Section Leaders:
 
Fionn Kelly & Madmatt 

 

Grafenwöhr

Article by: Carlos 'Los' Lourenco

Click HERE for Print Friendly .doc format

 

 

Infantry Company Attack: A primer

 

In Combat Mission we have for the first time the unique opportunity to analyze and explore real world tactics and other factors that go into WW2 combat, right from our own desktop. To facilitate this I have developed a training scenario. Please refer to both the Mission Planning page and Principles of War page

. This article is meant to supplement the Grafenwöhr Combat Training Center Scenario (download here:  grafenwohr.cmb.) Note that this scenario is in your Combat Mission scenario subdirectory since it shipped with the game.

 

Mission Analysis:

Lets apply what we learned in the mission planning page to our situation here. First let’s see what information is made known to us.

 

German Player Briefing

12 October 1944 Grafenwöhr Combat Training Center, Germany. 0700...

 

Strategic Situation: Offensive operations in Grafenwöhr have defeated the enemy main line of resistance and precipitated a general withdrawal. The battalion is moving north to cut of an enemy regiment’s line of retreat along Highway 62.  The enemy has occupied the Schwarzwald and the heights west of Schwarzwald. (Distance about 1000 meters). It is vital that the battalion seizes Highway 62 due north of us. You are the Commander of 2. Kompanie. You have contact with other battalion units on both flanks. You are currently in a protected assembly area and are preparing to attack north. To your left is a battalion machinegun platoon and battalion mortars which will support your attack. They may NOT move off the heights they currently occupy.

 

 

Mission:  Attack and clear the Schwarzwald and secure the heights to the west. (Emphasis of the attack should be first in securing the northeast corner of the map) Upon securing the woods consolidate and prepare for further missions.

 

 

Intelligence: It is estimated that there are at least several enemy rifle platoons to the north. They have had time to dig in and prepare defensive positions. Last night, a reconnaissance patrol confirmed the general location of the enemy positions and the fact that digging and chopping noises could be heard. No vehicles or heavy guns were observed. The proposed infiltration route was also free of enemy activity, however that could have changed.

 

Task organization:

2. Kompanie consists of the following:

 

3x rifle platoons

1x weapons platoon: (2xHMG, 2x 50mm mortars)

HQ w/ attached spotter from regimental mortars (120mm)

 

Support from 4 Kompanie includes:

3x HMG teams

Battalion mortars (81mm)

 

Tools of the Tactician.

OK so now that we have a mission lets apply some analysis to it. The basic tool the leader uses to prepare for combat is called the Troop Leading Procedure. This is covered in detail here. (Editors Note: Umm I am not sure what or where this document is!) There are other tools that are part of the TLP. They are:

1.        Estimate of the situation or METT-T. This stands for Mission, Enemy, Terrain, Troops, and Time available.

2.        Terrain Analysis: OCOKA: this stands for Observation and Fires, Cover and Concealment, Obstacles, Key Terrain, and Avenues of Approach.

3.        Reconnaissance.

 

Estimate the Situation (and terrain analysis):

First lets look at our MISSION: Attack and clear the Schwarzwald and secure the heights immediately to the west. OK lets match that up with what we see on the map. We know that the mission is an attack. An attack will dictate in general terms how we equip and organize our force. Looking at the map we see the objective is nearly a kilometer from our current position.

 

Next, let’s look at the Enemy situation. Unfortunately, there’s not much to go on. We know that the enemy has been defeated in battle and is retreating. They are attempting to hold open HW 62 in order to allow other forces to pass through. Given the vital nature of this juncture it is expected that the enemy will fight hard to keep his line of withdrawal open. Intelligence tells us that there are several enemy platoons defending the position, most likely a company. Look at the British TOE (Table of Organization and Equipment) tells us that there is a likelihood of encountering heavy machine guns and 50mm mortars at least, (as well as LMGs and rifles).

 

Next we must analyze the TERRAIN using the key word OCOKA.

 

Observation and Fields of Fire:

Observation applies to what can be seen. Fields of fire applies to what can be hit. When you look at a piece of terrain ask yourself, what can I see and hit from here? Or where can I be seen or hit? The answers to these questions pinpoint terrain you can use for observation posts or terrain you want to avoid as well as locating dead space (space which cannot be hit from any given position). The relationship between these positions and avenues of approach are important. If an avenue of approach is in a dead space, then it favors the offense. If it can be seen and hit from many locations, then it favors the defense. If defensive positions can not support one another, then that favors the offense.

