Jump to content

BrotherSurplice

Members
  • Posts

    52
  • Joined

  • Last visited

  • Days Won

    2

Reputation Activity

  1. Upvote
    BrotherSurplice reacted to Howler in Operating your IFV/APC under the threat of Javelin   
    The main takeaway of @IICptMillerII post, for me, was the importance of effective fire plans in modern titles. He also reminded us that tactics haven't changed that much. You seem to concur?
  2. Upvote
    BrotherSurplice reacted to IICptMillerII in Operating your IFV/APC under the threat of Javelin   
    I actually disagree with this. Yes, the javelin is a very effective anti-tank weapon. However, so was the Pak 40 in WWII, or an Abrams in hull down in the modern titles. I don't think your approach to operating in a javelin environment is much different than any other anti-tank weapons environment. The same principles apply. Cover and concealment are still your best bet, regardless of what you're up against. 
    People tend to think that modern warfare requires a whole new set of tactics in order to be successful. This generally isn't the case. Weapon systems in the modern age tend to be more lethal due to their first shot accuracy, and spotting ability across the board has increased as well. The same basic rules still apply however. If the enemy javelins cannot see you, then they cannot kill you. Suppressing fire is just as effective against a modern javelin as it is against a WWII anti-tank gun. Its just now the javelin is harder to spot, and once it's fired you're likely out of luck. 
    Others have touched on it, but I'll repeat because I think its worth stating again. A good fires plan goes a long way to mitigating all sorts of anti-tank threats, be it javelins, AT-14s, or guys with RPGs. As an example, I know a lot of people expressed frustrations with the "Passage to Wilcox" scenario in the SF2 demo, but from the American side. There is a battery of AT-14s that can cause some real havoc if you aren't careful. However, the briefing warns you of this threat, and even tells you roughly where they are on the map. So, as part of my overall fires plan, I made sure to dedicate a section (2 tubes) of 120mm mortars to put the suspected AT-14 position under a constant rain of fire during my initial movement phase. I did that by setting the fire mission to a long mission, but a light rate of fire. That way only 4-6 or so shells were landing a minute, thus preserving the mortar ammunition, but this was still more than enough to suppress the AT-14s and even knocked at least one of them out. The rest I was able to destroy with direct fires from my tanks and Bradleys, which didn't take any fire from the AT-14s as the gunners were too busy hugging the dirt from the mortars. 
    For Red Forces, be it Russian or Syrian, a detailed and accurate fires plan is extremely important. You can suppress, destroy, or at the very least deny enemy javelin teams from setting up in advantageous positions. That can buy you time to maneuver into an advantageous position for your own forces, where you can start to bring direct fires to bear on suspected and known anti-tank positions. Easier said than done of course, but it is certainly doable. 
    One last note I think is worth mentioning, using infantry as recon is very useful when facing javelins. Their handheld optics might not be as good as the ones mounted in vehicles, but they are also much easier to maneuver and conceal than vehicles are, and javelins will generally not engage them unless ordered to. Worst case scenario, you lose a recon team to a javelin, but now that's one less javelin missile you have to worry about. Best case, you are able to spot enemy anti-tank teams with your infantry and neutralize them without losing your armor. Again, easier said than done, but its quite possible. 
  3. Upvote
    BrotherSurplice reacted to Hapless in Nato with no AA capabilities   
    A few points:

    1. Syrian airpower is comically unresponsive compared to NATO. It can take anything up to 30 minutes to call a CAS mission in. If you are sat in the same place for 30 minutes against a Syrian force that is not only qualitatively inferior but has chosen to spend precious points on off-map assets that are not in your way then you are probably not pushing hard enough.
    2. If you're playing against a human opponent, then just agree not to bring airpower. Or agree that airpower is only an option if EW is, then shut all his radios down. Or fight at night. Or whatever- just because its there doesn't mean it has to be used or can't be 'balanced out' by agreement.
    3. Syrian airpower is noisy, dramatic and scary. It is also transitory, inaccurate and not likely to be very effective if you have stumbled upon the secret, ground breaking defensive procedures of concealment, dispersion, deception and keeping on the move. I can almost guarantee that learning how to operate effectively despite enemy airpower is going to be a lot more productive and useful than moaning about it.
    4. Some of the light Hind missions are 14-15 points each. I assume that's a bug: it kinda makes sense for Allied strafing runs in WW2 to be cheap because there a thousands of P47s about. Not going to claim to be an expert on the Syrians, but I'm pretty sure that they don't have enough Hinds for that kind of thing.
  4. Upvote
    BrotherSurplice reacted to IICptMillerII in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    Looking forward to this as well. All the new models look great, both the infantry models and the T-72 tank models. It'll also be nice seeing TRPs put to use in SF2. 
    Speaking of those TRP's, why did you choose to only take mortars? Was it a tactical or budgetary consideration?
    A note on the TURMS, in my experience it only marginally improves spotting ability, and still puts you far behind the typical NATO spotting cycle. Still, they are better than nothing. 
  5. Upvote
    BrotherSurplice reacted to Bil Hardenberger in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    Not implemented yet.. either that or just not working in the current build.
    I am far from an expert on this kit and what the percentages are within the Syrian Army.. I would bet nobody will know for sure.. probably even those serving in said Army.     
  6. Upvote
    BrotherSurplice reacted to Bil Hardenberger in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    Even though the other BETA AAR is still going on, I expect it will end very soon.  I had already promised to take IanL on in a second game to fill the time, so here 'tis.  I hope it fills the time left until release.
    BACKGROUND
    A NATO attack is in progress and they are making massive gains.  In an attempt to slow them down high command has decided that a spoiling attack is required.  We are the tip of that spear.  Our task is to Probe into the assigned sector on the flank of the NATO attack and determine the strength of the Canadian flank security force in front of us and if possible, destroy it or force it to withdraw.  Our force will not be reinforced unless successful, so if we fail, another unit will become the spearhead for the main attack.
    Hopefully that will suffice to set the stage for what we are doing in this action.  Ian and I are playing a Quick Battle (QB) Medium Probe, with me as the Syrians on the attack, force selection for both sides was Mixed (Infantry, Mech Infantry, and Armor are all okay to purchase) with no restrictions set for either side. 
    I do not expect an easy time of it, as the Canadians are tough and Ian is no slouch tactically.  He even uses some of the same movement techniques I use so I expect this to be a hard struggle
    ORDER OF BATTLE
    My purchases:



