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Jeff Schulte
United States Washington New Jersey
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Into the Breach - scenario AAR - The Flood
Here is an AAR from the upcoming World at War: Into the Breach from LNL. (due out in March 2012)
Please note that all components seen here are playtest components. 
The scenario is titled The Flood.
Date: May 14, 1985.
Scenario Description: In many places along the front, the speed of the Soviet advance surprised NATO forces; pushing back the cavalry screens and hitting defense plan positions before all defenders were in place.
There are four map sections, and the scenario is twelve turns long with one Chaos chit and two end of turn markers.
Victory Conditions - The Soviets win if they achieve two of the following four objectives: a) Control the bridge hex at Witzhave and all adjacent hexes b) Control the bridge hex at Rausdorf and all adjacent hexes c) Control all hexes of the town of Erp d) Eliminate 12 American units (not including HQs)
The Americans start with Ghost Troop and Task Force Outrider on map. The Soviets start with the Forward Security Element on map with the 65th and 143rd Tank Battalions entering on turn one. The Americans gain an A-10 and Echo Co on turn six while the Soviets get the 68th Motor Rifle battalion on turn 3.
And just as important as the force levels are the activation markers in the cup.
Turn 1
Turn One passes by quickly with Ghost Troop quick on the move with two activations. They call in DPICM onto FSE T-64s as well as some TOWs from one Bradley and long range gunfire from the Abrams in Lohse. One Abrams platoon pulls back to the hill west of Lohse drawing ineffective op fire from the T-64s. Overall though Ghost's fire is not that effective with only disruptions to show for their effort. One Bradley is disrupted while pulling back on the second activation as well.
The 143rd Tank enters the board rolling up the road on the left flank behind the FSE. The turn then ends! This leaves TF Outrider, 65th Tank, and the FSE unactivated for the turn.
Turn 2
The Soviets react rapidly to the American cav screen and get their Designated Formation marker to use for the 143rd Tank. One platoon makes use of tube launched Songster missiles inflicting the first casualties against one of the Abrams platoons west of Lohse. Another platoon fires as well against the US tanks. Four other platoons move up the hill to their front and use moving fire. This massed fire inflicts a step loss on each of Ghost Troop's Abrams platoons. Finally the first kill is inflicted against the withdrawing disrupted Bradley.
After the 143rd's volley, TF Outrider reacted to move forward but was hindered by Comms Breakdown (Chaos Chit #5). Ghost continued to pull back under pressure with another Bradley hit while the HQ rallied the tanks. The Scout dismounts pulled back into the town of Schulte. Ghost also called down artillery support with FASCAM laid down east of Schulte and more DPICM hitting the Songsters of the 143rd.
TF Outrider got into fire positions covering the area between Schulte and Lohse in the second activation. The 65th Tank entered on the far right flank of the sector heading for the bridge at Wedelheine. The FSE moved up after rallying two platoons while the third ducked into cover after failing to rally.
Turn 2 Observations
A couple things I'd like to point out for turn 2.
1) The Soviets were very happy activating first with the 143rd, but it would have been nicer not to have used the DF chit. If the DF chit came out later it could have been used to march up the 65th with a double move, and they would have reached the bridge at Wedelheine already threatening to push through without opposition. the opportunity to mass fire against Ghost Troop though was too good to pass up.
2) TF Outrider is now in good position to land some punches with a kill zone set up northeast of Schulte. The FASCAMs laid down will either channel the Soviets into the kill zone or force them to spend time to divert into the woods to the south. The next activations on turn 3 are crucial since the light armor of the Bradleys make them vulnerable to even long range fire of the T-64s.
3) Ghost and Outrider should be able to handle the 143rd and FSE, If they can shoot first they can inflict some heavy casualties and then afford some chance to deploy against the 65th that is threatening to pass by on their left. Right now only an M901 and one recon Bradley can harass the 65th as it approaches.
4) The Americans still have a good amount of artillery left including another FASCAM mission, and a couple of DPICM as well as HE.