Applying this to our situation we first look at the enemy positions, how they’re set up and what fields of fire they have. Remember that battalion sent out a reconnaissance patrol? During the setup phase you can replicate this patrol and analyze the map in various 3d views. Look at the ground from his point of view. There is a large amount of open space on the map. The enemy also has good fields of fire covering all the final approaches to their positions. One thing for sure is that we will have to make a crossing of open space under fire at some point. The key is to pick a spot as close as possible so as to minimize time exposed, of equal importance is to select a route to the target that affords us maximum concealment and cover to our final jump off points. Notice the small hill directly south of the enemy positions in the Schwarzwald. This seemingly insignificant hill mass in fact masks any enemy observation and fire behind it. Get down into the grunt’s eye view (view key1) and see what you can and cannot fire at from that position. Do the same from the enemy positions. Much of the small hills cast Line of Sight (LOS) “shadows” behind them that the enemy cannot see. This is called deadspace and cannot be observed or hit from his positions (But don’t discount him relocating forces forward to advanced positions in order to cover that deadspace.) You will also note that the scattered scrub to the south of this hill also aids in concealing movement. If we move to the west we will see that the terrain is more open thus making an advance more problematic. In fact 4th Kompanie’s heavy weapons have clear, long fields of fire into much of the Schwarzwald and hills on the north end of the map. Given what we’ve seen here then the scattered woods to the front of 2 Kompanie and that small hill are significant terrain. The hill blocks enemy observation and fields of fire. If we own that hill then we have very good observation and fields of fire into the objective.

 

Cover and Concealment:

Cover is protection from enemy fire. Concealment is protection from enemy observation. Please note carefully that these are two different things. Our challenge is to move our force as close to the objective as possible without being seen or fired upon. Fortunately the map contains numerous areas with some cover. Don’t overlook minor folds and depressions as routes to move your forces. Again using the “1” view you can really get an appreciation for what the terrain has to offer. Unfortunately there is a “dry” streambed which intersects most of the map. Reconnaissance reports that it is indeed quite swampy and covered with wait a minute vines and deep mud. While good for cover and concealment it makes for very slow going so we should avoid using it. The scrub woods to our front as well as the small hill directly north of the assembly area offer good concealment. The small hill (162) just south of the enemy position in the Schwarzwald offers cover for our advance through the woods. No doubt the enemy knows this too and it must be expected that he would at least place OPs along this route.

 

Obstacles:

Given that this is a pure infantry attack and the ground condition is dry there are no serious obstacles to our movement. However there are several impediments that have to be taken into account when we plan our movements and timing. First off is the muddy streambed that runs perpendicular to our axis of advance. While the water is not deep, the depression is muddy so some time must be allotted for crossing. We must also cross with care given that the streambed is clear, as there is no cover and concealment. It will need to be treated as a danger area; that is, a location where movement across entails greater than normal risk. Other than that there are several area of thick brush and woods. Note that no man made obstacles have been encountered (wire and minefields) but we cannot discount there presence.

 

Key terrain:

Key terrain is any place that, when seized or controlled gives either side a marked advantage in the battle. It is terrain important to mission accomplishment. Certainly the high ground (including hill 189) along the north edge of the map, and the Schwarzwald, are key terrain. That’s why they’re holding it. Hill 162 is also key terrain, for us, since controlling it will provide a perfect base of fire for which to assault the objective, and it masks our approach.

 

Avenues of Approach:

Friendly Avenues of Approach are analyzed in terms of the speed and cover or safety with which they can carry friendly forces to the objective. Clearly having identified the areas of enemy observation and fields of fire, as well as key terrain, we see that in this case the scattered woods south of Hill 162 will make the best avenue of approach to the objective. Again use that “1” view and walk the various routes you are considering.  As far as Enemy Avenue of approach we certainly will have to keep an eye on Highway 62 as it is the fastest means for reaction forces to respond to our attack.

