Section Leaders:
Fionn Kelly & Madmatt

 

Close Terrain Defense
 After Action Report

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Allied Commander - "Claymore"

Allied Setup

 

PREAMBLE 

Note 1. My password for this game is 'padntmaa'.

Note 2. The map for this game is RAILROADC.CMB. The map was originally constructed for a historical treatment of the recovery of the famous train which left Paris carrying looted artworks. It was modified slightly for my game with Fionn but the old  DESCRIPTION remains in the PARAMETERS section of the CMB. 

 

INTRO

Well here we go again. Fionn and I have decided to cross swords again as our last contest was both satisfying and vexing as well. For those who haven't seen those AARs, which concerned Panthers versus 76mm Shermans, they are available on the CM forum. Just search for "AARs", "Claymore" and "Fionn". Fionn convincingly destroyed my armour in that game and went on to force me to ask for his terms of surrender. He was honourable and gave my wounded good care. The gods of war observing the battle awarded him with the ears of the Allied commander but since his infantry casualties were high the coveted tail was withheld from his battle honours. I'm happy with the way I my troops handled themselves in battle and if you visit Fionn's field hospital, his wounded will echo this.

 

 

THE FIELD OF BATTLE

This contest has been constructed with an entirely different terrain and engagement type in mind. Whereas the Panther battle was dominated by the LOS of German armour and the rapid maneuvering of the Shermans, this battle should be dominated by infantry. I have been a tad unhappy with the generated maps and force restrictions when entering into QBs. Fionn has introduced me to the style of combat that will be used in this battle. Here a map is generated and two players (who have agreed beforehand upon the battle conditions) send the map and purchase lists to an independent third party. After the purchases are made this third party saves the battle in TOURNAMENT SAVE, emails it to one of the combatants and away they go. So in this case it was I who generated the map and by mutual agreement decided that a 9000pt Allied force would attempt to move to contact and engage a 6000pt Axis force. The only force restrictions were to use the Rule of 76s and keep artillery to 155mm (Allied)/ 170mm (Axis) or less.

 

You really need to load the CMB file to get a feeling for the battleground but I will try and give a rough picture of the terrain. We occupy a patch of ground 2000m square where the Axis defends at right from an Allied force advancing from the left. The terrain slopes gradually upwards traveling from left to right (about 15 CM levels) giving the Axis troops the high ground and fairly good LOS. There are three thickly forested ridges (CM height 17-19) running from the lower left to upper right dividing the field so that essentially there are three avenues of approach for the Allies. I dislike the smooth QB generated maps and examination will find this battlefield continuously interrupted by bumps and dips, just the way the real world is found. For the infantry considering the terrain and tree coverage the LOS most troops will have will be about 200m (radius). Troops, but especially armour will move poorly through the all-encompassing scattered trees. Fionn will have to work hard when the hammer falls on his thin grey line and reinforcements have to move up. In order to assault the front lines I need to ensure my troops arrive intact and ready to fight at the German lines. History, a la the BEF in the Somme, shows us when attacking a strong enemy you ignore this at your troops peril. CM models the real battlefield well enough to guarantee that weary and understrength troops will break on initiating combat, even CRACK forces. Experience show that weary and thinned troops have a 4:1 loss ratio against entrenched defenders. I only have a 1.5:1 force advantage.

 

 

PURCHASES and FORCE SELECTION

Now...all that boring stuff aside what do I think that evil and diabolical Irish mind has in store for poor little old me? Fionn has 6000pts to spend and the amazing Claymoreski predicts that he will purchase the following:

 

1. At least a Battalion or two of Panzer Grenadiers or Equivalent, probable training level Veteran to Crack. Cost ~ 2000pts

2. Support Units (MG42s, Pshreks) - about 2 platoons worth 200pts

3. AT Guns maybe about 4-6 units (although I am hoping he spends more) cost ~ 400pts

4. Armour - at least 6 tanks, probable Panthers cost ~ 2000pts

5. Vehicles - my worst fear would be lots of AAA vehicles or Armoured Cars shifting around the battlefield and dumping shells on my troops - I'll be optimistic since Fionn doesn't seem partial to these and say he will get 3 units - cost 200pts

6. Artillery - to halt, channel and damn well blow to bits advancing infantry I would hazard Fionn will buy 170mm, 120mm and 81mm to the tune of about 700pts

7. Fortifications - thankfully Fionn said that he would not purchase bunkers and pillboxes, but he will still purchase ample wire and mines to channel my forces. I assume at least 2 major minefields and wire costing about 600pts. (10 wire + 10 mines) x 2 

 

That's a bit more than 6000pts but it is a fair guess at what I expect and need to plan for. The biggest delta will be if Fionn goes all armour or all infantry. The former possibility would be foolish considering the terrain and suicidal considering my purchases. The latter possibility would put us in an infantry slugfest which is very much to my liking.