    MAIN BODY
    This element will be my main combat element in this action.  They will be tasked with capturing early objectives, ascertaining enemy strength and capabilities, and recovering the enemy Order of Battle.  
    A Company Mechanized Infantry on BMP-2s 
    Company HQ Element Tanks are intended for anti-infantry support ZSU-23-4 is mainly for AA support, but also is intended to be used in an anti-infantry role
    1st Platoon Will have one AT-13 team attached
    2nd Platoon Will have one AT-13 team attached
    COMBAT SUPPORT 
    120mm Mortar Battery with FO Also purchased four TRPs
     AT 13 Platoon One of the two sections will be assigned to the Main Body, one AT team per platoon Note:  truck was purchased specially to carry the remaining section and the HQ element
    AT 14 Platoon One of the two sections will be assigned to the Reserve, both AT teams in the Mech Infantry platoon Note:  truck was purchased specially to carry the remaining section and the HQ element
    RESERVE - This force will be husbanded until needed, or until I can identify the main enemy positions
    Airborne Mechanized Infantry Platoon on BMP-3s Will have one complete AT-14 section attached
    Tank Platoon on T-72M1 TURMS-T Technology Note:  These tanks feature the TURMS-T computerised fire control system by Galileo Avionica.  It will be interesting to see how that helps in action.
  7. Upvote
    BrotherSurplice reacted to IICptMillerII in CMSF2 New Belligerent ?   
  8. Upvote
    BrotherSurplice reacted to IICptMillerII in Combat Mission D/AAR Battle of Arbe-Qimam Airfield   
    Finale Part One
    Apologies for the long delay between updates. The rate of incoming turns slowed down for a few weeks. The good news is that in this past week we were finally able to finish the battle. It has quite the ending. 

    As I mentioned in my previous update, there was a long period of inactivity between my QRF’s failed attack/probe and when my main combat power arrived. 20 or so minutes passed with nothing happening, aside from the slow drumbeat of my artillery falling on the airfield. 

    Then, around the 43rd minute of the battle, incoming small arms fire begins to hit my positions on Resistance Nest 2. The source of the firing is not observed, and a casualty is taken. 



    The volume of fire ramps up. First with what appears to be autocannon fire at a slow rate of fire impacting:



    Followed by a javelin that takes out the bunker:



    It’s not all bad news though. Finally, at the 44th minute of the battle, with only 16 minutes remaining for me to complete my objectives, my main force arrives. 

    Part of the Armor Team:



    Part of the Mech Team:



    Armor/Mech elements mixed together:



    Unfortunately, they did not all deploy in the same place on the battlefield, but instead are spread out. This complicates my options for attacking the airfield. At the least, it means I have to maneuver some elements into position before the main attack can kick off. This maneuvering will take time, something that I am beginning to run out of. 



    The two groups to the left will maneuver forwards first, staying in defilade the whole way. Once they’re in position, which will be where the remnants of the QRF are holding, the entire force will assault the airfield as one. It’s an all or nothing gamble but based on the limited amount of time I have left, my inability to spot any of the British positions, and the unknown status of their expected relief force, this is the best plan of action available to me. 

    The Assault Plan:



    The tanks and BMP’s that are out of position will take a few minutes to get into position to make the assault. I want to attack with all my combat power at once, not piecemeal. 

    While my assaulting elements are getting into position, things really begin to heat up on the Resistance Nests:



    Action shot! Our first solid spot on our enemy. This British para is literally running, gun blazing into my position. Unfortunately, this awesome display of Rambo emulation was so powerful it stunned my infantry into inaction, resulting in all of them being gunned down. 

    Things quickly escalate. British mortar fire begins landing in the low ground between the Resistance Nests:



    It appears to be a smoke mission. Odd, considering it’s falling in relative dead ground, and my men can’t seem to spot anything until its 5 meters in front of them anyways. I suspect this smoke will have little effect on the battle. 

    With some British forces spotted, and their attack obvious, I decide to get my men into the fight. Heavy machine guns area fire on the ground where the British are advancing over, and infantry squads begin spraying the area with fire as well. 