 

Now lets look at what TROOPS we have available. This makes a large impact on how we will accomplish our mission. Certainly if we had tank, stuka, artillery, or sturmgeschutz support available we would approach our problem much differently than what we do have: a single straight-leg infantry company with only mortar support. Our troops are regulars, trained yes, supermen, no. We do have the advantage of 4. Kompanie’s HMGs and mortars though we are not allowed to move them off their current positions. 4. Kompanie’s commander has already placed them wisely to provide our assembly area security and support our movement to the objective. They do have lots of ammo so we should strive to make use of their high firepower, long range and high ammo load to keep the enemy’s head down. The mortars both 81 and 120 will be useful too, though they only have enough ammo for a few turns fire so the targets must be timed and picked carefully. More importantly they do have smoke, which can aid us during the final crossing.

Our own 2 Kompanie is a pretty powerful force, three well trained infantry platoons 2 inherent HMG teams and 2 50mm mortars. They will provide the needed pinpoint fire support for our attack. Again with limited ammo and slow movement their placement and fire distribution must be carefully planned ahead of time. It won’t do to run out of ammo right when you need it most.

 

The Rifle platoons:

Each platoon contains 3 rifle squads and an HQ element. A large advantage of the German rifle squad is that each contains an MG42 LMG, which gives it strong hitting power and a longer-range capability. They also have an antitank capability in the Panzerfaust. One important thing is to try and keep platoon integrity and move your squads as platoon as much as possible. Squads fight better, react to orders quicker, and recover from setbacks faster when they are in command and control. Your platoons are meant to fight together so keep then together, concentration and mass are two successful ingredients to victory. Your platoon HQ may have the added benefit of imparting a fire bonus on its squads depending on its rating and proximity to the unit. Also it serves to allow the attachment of various HW teams to the platoon.

 

The Weapons Platoon:

This generally consists of various Heavy weapons teams and perhaps a leader:

HMG Teams: These six man teams service the MG42 in its tripod configuration, you also get a lot of ammunition. While they have heavy firepower they move slowly and cannot run. They are suited for overwatch and supporting fire but you should not use the in actual assaults.

Mortar teams: Company mortars for the Germans are the 50mm mortar. Contrary to popular belief they are quite useful in CM if used properly. They are lightweight (the mortar team moves faster than the HMG team but still can’t run) and carry lots of ammo (but with a higher ROF it balances out somewhat.

Spotters: These guys will represent off map battalion and regimental mortars as well as forward observers for artillery. Be careful with them since a sniper can ruin your day very quickly. Also take note how many rounds they have since ammunition conservation should always be a primary concern.

Sharpshooters: While normally not in the CM company TOE they may be tasked to you on various occasions. They are useful for taking out key leaders and more importantly spotting/screening enemy forces ahead of you.

 

Company HQ: This unit serves several key functions:

1.        The company commander like any leader can rally and import and special leadership traits he has (fire direction) onto units in his command radius.

2.        While squads cannot detach and report to other platoon leaders, they can detach and report to the company commander, in this manner the company commander can lead a reserve force or an additional maneuver element.

3.        The company commander can replace a platoon leader if he becomes a casualty.

4.        The company commander can follow the assault and rally broken or panicked units then bring them up with him.

 

Finally is TIME available. We have 35 minutes to get the job done. While not allot, careful planning and movement will get us in position and ready with enough time to make the assault. Though it is a little tight, there is sufficient time available to keep us from rushing into an ambush. We will have to maintain security throughout our route of march.

Develop our scheme of maneuver:

For this mission we will break our operations up into several “phases”:

I. Advance to attack positions:

II. Occupation of our attack positions

III. Suppression of the enemy and advance to the assault.

IV. Final assault

V. Consolidation.

 

Phase I.  Advance to attack positions:

2. Kompanie will adopt a broad “V” formation and advance along route X to the objective rally point. If we had more time we could choose to infiltrate the company along a single route after taking measures to mark and secure it before hand, but time is of the essence. We cannot discount the possibility that the enemy would have deployed some advanced positions along our way, after all they should have been doing the same METT-T as we and have come to similar conclusions. 1st Zug on the right, 2nd Zug on the left. 3rd Zug and the weapons platoon will remain slightly to the under close control of the company commander. Note the danger area that will have to be crossed after leaving the line of departure. Namely, the east/west stream that is intersecting our line of march. The platoons will have to cross under overwatching squads to ensure security.

 

Note that I have placed platoons on different formations. Feel free to experiment with the three formations:

1st Zug (platoon) is in the wedge formation: This places one squad forward and two to the rear, which can provide overwatch to the lead squad or just rail. Remember, strive to make contact with the smallest possible element. If were moving totally blind you might consider even splitting the lead squad into two scout teams. It provides a large volume of firepower to the front and flanks. It is difficult to control but moves quicker than the Vee.