 

My purchases are straightforward and capable of locating, fixing and destroying any and all German force types in this battle. Failure will be the fault of the commander and not because I have purchased 6 Battalions of ELITE JEEPS ;). Considering the terrain I intend to go armour-light and avoid all armour-armour battle if at all possible. Not buying mucho tanks is also in keeping with my decision to use airborne glider troops who historically didn't have lots of armour support. Glider troops were chosen for their kit which gives them good close range punch and the best organic anti-armour of Allied infantry, since Glider troops carry both Gammon bombs and rifle grenades. My armour will be a platoon of 105M4s and 3 light Chaffee tanks who I will try their damdest to stay well back of the action and only provide spot firepower where required. It's the zook teams that will have the task of popping the German tin on their shoulders. Specifically then my purchases are:

1 CRACK Battalion of Glider troops (minus the towed AT platoon and 81mm Mortars)

1 ELITE Company of Glider troops

1 VETERAN Company of Glider troops 

2 VETERAN 105mmVT spotters

2 VETERAN 155mmVT spotters

4 VETERAN 105M4 Sherman tanks

3 VETERAN M24 Chaffee tanks

 

These forces will give me considerable punch in the <100m infantry battles I expect to dominate the battle. I deleted the towed AT for obvious reasons and the 81mm mortars because of the abundance of organic 60mm mortars. I'm a guy who always buys artillery and Fionn felt the weight of those purchases in our last match. The 105VT is good for popping enemy troops on the move while the 155 just plain rips up anything. Veteran spotters typically take about 1'45" before rounds start falling on target which is more than sufficient TOT. I have also found that CRACK spotters use up their rounds too quickly and since VT is more effective than vanilla HE, veteran spotters have just the correct amount of rounds/turn for my purposes.

 

 

SETUP

My grand tactical plan is to use the ridgelines to compartmentalize the battle. Occupy the high ground, that's my motto! My troops are going to get off the flat relatively open areas and cut out Fionn's troops like wolves around a herd of sheep. The high ground is key, just like the Koreans taught the Allies in the 50s and it's something I am not about to let Fionn teach me again. I lost our first battle (TACTICAL VICTORY) and I have my honour to try and recoup. 

 

Examination of the map shows that working from the Allies left flank to right flank is the best use of the terrain. If I can compartmentalize the battle using the ridgelines I should stand a fair chance of beating up on Fionn's goons. My spotters will have the better LOS, the zooks better cover and the infantry stronger positions to defend against counterattacks. 

 

I am not expecting anything fancy from my Irish fiend...I mean friend. He has ample resources to put a solid line in front of my troops. The terrain works in his favour and with the Feb/45 timeframe and the rule of 76s he reigns supreme in any tank engagements. I expect to lose men mostly from ambush and artillery. The standup infantry battles should go in my favour if I am tactically competent. The advantages the Allies have are; one, the 12 man platoons which give them endurance and two, the weight of artillery which can fall on the heads of the Axis. I expect 3-4 zook teams working together will be necessary to get a kill on a German armoured. I may well lose 75% of the teams but with that force allocation a kill should result. The zook's performance against Shurtzen will surely be put to the test.

 

 

LEFT FLANK

Here on the left flank Maj. Starbird is Battalion commander of "Task Force Starbird". Subordinate is Capt. Richardson with ALPHA company (CRACK) and two ELITE platoons of Glider troops. He will advance as slow as his attached MGs and mortars allow and take up postions this side of a farmer's field bordered by bocage. The terrain and bocage should afford him excellent cover.


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Cpt. Richardson needs to allow the center to draw Fionn's attention before breaking cover and attacking. That probably means 6 turns of stealthy advance before he even attains the first jump off spot. The VETERAN troops which make up ALPHA company's right flank are fully split into teams and will run and whoop through the woods moving directly towards the bridge and fords. Hopefully Fionn will devote his attention to these troops...its not critical but even the small things help. I have four M4 shermans in good postions and their first round task will be to level the multi-story buildings about 500m in front of ALPHA Company. I dislike giving my opponent any high ground advantage and its worth the DF HE.

 

 

CENTRE

If ALPHA is my hammer then the center with BRAVO and CHARLIE Companies are the anvil upon which Fionn will be driven. The center is comprised of 2 CRACK Glider companies which have ample HW support. BRAVO company will advance and occupy a staging area in the copse of woods, directly to their front, before moving onwards to their next objective. CHARLIE has the most important task in the opening turns. They must move over the middle ridgeline which is thick with trees and clear it of enemy forward positions. This will allow HW and spotters to take up commanding LOS positions. The middle ridgeline must be held by CHARLIE troops if the operation is to succeed. The two main objectives are the high ground features at OBJ INDIAN and OBJ JULIET. Organic mortar crews are spread pretty evenly throughout the formations right now, but after the high ground is taken they will occupy it for better LOS.

 


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RIGHT FLANK

My right flank is my overall reserve and end game reaction force. They will quietly sit through the opening turns. I will move a platoon or two stealthily forward to occupy the high ground on the extreme right. Should Fionn see them he may think they will cross over into the next valley, but I plan to halt them on the high ground. Its a weak and secondary feint but may delay or draw enemy forces. Note: The remainder of my armour, 3 M24 Chaffees are here. 

 


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All set kiddies...it's time to press the GO key and "let loose the dogs of war"

 

Forward to Turn 1