    My men put up a valiant fight, but they are essentially fighting blind. The outer positions are quickly overrun.



    Then, heavy artillery begins to land on the Resistance Nest.



    These blocking positions are starting to take a ton of fire, while being assaulted. Despite the seemingly dire circumstances, they are doing their job. Delay any enemy attacks and divert attention away from my main effort. All I have to do now is conduct my assault before all of the Resistance Nest positions are overwhelmed. 

    As my tanks are moving into their assault position, something nasty happens:



    The Armor Team Company Commander gets knocked out. Worryingly, the shot comes from the right-rear of the tank. It would appear that the British relief force is here, and they occupy positions on higher ground that are able to observe part of the defilade I’m moving through. This also means I could get caught in a cross fire when I make my assault on the airfield. The situation is becoming more tenuous by the minute. 

    The indirect fire on the Resistance Nest being assaulted grows yet more intense. There are airbursting 155mm shells, with HE mortar shells landing as well. 



    The good news is that all of my assaulting forces are now in position and ready to attack the airfield. 



    With only 13 minutes left to seize the airfield, a determined British attack underway on the Resistance Nests, the British relief force on the field, and my assaulting forces finally in position, the assault on the airfield begins… 

  9. Upvote
    BrotherSurplice reacted to IICptMillerII in Combat Mission D/AAR Battle of Arbe-Qimam Airfield   
    Ballad of the QRF (Cont.)
    My lack of developed intel on the enemy defenses is a real problem. Despite multiple sets of eyes, from multiple locations, and even taking fire from enemy positions, I have yet to get a solid or possible spot on anything. With most of my combat power still over 20 minutes away and given the threat of enemy javelins and my own inability to see any enemy positions, the mission of the QRF now changes.
    The QRF’s new mission will be to conduct a probe towards the airfield defenses in order to gain some intelligence on enemy positions. As the infantry move closer to the trench positions, they will conduct a reconnaissance by fire. To be clear, I’m not expecting them to discover much, and they will likely take high casualties. This is necessary given the situation. If I had better optics, I could play this more conservatively, quietly moving around the perimeter and observing from a distance. As I do not have that capability, I will have to do this the old-fashioned way, advance to contact, which is just a fancy way of saying, “move forward until you get shot at.” While that is the simplification, there is more nuance to the actual procedure. The infantry elements will bound forward, one covering while the other moves. Syrian squads cannot be split up like NATO squads can, so I have to move in squad sized chunks instead of team sized ones.

    The spotters have come under artillery fire again but had even less time to displace. They were still running to their new position when the British mortar barrage began. Unfortunately, this time the barrage causes a casualty. The silver lining is that the casualty is only wounded, and he is the radio operator, not the FO.

    The airburst barrage is on target, and I cringe through several close calls.

    Despite the numerous close calls, no further casualties are inflicted on the FO team. They will be displacing again as soon as the barrage lifts and they are no longer pinned down.
    Unable to spot anything on the airfield, and with the incoming machinegun fire slackening off, I decide to move the HQ section overlooking the airfield up to the next terrain feature.

    Upon arriving, they come under fire again. This time it appears to be a mix of rifle and light machinegun fire, including a marksman rifle. This fire is effective, and casualties are caused.

    Unfortunately, the first man hit is the platoon leader. This immediately pins the HQ element, and they remain stuck in this position. To add insult to injury, no one is able to identify where the fire is coming from.
    The FO team displaces, just in time to dodge yet another mortar barrage.

    Elsewhere, things are beginning to look grim for the QRF.
    The infantry has infiltrated as far forwards as they can. They begin to take sporadic fire. I still do not have any spots on the British positions. I order my men to lay down fire on the suspected positions and have them bound forward in teams.


    This immediately goes to hell in a hand basket. Within moments, I’ve taken scores of casualties.




    The propaganda ministry will report this attack as a resounding success. The cowardly British hiding in their positions were probed. Our courageous soldiers have shown the imperialist invaders that our resolve is strong, and they cannot hide from us forever!
    In reality, the probe has been resoundingly repulsed. Any hope I had for securing an early foothold on the airfield is now gone. The entire battle is now in the hands of the main force, which should be here within the next 20 turns or so. At the very least, I have a rough idea of where the British strongpoints are on this side of the airfield. Keep in mind, I still do not have a solid or tentative spot on any British position.
    If there is good news, it is that the D-30 fire mission is finally falling. Too late to help the QRF, but it should help to shake up the British for the main attack.

    Having completed their mission, and somehow managing to dodge multiple British fire missions aimed at them, the FO team is able to fall back.

    This result is not unexpected. It was unlikely that the QRF would have been able to achieve a toe hold on the airfield, but it was worth a try. At the least, they have given me some intelligence on the British defense. I know roughly where some of their defenses are, and I know they have Javelins. These are all things that will aid the main force when they conduct their attack. Further, there has been no sign of a British relief force though it is possible they have slipped past the fortified hills in the dark. For now, that will remain an out of sight, out of mind problem.
    Unless something unexpected happens, this signals the beginning of a lull in the action. In the meantime I’ll be sitting tight, waiting for the main force, and watching for the British relief force.
    On an administrative note, I haven’t gotten any turns from my opponent in a few days. I believe he is away on holiday, and turns should resume sometime this week. Either way it is likely to be rather slow for a bit. Hang in there though, I have a feeling the finale is going to be quite explosive.
  10. Upvote
    BrotherSurplice reacted to IICptMillerII in Combat Mission D/AAR Battle of Arbe-Qimam Airfield   
    Ballad of the QRF
    The forward observers crawl into their positions overlooking the control tower and surrounding defenses.