2nd Zug is moving in the Vee-Formation. This has two squads up front and can provide a heavy volume of fire forward. The rear squad can either overwatch or trail as necessary. However, this formation is difficult to control and moves slowly.

3rd Zug is in platoon column. The squads follow each other in trail. There is poor firepower to the front but good firepower to the sides. This formation provides excellent maneuverability and is best used when you need to fast, or the terrain is very constrictive
.

Our advance culminates with occupation of the objective rally point. In real life ORPs are very important for a number of reasons. They are the final rally point before the objective, from here last minute preparations and coordinations are made. Usually a leader’s recon is sent forward to ensure there have been no major changes to the situation on the objective as well as providing the key leaders with a eyes on look at their objective. In CM terms, the ORP will serve as a spot for us to collect our company before occupying the attack position. (You will find the heavy weapons teams move much slower than the rifle squads.) If we are lucky, up until now he enemy should have no clue as to the location of our main body. We will use the woods south of Hill 162 for this purpose. 1st Zug will occupy the ORP first moving to the 12 o’clock (position A). They will provide overwatch for 2nd Zug (position B) which will be tasked with securing the attack position. 3rd Zug (position C) will occupy the 3 o’clock position of the ORP. From this position it will move out on the assault or act as a reserve if something drastic happens at the assault position. The heavy weapons teams will occupy position C. They will need to hustle onto Hill 162 once it’s secure so we can get on with the assault. From position C they can Asao respond with heavy fire to whatever 2 Zug finds on Hill 162.

 

Phase II Occupation of the Attack Position:

 From Hill 162 the heavy weapons elements of the company will cover the movement of our assault force onto the objective. We will be focusing our attack on the East end of the enemy line and work west. If we attack the center the enemy can bring all his fires to bear on us. By attacking from the east we mask enemy fires from their westernmost positions and can, if necessary lay smoke to block most of the enemy’s fire on our assaulting elements. The enemy will be forced to move reinforcements to counter attack us as we clear the woods. Again units on Hill 162 are in a good position to interdict this movement. Once 2 Zug clears Hill 162 of any enemy forces the heavy weapons teams must be trundled into place.

If we haven’t tipped of the enemy to our intentions yet, most likely they will become alerted at this point. It is vital that we occupy Hill 162 as quickly as possible.  We want to get up there and get firing while our assault platoons move out. Of particular concern will be the coordinating of mortar fire from battalion and regiment so that they are hitting and suppressing the enemy when our guys are most vulnerable to their fire. Take those delays into account! Note that 2 Zug fuehrer will direct operations of the Overwatch element.

Phase III Suppression of the enemy and advance to the assault:

 Once Hill 162 is occupied we should start to see enemy fire erupt. Good. Now we can identify who needs to be hit. Get those mortars working for you. If enemy forces in the center and west of the line can put heavy fire onto your end run you will need to mask them with a little smoke. But remember not to mask your own fire against the Schwarzwald with your own smoke! Smoke or heavy weapons from 4. Kompanie should deal with enemy forces in the west and center while the overwatch elements on Hill 162 shall concentrate their fire on enemy positions in on the eastern flank who can threaten the assault elements advance. Put those 50mm mortars to work hitting enemy positions in the treeline!

 With your overwatch busy suppressing the enemy It’s time to move out. Order or march will be 1 Zug, followed by 3 Zug, then the company commander with the reserve. The company commander by following up form the rear can also rally anyone who gets broken during the assault. All your elements should be set to run and should make an end run around the scattered trees until they get to the main woods. The key thing to remember is to cross that open ground fast. If the enemy has anyone on that far flank have the overwatch suppress him and then just overcome them with mass!

 Once we are across and into the woods we are under a time crunch. You must organize your platoons, get them on line and start sweeping west towards the objective. This should put the defenders between two fires, from Hill 162 and the assault force. The Commander should hang back from 1 and 3 Zug with the reserve so he can plug them in where needed.