The Americans need to keep trying to keep the Soviets at arm's reach to make use of the long range TOWs. The corollary to this is that the Soviets need to continue to use terrain to keep engagement ranges down.
And for those unfamiliar with WaW, here is a unit diagram.
Combat is a bit like miniatures where the attacker rolls to hit with a number of dice. Then the defender rolls his armor with each "save" cancelling one hit. The first hit disrupts a unit (which may rally by make a morale check); the second hit flips the unit; while the third woudl destroy a unit. Guns get extended range up to double which raises the hit # by one, while short range is at half or less which lowers the hit number. Missiles don't get extended range at all, and don't get short range benefits.
Assault combat occurs when units enter an enemy occupied hex. Both sides roll according to their assault ratings for simultaneous fire. There are no armor saves in assault combat.
Here are examples of the other protagonists in this fight.
Scenario OOB
For the current scenario we have the following forces:
American Task Force Outrider 1x Abrams 2x Bradley 2x Infantry 1x M106 1x Bradley (recon) 1x M901
Ghost Troop 2x Abrams 2x Bradley 2x Scout Infantry
Support 4x DPICM (2-3) 3x HE (3-4) 2x FASCAM 1x MLRS (2-3)
Soviets Forward Security Element (FSE) 3x T-64 1x BMP-1 1x Infantry
143rd Tank 10x T-64 1x Songster SW
65th Tank 10x T-64 1x Songster SW
Support 4x HE (3-4) 2x Chem 1x MLRS (3-4)
Both sides also receive reinforcements. The Americans receive a tank company comprising of 3 M-1 Abrams platoons. The Soviets receive a motor rifle battalion consisting of 10 BMPs, 10 Infantry, plus supporting artillery and air defense.
Turn 3
The Yanks Strike Back!
The Yanks put on some shock and awe in turn 3 with the first 4 activations of the turn. Ghost starts by calling in the MLRS strike but it falls short when they roll a 6 on the accuracy roll. The barrage still strikes two hexes of T-64s inflicting two hits though. Not having done enough Ghost then calls in two more DPICM missions inflicting further hits Both Ghost Troop and TF Outrider poor on the firepower killing 15 tanks from the 143rd and FSE (5 units KIA, 1 flipped) in their next four activations. The 143rd is down to 60% strength and has lost its HQ.
The Soviets try to regroup attempting to send the FSE and the remains of the 143rd around to the far side of Schulte. Meanwhile, the 65th Tank uses the Designated Formation marker to advance through Wedelheine and to the west in an attempt to outflank the Americans. Only the ITV harasses the tanks with an ineffective volley of TOWs. Finally the 68th Motor Rifle takes up positions in the Lohse and the hill to the east. It's in position now to slam the Americans with waves of Saggers as well as hitting back with artillery.
Turn 4
Turn 4 begins with the 68th MR calling artillery on positions of Outrider and Ghost. This disrupts several units, and then the 68th follows up with a wave of Saggers. A Bradley is lost and a step loss to Outrider's Abrams is inflicted.
Ghost Troop and Outrider then proceed to pull back. The ITV takes out some tanks of the 65th and is joined by the recon platoon. The last FASCAM mission is also called in against the 65th to slow their advance. The 65th apparently is thrown into some confusion as it does not activate for the turn. (neither does the 143rd or FSE)
Turn 5
With so many formations skipped in turn 4, Turn 5 was bound to be a long one. It was with all activation markers coming out before the second End of Turn chit.
The 68th Motor Rifle went into pursuit after the withdrawal of the Americans in front of them. They effectively passed through as the Soviet 2nd echelon by activating with the Designated Formation chit as well.
Ghost Troop fired on the 65th Tank with it's Abrams while the Bradley joined the ITV on the hill above Grandeheide.
TF Outrider continued to pull back to secondary positions with one platoon holding down the right flank heading back towards Witzhave and the remainder falling back towards Rausdorf.
The FSE advanced into Schulte after Ghost's Scouts left the town. The 143rd regrouped east of Schulte.