    They are unable to spot anything on the airfield, even after a few minutes of observing. No matter, as they can call for fires on the airfield, which is precisely what they do.

    The fire mission is a low rate of fire, long duration, HE. This will allow me to keep the target under fire for a long time while conserving ammunition. However, there is a catch; the fire mission will take 12 minutes to arrive. This is a painful delay that will put both the FO team and the QRF at increased risk.
    Meanwhile, the QRF has arrived.

    No time is wasted as they are immediately ordered to move along the ravine providing defilade into their support by fire position.

    As the QRF moves into position, enemy spotting rounds begin to land near my FO team.

    Shortly after a second spotting round falls, this one even closer to the FO team.

    Time to displace. I am concerned by the fact that the enemy is able to observe my FO team in this position, while I am still unable to observe anything on the airfield. Fighting this action at night as the Syrians (who lack night vision devices, BMPs included) is going to be very difficult.
    At the same time, the BMPs roll up into their support by fire position. They immediately begin firing 30mm into the control tower, as this is a likely enemy observation post.

    The FO team displaces.

    Its just in time. Right as they go to ground at their new position, an airburst mortar barrage lands where they were only seconds before.

    The airburst shells creep closer to my FO team, and for a moment I worry that I may lose them. This would be a massive blow to my efforts, as it would essentially remove my ability to call for fires. Without fire support, I have little chance of taking the airfield.

    Luckily, the barrage ends. No one is killed or wounded.

    That was too close. Note the incredibly fast time on target the British mortars have compared to my fire support assets. This is one of the chief advantages of NATO forces, their ability to call for fires and get fire for effect extremely quickly on a given target. The amount of time that passed between the first spotting round landing and the first round of the barrage was roughly 2 minutes.
    The BMPs have been pumping 30mm into the control tower for a minute now, but their rate of fire is very slow. I believe this is because of the low light conditions and their lack of proper night optics making it hard for them to see what they’re shooting at. So, I decide to move two of the BMPs up the ridge a little more to allow them to fire their ATGMs at the building. The leftmost BMP has a large enough target to engage with his ATGM from where he is.

    At the same time, I order a headquarters section from the anti-tank units occupying the resistance nests up to get more eyes on the airfield.

    The leftmost BMP fires its ATGM at the control tower.

    Which promptly falls out of the sky hundreds of meters short.

    Bad luck. This is either operator error, or the missile’s motor failed.
    The other two BMPs get into position and begin firing their autocannons. I was hoping they would fire their ATGMs instead, but in Shock Force there is no way to order a unit to use a specific weapon system. I’ve given all three BMPs ‘Target’ commands, which generally prefers heavier weapons, but this time it didn’t pan out that way.

    These BMPs were given pause commands of 20 seconds. This is because the position they are in is more exposed, and I don’t want them sitting there long enough to be engaged by the dug in Brits. The idea is for them to move up, fire an ATGM, then fall back into better cover and reload.
    Both BMPs fire off a few rounds of 30mm, begin reversing, and…

    Javelin. The best laid plans…
     Once again, the speed of NATO forces shows. The Javelin operator likely only had 20 seconds, or less, to acquire and lock the target. A few of the infantrymen in the back spill out of the burning vehicle, the only survivors.

    Its worth noting that a fair few of the infantrymen, including one crewman, survived the initial hit. However, as they are evacuating the vehicle, a secondary explosion goes off, killing close to half the survivors. This infantry element is now combat ineffective.
    After seeing this and kicking myself for making the mistake of not dismounting sooner, I order the rest of the infantry out of their tracks. I also ensure the BMPs are in proper hull down positions relative to the control tower defenses.

    The HQ section arrives at their observation point, and immediately take fire.

    Its machinegun fire from the looks of it, probably an M240, coming from the barracks on the airfield. The fire causes no casualties and doesn’t really cause any suppression effects either. Despite this my men are unable to get a solid spot on anything on the airfield, even the enemy shooting at them.
    As this is happening, the FO team comes under spotting fire again. They’ll have to displace again.

    This has been a tough, though not unexpected start. The QRF is doing its job. I have a rough idea of where some of the British strongpoints are, and I know they have Javelins. I also know that these British paras must be set to very high training and motivation levels based on the quick spotting and firing times thus far.
    Right now, my single biggest problem is my lack of offensive combat power on the field. Indirect fires can help make up the difference, but with a 12-minute call-in time and my FO team being harassed by enemy artillery, the advantages of indirect are pretty well negated. Add on to that the fact that I have yet to get a solid spot on any British positions, and the advantage disappears.
    I still have plenty going well for me though. I still hold the initiative as the attacker, I know I have more combat assets on the way, and I’m developing the battlefield and getting an idea of where the enemy strong points are. I am in no way close to being down and out.
  11. Upvote
    BrotherSurplice reacted to IICptMillerII in Combat Mission D/AAR Battle of Arbe-Qimam Airfield   
    Opening Turns
    The beginning of the battle will be rather slow for me. As stated previously, most of my combat power does not enter the battle until the 40 minute mark, and the QRF does not enter until the 10 minute mark. We aren’t quite there yet. However, I suspect that once the battle does start, it will ramp up rapidly in intensity.
    As the battle begins, the preparatory mortar fire begins to fall.