 

Phase IV Final Assault:

    Everything we’ve done up until now has been to bring us to this juncture. You must aggressively maneuver your platoons against the enemy and clear the Schwarzwald. If you have taken care to place your overwatch elements correctly and been judicious with the use of ammunition, then you will really have the enemy between a rock and a hard place.  Keep your platoons on line, but don’t hesitate to make a bold flanking maneuver against enemy squads that are causing too much trouble. When you occupy the Schwarzwald the enemy will no doubt counterattack fiercely to throw you back out. Do not let him back into the woods. As long as he is attacking across the open hillside your heavy weapons and mortars can pummel him. So keep him at arms length. If the opportunity presents itself, and you have sufficient strength, then press on and seize Hill 189. Remember 4. Kompanie and the weapons platoon are there to support you!

 

Phase V. Consolidation:

    Once you have secures the objective you must immediately consolidate and reorganize your forces to prepare for an enemy counterattack. In real life this means:

 

A. Consolidation:

1.        Immediately establish security

2.        Reestablish the chain of command

3.        Position crew served weapons on likely avenues of enemy counterattack.

4.        Prepare hasty fighting positions.

5.        Report to higher headquarters.

 

 

B. Reorganization:

1.        Report unit situation, strengths, casualties and ammo to higher HQ.

2.        Collect and disseminate information.

3.        Redistribute ammo.

4.        Treat and evacuate casualties.

5.        Refill vacancies resulting from casualties to key personnel.

6.        Process PWs.

7.        Prepare to continue operations.

8.        Request resupply if needed.

 

    In CM terms you will want to bring up your HW teams and integrate them into the defense. You will also need to establish a perimeter and defensive position guarding against the enemy’s most likely avenue of counterattack which would be the road leading off the east edge of the map.

    OK lets move onto the actual operation and see what happens. What we will do it once we get to the ORP we will save the mission and try two separate approaches.

 

Phase I  advance to the attack position.

This moves fairly smoothly. 2 Kompanie reaches PL RED. While the bulk of the company overwatches, 1 and 2 Zug each send out a squad to scout and secure the far side of this danger area. Once they move into the woods and ensure there is no ambush it is safe to bring the company across. 

 

2 Kompanie reaches PL RED, Figure 4.gwehrt4a 2 Zug overwatching as 1st gruppe goes across.)  Once the far side of the streambed is secure, 2 Kompanie comes across. As we enter the woods just south of the ORP we save the battle.

 

 

 

 

Phase II Occupation of the attack position.

    Our next move brings us to the ORP, which is occupied without problems. Off to our left-rear we can hear the rattle of 4 Kompanie’s HMGS as they begin to pepper any enemy they can see. 1 Zug takes positions in the north edge of the woods where they can cover hill 162 and 3 Zug on the west edge. Everyone goes into hiding while they wait. Unfortunately we spot an enemy unit on the southeastern edge of the Schwarzwald and they spot us thus beginning a long range firefight. It is decided that one of the HMG teams will divert to 1 Zug’s position to provide a base of fire from there. Notice another important reason for the phase lines and the halts is to allow the slower yet vital weapons platoon teams, (lugging their heavy burdens) to catch up.  2 Zug is responsible for securing the western edge of the company as well as Securing the attack position for the overwatch elements. Unfortunately enemy units also spot the flanker squad from 2 Zug and open up. 2 Zug immediately moves across Hill 162 finding a recently abandoned foxhole. The enemy scouts have done their job. With out further ado the weapons platoon and elements of 2 Zug occupy the Attack position.

 

 

 

Phase III Suppression of the enemy and advance to the assault:

    From 162 we can now see the enemy defensive line, which is awake! Enemy forces are firing and also seen moving east. It is decided to call in a smoke mission form the regimental mortars. This will isolate the objective from the rest of the enemy line. It provides concealment for the assaulters as well as frees up overwatching fires to be concentrated on those units, which threatens our assault movement the most. However we shall see that on the downside it will also allow the enemy to transfer forces to the threatened area of their line unhindered. By the way we suffered an inexplicable loss of on e of the 50mm mortars. The crew is OK but the mortar is broken. This will really hurt us shortly! With everyone in position, the assault force moves forward.  The HMG on the right flank provides suppressive fire on that one enemy squad threatening our move. Other units on the attack position fire on whatever they see. Mortars provide valuable suppressive fire at this point. All the assault units RUN across the open ground. 1 and 3 Zug do come under heavy fire as they sweep through the lone enemy flanker squad. There can be no time for dawdling here (with enemy mortar fire falling) as everyone must get into the safety of the deep woods. Everyone is tired from the run and it is wise at this point even with the clock ticking to take a turn to catch our breaths as the hard fighting is now to begin. The two platoons now deploy on line orienting to the west and must sweep the woods clear of the enemy.