The 65th was still suffering from confusion due to the loss of it's HQ and managed only a few shots at the Outrider recon platoon taking out the Bradleys.
Turn 6
Another long turn benefits the Soviets as they advance with all forces. The Chaos chit awards Field Repairs to Ghost Troop thus flipping an Abrams to full strength.
The 65th Tank starts out by calling in artillery on the Ghost Troop Abrams positions disrupting both units. They then skirt around to the right heading for the bridge at Hoogven.
The 68th activates next launching devastating assaults against Ghost Troop destroying its HQ and tanks.(the previous disruptions meant no op fire from the tanks as the assault went in) Some TOWs from Bradleys hit their mark against the advancing BMPs but there are simply too many up close. Outrider also throws in it's firepower inflicting losses, but the 68th still has a lot of strength left to counter. Echo Company joins the fray entering the map at Boekel. An A-10 sorties over the battlefield but is shot down by the Tunguskas as they target fully loaded BMPs by Grande.
Finally, the 68th also gets the DF chit and advances through Grande. BMPs attempt to bum rush the Abrams in Granderheide which results in just a mutual disruption. Artillery is also called down across Outrider positions disrupting their mortars as well as the hilltop ITVs. This suppresses American op fire and allows unhindered advances into the open.
Overall American losses are mounting with a total of 7 so far. Twelve losses is a Soviet victory condition.
Turn 7
The situation is beginning to look grim for the Americans in the sector as losses mount, and the Soviets are seemingly able to maintain their momentum in the main attack towards Rausdorf/Witzhave.
The Scouts are all that are left of Ghost Troop. They continue to fall bak in the forest on the American left maintaining their delaying mission. Echo Company lends fire support calling in the last available artillery against Soviet infantry and taking out a BMP with long range tank fire. They are careful not to move within the range of the Saggers.
The FSE enters the forest by Sonnenberg trailing the last remnants of Ghost Troop.
The 143rd follow the FSE in the vicinity of Sonnenberg, committing themselves to a flanking manuever through the woods. The 68th continues its attacks taking out yet another Abrams and HQ in Granderheide Op fire from the remaining Bradleys of Outrider prevent the Soviets from entering Witzhave. The 68th does run into some trouble with its attached artillery out of command for the turn.
Finally the Chaos chit grants the placment of a US hero.
Turn 8
Turn 8 goes quickly with Echo Co, and the 143rd skipped, while the 68th and Outrider only activate once each. The mortars of Outrider fall back into Rausdorf. The Leader moves in towards Witzhave with his platoon. The Ghost scouts fail their command rolls. The 68th continues its advance but has become a bit strung out with several platoons out of command as well as continuing difficulties with its artillery.
Turn 9
The Americans finally though DO catch a break with the 68th MR skipped for the turn. The FSE plunges ahead down the forest road and assaults the Ghost Troop scouts pushing them off the bridge at the cost of one disruption.
The 65th advances out of Meine and takes fire from Echo Company. The American shooting is poor though and results in only 2 flips and 4 disruptions.
On the other hand for the Yanks, Outrider is also skipped.
Turn 10
The Yanks luck doesn't hold out. The 68th activates twice in turn 10. Even after an MLRS mission falls short and inflicts two hits on Soviet infantry, the follow up platoons enter Rausdorf and kill off the HQ and mortars holding the town. Echo Company begins moving to retake the bridge but fail to activate a second time. The 68th also moves in strongly to take Witzhave after the Leader stack directs fire to fend off the FSE threatening from the woods.
Turn 11
Well it is coming down to the wire! What a turn of events! As many of you that have already played WaW know, the scenarios often take all kinds of twists and turns. It has looked grim for the Americans but it now all comes down to the last turn to see who is quicker on the trigger.
First off the Chaos chit makes an appearance and it brings in another A-10 air strike into the cup.
Echo activates and attempts to rally the one unit but fails. The HQ and one unit fire into Rausdorf which disrupts the infantry. The 3rd platoon attempts to move closer but gets disrupted by op fire from the 65th.