    Unfortunately, the mortars have limited ammo. Even though the fire mission was set to a low rate of fire, the mortars are soon out of ammo.
    At T+5, the mortar mission on the Resistance Nest begins to fall.

    Also at the T+5 mark is the arrival of the D30 howitzers. In order to employ them, I need to move my Battalion FO team up.


    They will move into a position overlooking the control tower and surrounding defensive positions.
    That’s all for now. In a few more turns the QRF will arrive, and things will start to heat up.
  12. Upvote
    BrotherSurplice reacted to IICptMillerII in Combat Mission D/AAR Battle of Arbe-Qimam Airfield   
    The Plan
    The plan is simple: I must overrun the airfield before the British relief force gets to the airfield. This is greatly complicated by my reinforcement schedule, as most of my combat power does not arrive until 40+ minutes into the battle.
    The Big Picture:

     
    Scheme of Maneuver
    QRF – The QRF force will arrive in 10 minutes. They will immediately proceed through a gully towards the control tower on the airfield and establish a support by fire position. The gully will provide good defilade all the way to their SBF position and should prevent any interdiction by the British. Once at the SBF, the BMPs will pour direct fire into known and suspected British positions along the airfield perimeter defenses. If the situation allows, the infantry will conduct a dismounted assault against the periphery defenses and attempt to establish a toehold on the airfield for follow on forces to exploit.  
    Composition:
    -x3 BMP-2s
    -x2 rifle squads
    -x1 platoon command element
     


    Armor Team – The Armor Team will arrive in approximately 40 minutes. They will advance forward and establish a Base of Fire position to put direct fires on the British defenses while providing overwatch for assaulting forces. They have the additional task of reacting to any British relief force that may arrive. If the situation allows, the tanks will assist the assaulting elements in conducting a close assault of the airfield. While this will place the tanks at increased risk from handheld AT weapons, I view this as a necessary risk. It is imperative that the airfield defenses are reduced as quickly as possible. A section of x2 122mm 2S1’s will arrive on station with the Armor Team.
    Composition:
    x10 T-72 tanks (x3 platoons of x3 tanks, with x1 command tank)
    -x2 122mm 2S1 self-propelled howitzers (off-map)

    Mech Team – The Mech Team will arrive in approximately 40 minutes. This is my primary assault force and main effort. They will advance forward and under cover from the Armor Team, will conduct a deliberate attack against the British defenses. The BMPs will close on the enemy positions, putting down direct fire as they move. Then upon reaching a position close enough to the enemy positions (terrain dictates the specific positioning) the infantry will dismount and conduct a close assault of the trench lines. After clearing the trenches on the perimeter of the airfield, the infantry will continue to execute a dismounted assault of the airfield itself, to include the hangars and any occupied buildings. The BMPs will move behind the infantry and provide direct fire support. A section of x2 122mm 2S1’s will arrive on station with the Mech Team.
    Composition:
    -x12 BMP-2 IFVs (x3 rifle platoons with x3 BMP-2s, x1 weapons platoon with x2 BMP-2s, x1 command BMP-2)
    -x2 company command elements (CO/XO)
    -x6 rifle squads
    -x3 platoon HQs
    -x2 machinegun teams
    -x1 weapons platoon HQ
    -x1 forward observer
    -x2 120mm mortars (off-map)
    -x2 122mm 2S1 self-propelled howitzers (off-map)

    Fires Plan
    The initial fires plan has all 6 82mm mortars firing suppression missions against the British defenses. These missions are low rate of fire, long duration. This will allow me to keep the British positions under fire for an extended period while preserving ammunition. The goal of these fires is not to produce mass casualties, but to keep the British pinned in their trenches, unable to observe or fire on my units.



    At T+5 minutes 2 D-30 howitzers will become available. These will be tasked with suppressing the British positions around the control tower. The mission will be the same as the mortars, a low rate of fire at long duration. These fires may allow the QRF to conduct a hasty attack against the positions surrounding the control tower.

    At approximately T+40 minutes 4 2S1s will become available. These will be used in support of the main assault. Targets will be determined by the situation as the assault develops.
    Composition:
    -x6 82mm mortars
    Reinforcing:
    -x2 122mm D-30 howitzers (T+5)
    -x2 120mm mortars (T+40)
    -x4 122mm 2S1 self-propelled guns (T+40)
    Note: The battalion FO starts the battle on-map and is directing all initial fires.
     
    Blocking Positions
    The blocking positions are the resistance nests that remain under my control. These are resistance nests 2, 3, and 4. These positions are fixed defenses with fortifications (trenches and bunkers) manned by the airfield reservists with heavy weapons. Their primary mission is to hold in place and act as an early warning to any British relief attempt. In the case of a British relief force attacking, they will act as the initial screen against such an attempt. As a secondary objective, they will put fires into any observed movement on the British occupied resistance nest 1. These positions are not expected to hold out long against a determined attack. If they can buy time and delay the enemy long enough to allow for the airfield to be reduced, they have done their job.