 

Phase IV Final Assault:

The attack through the woods, under a time crunch is difficult. Both platoons are rapidly worn down. Yes they do make it to the objective markers, but the enemy has reinforced heavily. Right when we really need mortar rounds we don’t have them, they were all expended furiously in the initial suppression of enemy positions. This is where a reserve would really come in handy. The company commander is there, he helped to rally some units that were a little shaky after the crossing. But one or two fresh squads would make the difference now. As it turns out, the game ends with us in possession of the woods but the flags are shown as being controlled by no one. Allied minor victory.  

 

 

After action review:

    OK since this is training, everyone that is killed is brought back to life and we gather around on the objective for a no holds barred “hot wash” of what went right? What went wrong? What could we do better?

 

 

What went right?

1.        The movement to the ORP was executed flawlessly.

2.        2. Kompanie was able to maintain good dispersion and control of its squads throughout the battle.

3.        The smoke mission effectively blocked most of the enemy fire against the assault platoons.

4.        Effective fire was placed on enemy forces throughout the fight. When they could be engaged.

 

 

What went wrong?

1.        The smoke persisted too long and spread over too large a portion of the battlefield (both are bugs subsequently fixed in the beta)

2.        The smoke masked our ability to interdict the enemy counterattack against our forces in the woods.

3.        Surprise was lost when units saw both our right flank and left flank squads approaching or in the ORP.

4.        Mortar ammunition ran out at a vital juncture and was not available for the last few turns when it could have done terrible execution against the enemy counterattack.

5.        It took too long to get in a position where we were ready to cross into the Schwarzwald, It left only ten turns for the final fight.

6.        One of the mortars broke before the fight even started.

7.        There were not enough reserve forces available for the end game.

 

 

What can we do better?

1.        We must take greater care to conceal our force until the last possible moment thus preserving surprise. Once the enemy gets a sense of our intentions they react.

2.        We must reduce the delay on time between occupying the ORP and commencing the assault. More time is needed for the actual fight for the woods.

3.        Once Hill 162 is secure we don’t need all of 2 Zug there. Leave only one squad and the PL from 2 Zug with the assault position. Take the other 2 squads and create a small reserve force for the final clearing of the objective. They will be under the direct control of the Company commander.

4.        Dispense with the smoke. Use shorter barrages for suppression purposes during the initial assault crossing in order to preserve rounds to interdict enemy attempts to reinforce or counterattack. The Schwarzwald.

 

And so having conducted our hot wash, the commander issues a “frag” (short for FRAGO or fragmentary order):

“Listen up, the plan up to passing PL RED remains the same. All units will take care to remain out of sight as we occupy the objective rally point. All responsibilities the same. 2 Zug will send one squad to clear the attack position. If that goes well the other two squads in 2 Zug will move to the east edge of the woods and wait for me. 2 Zug fuhrer will run the overwatch position as before with one squad from 2 Zug  and the company heavy weapons teams.  The remainder of 2 Zug will be the company reserve directly under my command.”

“There will be no smoke this time. Battalion mortars will suppress enemy at or west of Hill 189. Company and regt mortars will support the advance with other weapons. It is imperative that we retain sufficient mortar ammunition for the final assault.”

“Order of assault will be 1 Zug, 3 Zug, and then the reserve as we cross the open area using the previous route. D not hold up until we are fully into the woods, we will then shake out in line and sweep west, 1 Zug on the right, 3 Zug on the left, the reserve and myself behind and in the center.”

 

The second go around:

No shots were fired at 2 Kompanie as it occupied the ORP though there was a persistent firing from 4 Kompanie’s HMGs on the left.  Once everyone was in position 2 Zug went forward and swept Hill 162. A single OP was up there and eliminated before it could escape. The HMG and mortar teams move forward and occupied the positions. Mortars were called on a concentration of enemy in the rough ground southwest of Hill 189. 4 Kompanie’s HMGs hit enemy positions on hill 189. The other mortars fired upon sighted enemies in the woods though one 50mm mortar was held back to ensure sufficient rounds for later in the fight.