Outrider activates and no longer has command issues since there is a leader and still a reduced HQ. They destroy the BMPs on the bridge and then the Leader directs fire that also KIAs the adjacent Soviet infantry. The Ghost Scouts manage to KIA the remains of the FSE platoon in close assault. Outrider then activates again and takes out the second adajacent infantry with the leader and infantry then proceeding to kill the BMP on the near side of Witzhave. Ghost then fails its command roll.
Finally the Soviets react with the Designated Formation. The HQ and recon units move close so that they may spot for artillery next round. One infantry stack goes into close assault but fail although they do inflict a disrupt on the infantry and Leader.
The 143rd moves up close against the Scouts but do not have enough movement to assault them.
The 68th activates then. Artillery is called down with no effect made.The HQ + BMP (reduced) + Tunguska go in for the close assault. They inflict one hit flipping the American infantry but are themselves both disrupted and retreat onto the bridge.
The 65th activates and fires on Echo compnay inflicting one disruption.
The A-10 then makes an appearance. It's a tough call but they go for the bridge wiping out the HQ, Tunguska and BMP.
Lastly, Echo Co moves in closer to Rausdorf and destroys one infantry.
So with one turn left the Soviets have killed 10 American units and hold the bridge at Rausdorf. Will they kill two more or capture the bridge at Witzhave to win? The End
The Soviets smile as the final turn starts with the 68th activating. It runs into troubles right away though as one artillery battery is out of command and the other two fail to inflict any damage against the American infantry in Witzhave. One of the two stacks of infantry in Witzhave rallies and goes in for the assault. This results in mutual annhilation. No one else in the 68th matters at all towards victory. American losses are at 11, and they still control the two western bank hexes of Witzhave.
Ghost activates but fails its command roll. The Chaos chit arrives and grants the Volley Fire marker to the Soviets. Then the 143rd activates. It uses the Volley Fire marker and rolls 5 dice at 3.......... and hits only once which then is cancelled by the Bradley's armor roll. Two more platoons move up in the hopes the DF chit comes out.
The 65th activates and moves towards Echo. The FSE which is now down to one platoon moves up as well. Then End of Turn. TF Outrider is next and the Bradley moves in to occupy one of the Witzhave hexes adjacent to the bridge objective. Then EOT.
By a hair, the Americans win the scenario since the Soviets only gained one objective.
AAR Observations
1) Overall The US killed 23 units with another 11 step losses.
2) American lossses were 11 dead, and one step loss. They also lost one HQ and an A-10.
3) My dice were very streaky. A few times all hits, all misses, or all saves.
4) The big mistake for the Americans was playing too close in the center allowing the Soviets to close assault the Ghost Troop tanks.
5) Anthoer mistake was bringing in Echo Co near Boekel. They should have entered near Kronshorst directly behin Rausdorf.
6) It was hard keeping all of the 68th together in the end. The effort got divided between Rausdorf and Witzhave. The artillery lagged behind as well leading to command problems and them being out of the action for a good part of the last few turns.
7) The 143rd perhaps should have assaulted the Ghost scouts on the last turn instead of using direct fire. The dice were poor in either case so it may not have made a difference, but the Soviets could have followed up with a second assault from the other two platoons.
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Jim Snyder
United States
Ohio
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Jeff,
Great AAR!! Can't wait to play it when it shows!
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norman smith
United Kingdom Unspecified Unspecified
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A lot of effort to do that for us - thank you.
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Jeff Schulte
United States Washington New Jersey
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Thanks. I find that if I take the pictures and do the write up as I play each turn, it's not so bad. This AAR was originally in my blog on Consimworld last week and then I stitched it together here.
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Salvatore Vasta
United States Woodstock Virginia
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Very nice, thanks.
Sal
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Clay Cooper
United States Unspecified Unspecified
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Thanks Jeff. I am really looking forward to this game. I ordered ITB today, along with TUS since it is necessary to play ITB and I did not have it yet.
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Keith Plymale
United States Unspecified Unspecified
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On the L&L Facebook page it said this was off to the printers Monday 2/27. So soon we should be able to play this scenario.
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