    Composition:
    Resistance Nest 2
    -x1 platoon HQ
    -x2 rifle squads
    -x1 recoilless rifle
    -x1 RPG team
    -x1 MMG team
     
    Resistance Nest 3
    -x1 platoon HQ
    -x2 rifle squads
    -x1 RPG team
    -x1 ATGM team (AT-4A)
    -x1 recoilless rifle
    -x1 MMG team
     
    Resistance Nest 4
    -x2 Company command elements (CO/XO)
    -x1 weapons platoon HQ
    -x1 platoon HQ
    -x2 rifle squads
    -x2 HMG teams
    -x1 ATGM team (AT-4A)
     
    To reiterate, the only chance I have at success is to capture the airfield before the British relief force is able to break through. Unless the British relief force has no tanks (which I highly doubt) I will be completely outmatched.
    The stage is set.
  13. Upvote
    BrotherSurplice reacted to IICptMillerII in Combat Mission D/AAR Battle of Arbe-Qimam Airfield   
    Combat Mission D/AAR
    Battle of  Arbe-Qimam Airfield
    IICptMillerII vs @BrotherSurplice
    Prepared for Grogheads, Few Good Men, and Battlefront
     
    Introduction
    This is a work in progress scenario currently being designed by Rinaldi for Combat Mission Shock Force. Point values, force compositions and other variables may be subject to change for the final version of the mission. Consider this a beta test.
    I have taken on the role of OpFor, while my opponent BrotherSurplice has taken the British as BlueFor.
    BrotherSurplice is a skilled opponent who knows his stuff. I’ve known him for a while now, but this will be our first Combat Mission PBEM. Regardless of how the battle turns out, this should be enjoyable.
    A quick note on OpFor: the battle is meant to be a tactical vignette, so OpFor is more of a generic force rather than a Syrian-specific force.
    Situation
    “Preceded by a strong air raid, an enemy airborne assault has been launched against the immediate rear of our second line of resistance. The enemy have seized a derelict airfield that had been reinforced as a strongpoint anchoring our flank. Should this enemy presence continue to assault our defenses they risk unhinging our entire defense; already hard-pressed against more conventional assaults to the front.
    The enemy is bereft of support, and an opportunity exists to turn a dangerous situation into an overwhelming tactical victory!” (from in-game briefing)
    Essentially, this is phase two of an air assault. BluFor is scrambling to consolidate their positions and hold out for relief, while OpFor is scrambling to overrun the enemy before they are relieved. The action strikes me as a modern day version of Robert Frosts doomed last stand in Arnhem, though this is a fairly typical situation for any vertical envelopment operation. The battle is a race. Whoever can assault or relieve the airfield first is likely to win.
    Enemy
    “The enemy is estimated to be in Battalion strength, though they are known to have taken casualties from surviving defenders. They also report no heavy caliber fire on their current positions. Enemy air power has also been cleared from the skies, follow-up attacks being disrupted by well-concealed ADA.” (from in-game briefing)
    Enemy Starting Positions:

     
    During the initial assault, the British were able to seize both the airfield (and its perimeter defenses consisting of a series of trench lines) and one of the ‘Resistance Nests’ on the periphery of the airfield.
    A relief force (assumed to be mech heavy) is expected to attempt to reach the besieged airfield, though it is unknown when such force will arrive or its composition. This is the single biggest variable of the battle. If the British can relieve the airfield before I am able to conduct my assault, the battle will be over.
    Terrain and Weather
    “It is currently 0200 Hours. It is a cold desert night, and a strong wind is blowing from the south. This same wind has kicked up quite a bit of dust, making the night a murky, hazy one.
    The most prominent terrain features are four jagged peaks that rise out of the desert, creating a natural bottleneck that serves to canalize our enemy's attacks. We have established a second line of defense centered around this derelict airfield, exploiting the geography. The terrain beyond the peaks is equally complex, with rising mounds of earth that break line of sight and force close range engagements. Our surviving strongpoints are arrayed on top of these mounds, dominating the low ground that runs between them.
    The airfield itself had been transformed into a strongpoint by our forces when the political crisis slid inevitably towards armed conflict and military conflict. The airfield was struck hard by the first sorties, damaging several structures and smashing the airfield's magazine.” (from in-game briefing)






     
    Friendly Forces
    “You are the commander of the 18th Battalion Tactical Group (Mcz.). You are a powerful all-arms formation that is acting as the local reserve in the vicinity. You have released for this mission a company team to relieve the surviving defenders. The team is currently en route to the battlefield. It consists of:
    1) A quick reaction force from your B company, sent out ahead of the force; they were delayed, taking cover when the air raids failed to abate. Now that a SAM network has been established, they are racing ahead of the main force and should arrive shortly, from the east.
    2) A combat team consisting of the entirety of the 18th Tank Company - your battalion's organic tank unit - and the first company. The CO of the unit broke into two march columns, one armor heavy, the other mech heavy. Attached to both are a pair of self-propelled guns that will, per doctrine, take up firing positions when the units get closer.
    3) A nearby 122mm battery in a concealed position has been released to you. They are currently preparing for firing missions and will be able to provide support to the airfield's remaining defenders shortly.
    4) Three strongpoints remain under friendly control. The reservist officer assigned this task has done well indeed, and appears to be calm and well stocked. With luck they will be intact and capable of restricting enemy movement when your tasked forces arrive.” (from in-game briefing)
    My men are decently trained, led and motivated, to include the reservists on the field. The reservists are holding the Resistance Nests, and are well equipped.





