
PRECISELY for EVERY change you made. State why you would make the
change and what effect this change would have had on the battle.
10.
Repeat
questions 6 to 9 but do so and answer from your opponent’s point of
view.
11.
Have
you identified any units which were suitable for both the battle you
planned to fight and the battle you ended up fighting?
12.
Add
up the total points of the units which were useful in the battle you
ended up fighting. Now, express this points total as a percentage of
your total points. Now, take this total away from 100.. The number you
are left with is the % of your total points which were of no use at all
in the battle you ended up fighting. They are WASTED POINTS which you
may as well not have bothered spending. If you wasted 30% of your
points following the equation above it should be pretty easy to see
that if you had only bought useful units with this 30% of your points
you could have increased the number of truly useful units on your side
by 50%. A 50% increase in useful fighting units is the difference
between a terrible defeat and a great win. You should really aim for,
at least, 95% of your points spent on “truly useful” units in each
game. Anything lower than that and you are just gifting your opponent
extra advantages and making victory more and more difficult to achieve.
At
this point you should be able to identify the units which were of no
use, those which were of some use and those which were suitable for
both the battle you thought you’d fight and the battle you ended up
fighting. In future you should think VERY HARD before buying any units
which you consistently end up listing as being of no use in the
debrief.
13.
How
would you characterize your opponent’s handling of his:
a)
Infantry ( differentiate between MG teams and riflemen)
b)
Artillery
c)
Armour
d)
Anti-tank guns
e)
On-map Infantry Guns or Howitzers
f)
Fortifications ( includes mines, pillboxes, barbed wire etc).
If
his handling of any of these types of units can be characterized as
“good” then immediately ask yourself what you can learn from his
handling. What MADE his handling good?
If
his handling of any of these types of units can be characterized as
“poor” then immediately ask yourself what you can learn to AVOID
replicating it? What MADE his handling poor and how can you avoid
replicating such behavior?
14.
How
would you characterize your handling of your:
g)
Infantry ( differentiate between MG teams and riflemen)
h)
Artillery
i)
Armour
j)
Anti-tank guns
k)
On-map Infantry Guns or Howitzers
l)
Fortifications ( includes mines, pillboxes, barbed wire etc).
If
your handling of any of these types of units can be characterized as
“good” then immediately ask yourself what you can learn from this
handling. What MADE your handling good?
If
your handling of any of these types of units can be characterized as
“poor” then immediately ask yourself what you can learn to AVOID
replicating it? What MADE your handling poor and how can you avoid
replicating such behavior?
15.
What
was your opponent’s best concerted attack or move of the battle? Now,
go back and view the movie of the 3 turns leading up to it, the turn it
happened on and the 3 turns following it.
You
MUST determine if there was anything which would alert you to this
“move”. Look at the movies and look for any tell-tale movements etc
which you can identify now as leading up to an attack. The next time
you see such movements ANTICIPATE the attack or ambush or whatever. You
MUST determine if there was anything you could have done to stop it
AND, in order to drum into you the importance of being able to
anticipate such moves in future, you must understand just how much this
move put you into trouble.
16.
Were
there any enemy units which performed particularly well. If so, why? IF
you know why they performed so well then see if you can apply these
lessons to your own command and decision-making processes when
commanding similar vehicles.
And
now onto the reserve.
17.
Did
your opponent have a reserve? If so, when did he commit it and what
effect did it have?
18.
When
did you commit your reserve and what effect did it have? How could it
have had more effect?
Discussion
19.
Discuss
the battle with your opponent. How did he view the battle? If his view
differs from yours then ask WHY it differs. Was he able to anticipate
and frustrate your attacks? If so, how did he anticipate them, what did
you do that gave them away? Were you too predictable or could he spot
your troops massing?
Only
through fully understanding what happened in the battle and dissecting
the contribution of each of the arms of service can you identify
precisely where your weaknesses lie and where you need to improve.
With
experience all of this insight comes naturally when one just looks at
the screen but for you, the less experienced players, a methodology is
extremely useful.
I
would suggest actually applying this methodology to some published AARs
and games in which you haven’t taken part as a means of gaining
insight into other playing styles and learning without having to play a
new PBEM every time you want to try something out.
p.s.
Apologies to the ladies reading for the constant use of
“his” instead of “his/her” but ‘tis easier to write and spell check
(Editors Note: Actually Fionn doesn't really spell check ANYTHING!!! I
do it all and that's why it takes so long to post his stuff!!!).
You can take it that every mention of “his” would read
“his/her” in a world where my time wasn’t so limited.
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