While the overwatch element suppressed all known targets, the assault force broke from cover and ran across the open space for the Schwarzwald. Several men were hit during the crossing but the enemy squad on the far right flank was suppressed by HMG and mortar fire.

   Careful to shift the mortar fire before the crossing was complete, the Squads arrive right behind a curtain of high explosive shells. Survivors of the right flank enemy squad are eliminated trying to flee their untenable position. No one stops but presses on into the woods as fire against them increase. Once in the woods two turns are spent, first for everyone to catch their breath then to properly shake the platoons out into a line abreast assault formation. The enemy defending the woods are now caught between the assault force advancing from the east and the overwatch position firing on them from behind.

Enemy forces west of the Schwarzwald attempt to reinforce the woods, but between 4th Kompanie and the Overwatching forces on Hill 162, their path is interdicted by heavy machinegun fire and those mortar rounds we so carefully husbanded for the final assault. Meanwhile in the woods the enemy puts up a stiff resistance but the platoons bounding forward under the cover of supporting fire push the enemy back until they are in control of the entire wood.

The enemy on Hill 189, consisting of a mortar team and a machinegun team, now proved a tempting target. While 1 and 3 Zug were “fought out” securing the woods, they still could serve as a base of fire while the reserve (two squads from 2 Zug) now pressed on, circling around the north to attack Hill 189. This was a risk. The Schwarzwald was secure. However sometimes if you seize the initiative and press on when you have the enemy on the run you can accomplish much. So it was here as 2 Kompanie pressed on westward sweeping the heights until we were rewarded by a surrender of the remaining enemy forces on the map!

 

Hotwash round two:

What were the changes in tactics that we made the second time, which helped secure victory?

1.        We conducted a much more secure occupation of the ORP, ensuring surprise until the last possible minute. This kept the enemy from being alerted and shifting forces to the threatened area.

2.        Our overwatch fire was massed and well directed. We were careful to make our mortar fires short and effective, thus giving us more barrages. Holding back one of the 50mm mortars until the final assault gave us the firepower to interdict the enemy reinforcements. It simply proved too much.

3.        The assault force crossed the open area in good order. It got into cover as fast as possible. The commander took the extra time to organize them and catch their breaths before sweeping to the objective.

4.        The existence of a reserve (2 Zug) proved the difference between just securing the Schwarzwald and obtaining a major allied victory. When the commander needed fresh troops at the end to press on westward, he had them.

 

 

 

Conclusion:

We have witnessed a typical day’s hard work in the training cycle of an infantry company. This scenario and map were taken from a translation of the “German Squad Tactics Manual.” There are many ways to approach tactics and there are no silver bullet-type answers that will fit any situation but here we have at least seen some general principles at work. A thorough understanding of the mission is the first requirement. Follow this up with a careful analysis of the terrain and the forces of both sides. Have an objective in mind and stick with it. Do not allow yourself to become sidetracked.

When attacking try to use covered and concealed routes to take you as close to the objective as possible. This helps maintain force protection, security and surprise. Throughout the battle, take time when necessary to organize your forces in order to keep them massed and in command. Maintain security throughout every phase of the battle to guard against unexpected enemy moves. Make maximum use of every resource available and plan your attack carefully. Your overwatching and supporting fires, both direct and indirect will be the key to victory. When approaching the enemy, focus on isolating your point of attack with smoke, fires, or approaching from a direction which masks or negates as much of the enemy’s defensive fire as possible. Minimize time spent in the open. Have key leaders placed to rally troops. Concentrate on suppressing threats instead of destroying them until your men are across and making their final assault. Carefully keep track your ammunition resources.

Always maintain a reserve. If you have three platoons, do most of the work with two, keep the other one fresh and ready. They will be needed during the end game when everyone else on both sides is fought out and low on ammo. They will be the key to victory.

When in the final assault you overwatch elements will assist in eliminating individual enemy resistance as well as blocking or interdicting enemy counterattacks or attempts to reinforce. Be bold and audacious, if you have the enemy on the run press after him, his morale may collapse. The vast majority of casualties are historically inflicted during the pursuit phase. Once you have seized your objective consolidate and reorganize your forces in preparation of enemy counterattacks or further missions. Always conduct an after action review of what went right and wrong and what you would do differently next time, even if it’s just in your head. Put those ideas to the test and see how they improve or detract your chances of doing better.

 

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