     
    My tanks are T-72M1V TURMS-T and my IFVs are BMP-2’s.


     
    Self-propelled guns (122mm 2S1’s) will arrive along with their respective Armor and Mech teams.
    While the training and leadership is adequate, the equipment itself is less so. These assets are more than enough to deal with the British infantry on their own but will be hard pressed to handle any British armor forces that may arrive later on.
    And herein lies the suspense. The QRF and some of the artillery assets will become available within the first 10 minutes of battle. However, my main assault force, the Mech and Armor teams, do not arrive for at least 40 minutes.
    Time
    I have 1 hour (with some variable time) to reduce the airfield.
    Final Notes
    This is a beta test. Point values for objectives, scenario balance of forces, etc may be off and subject to change.
    Warning in advance, I will be travelling for some time in mid-May and will be unable to post updates during that time. This battle will likely not be concluded before my travels, so expect a gap in updates around that time.
  14. Upvote
    BrotherSurplice reacted to sid_burn in Invisibility cloak--real   
    This is all very well and good, but how do the black-eyed kids fit into this? 
  15. Upvote
    BrotherSurplice reacted to Rinaldi in Battle Type Preference in Quick Battles?   
    Same boat as you presently,. Asides from my current PBEM with @BrotherSurplice I'm defending in all my other games - namely because I want some damn practice in it. 
  16. Upvote
    BrotherSurplice reacted to IICptMillerII in I Don't Read the Dev Updates BINGO!   
    In honor of the imminent release of CMSF2, I figured I would get a heads start on the time honored tradition of complaining about every new release by making it into a fun game!
    I give you, CMSF2 BINGO!

    All in good fun of course.
  17. Upvote
    BrotherSurplice reacted to DerKommissar in What will the next CM be?   
    Truth be told, I am expecting Combat Mission: Napoleon. I am sure, everyone wants to go back to the good old days: when gentlemen were gentlemen, uniforms were classy and the rate of fire of weapons was as appalling as their accuracy. Besides, there's nothing more tiresome then having to scatter a company of troops across a kilometer of uneven terrain -- it's much more neat to have an entire battalion walk a-breast in a field. The enemy was truly sportsman-like back then, and would allow your troops to come close before opening fire. Drums, deadly diseases and cavalry charges -- oh, yes, that's the CM for me.
     
  18. Upvote
    BrotherSurplice reacted to Rinaldi in Happy 4th of July Everyone!   
    Sounds like another no -- you keep typing your rants while dodging the fact you throw out immature accusations but lack the fortitude to put your money where your mouth is. Someone is the child here, I'm not sure it's me. 
  19. Upvote
    BrotherSurplice reacted to Rinaldi in Happy 4th of July Everyone!   
    Sounds like another no. Not surprised. Again: put your money where your mouth is, or pound sand. 
  20. Upvote
    BrotherSurplice reacted to Rinaldi in Happy 4th of July Everyone!   
    Put up, or shut up - PBEM me. In your last temper tantrum and departure from the forum you were challenged several times after firing off the side of your mouth about your "tactical excellence."
    This thread also has nothing to do whatsoever with Black Sea.
  21. Upvote
    BrotherSurplice reacted to sid_burn in Oleksandr's Modding Space   
    This is great to hear.
    I think you could maybe even include some of your Ukranian mods in Shock Force 2. The Marines have been working a lot with the Ukrainians recently (hopefully the Ukrainians were teaching them how to properly deal with Russian forces 😁), so maybe you could even represent Ukrainian mercenaries or advisers? I think it was @IICptMillerII or @Sulomon who mentioned how he'd love to see the Azov Regiment fight the Republican Guard!
  22. Upvote
    BrotherSurplice reacted to IICptMillerII in CMSF 2 – US-SYRIA BETA AAR   
    A new AAR from Bil, we know what that means!
    Looking forward to seeing how this plays out, and the screenshots are a nice bonus too!
  23. Upvote
    BrotherSurplice reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    METT-T
    ENEMY
    Enemy Intentions:  Intel reports that enemy civilian and militia forces similar in size and capability to ours are eager to capture DUMAYR, the monastery, and Village Charlie.
    Enemy Force Capabilities:  It is reported that the enemy contingent in the AO is similar in force make up and combat power to our own.
    Possible Order of Battle:
    Civilian Fighter and Militia – specifics unknown, but suspected to be similar in size and organization to those supporting us PIR:  Will the enemy militia/fighters attempt to seize DUMAYR? PIR:  Will the enemy militia/fighters attempt to seize the Monastery? PIR:  Where are the enemy Technicals? UK and German Mechanized Battalion Task Force – possible British command element Reconnaissance Force - intelligence reports enemy mechanized recon made up of allied UK and German forces.  Order of Battle – S2 reports possible: UK Recce Platoon – (possible)  - Good light armored recon force, but could have small dismounted recon capability 8 Scimitar light tanks.  1 Spartan APC with Recce Section FV432 Bulldog APC German Aufklarung Platoon – (possible)  – less capable vehicles, but a strong dismounted capability 4 Fennek (Desert Fox) armored reconnaissance vehicles – NOTE: these vehicles become unmanned when the team dismounts 1 HQ and 3 Aufklarung Teams This force is expected to enter the AO around the same time as our recon force The potential eight enemy Scimitar light tanks could be the most dangerous opponent for our recon force to contend with.  Though they will be light in dismounted recon assets, they could have an initial combat power advantage in the AO. PIR:  Will the enemy recon attempt a recon in force down AA1? PIR:  Will the enemy recon attempt a counter-recon operation? PIR:  Will the enemy recon force take up overwatch positions at KT1? Maneuver Elements – Armor – S2 reports possible: Two  Challenger 2 Two Leopard 2A6 or A4 Mechanized Infantry – S2 reports possible: One British Mech Infantry Company One German PzG Company Support Elements – S2 reports possible: One UK medium howitzer battery One German medium howitzer battery This would be a very capable and dangerous force, priority must go to defeating the enemy armor and IFVs. PIR:  Will the enemy Mechanized Force attempt to seize KT 2? PIR:  What is the force composition of the enemy Advance Guard? PIR:  Where are the enemy tanks? Enemy Strengths:  the enemy mechanized force will be just as capable as our own, their tank and mech infantry contingents are expected to equal our own, and in some cases could be slightly better.  Artillery support will also be strong and will require us to keep on the move to keep ahead of any potential fire missions.
    Enemy Equipment:  S2 expects to see the following equipment in the enemy force:
    Scimitar and Fennek reconnaissance vehicles Challenger 2 and Leopard 2A6 or A4 tanks Warrior and Marder IFVs Enemy Weaknesses:  The enemy force is as capable as our own, however the enemy infantry dismounted squads are lacking anything similar to the Javelin ATGM capability.
    Enemy Course of Action (COA): 
    AA1 is the most obvious route as it provides good cover for a fast moving assault team, it would however leave him visible to my AT assets.  AA2 is less likely, in fact I would really be surprised if he moves down Highway 2 at all, even though it does possess the best bridge.  AA3 is another option, he could attempt to take the Hill 42.0 ridge or at least nullify the advantage that ridgeline gives me.  I expect it to be heavily hit by artillery when that becomes available.  I do however think this option (AA3) is highly unlikely as it would be very costly.  It think he is more likely to hit it with artillery and attempt to keep it covered with as many weapons as he can spare. AA4 – this route could be very difficult for me to defend and with his ability to deploy which is far quicker than mine, this route could allow him to get very close to my ridgeline before I could react.  Click on the map to zoom in:

  24. Upvote
    BrotherSurplice reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    Affirmative.   I'll be breaking down the scenario in my upcoming METT-T analysis posts starting this evening.
    In the meantime, here is the scenario briefing, provided by the incomparable @George MC.  It really wasn't necessary for George to add this briefing, but he is a perfectionist.   
    BRIEFING
    This Tactical Area of Responsibility (TAOR) consists of agricultural land, small wooded plots and orchards set in rolling terrain crisscrossed by deep irrigation ditches. The WADI BARADA runs east/west and is crossed by the causeway at DUMAYR.
    DUMAYR is a small regional town with one main street running its length north/south (Highway 2).
    The approach to DUMAYR is dominated by HILL 40.0 with its large monastery.
    All farms, villages and DUMAYR are believed to be unoccupied by civilians.
    The ground underfoot is dry. The forecast for the next 24 hour period is hot with clear skies, winds are NW, strength light.
    Phase 1:  ATTACK:  Your advance guard and attachments is to defeat enemy elements within its TAOR in order to allow the main tactical group to advance along Highway 2.
    Tasks:
    1. Eliminate or neutralize enemy anti-tank elements from positions of overwatch within range of the highway.
    2. Eliminate or neutralize all enemy combatants in the TAOR.
    Enemy Casualties             40%        125 pts Enemy Condition             25%        75 pts Enemy Ammo                   30%        50 pts Phase 2: SECURE: Your tactical group and attachments to clear and secure the following objectives:
    Tasks:
    1. CLEAR (Touch) the following objectives:
    OBJ DIAMOND                  50 pts OBJ RUBY                            50 pts OBJ SAPPHIRE                   50 pts OBJ GARNET                      50 pts 2. SECURE (Occupy) the following objectives:
    OBJ GOLD                            500 pts OBJ SILVER                          250 pts OBJ BRONZE                       100 pts OBJ STEEL                            100 pts OBJ COPPER                       100 pts Your tactical group to maintain continued combat effectiveness for future operations by maintaining:
    Friendly Casualties          25%        125 pts Friendly Condition           80%        75 pts Friendly Ammo                 50%        50 pts Your combat group travelling in extended column is split into three main elements:
    SCOUTS – in TAOR ADVANCE GUARD – ETA 5 minutes MAIN BODY – ETA 10 minutes REAR GUARD – ETA 15 minutes Exact location and disposition of enemy armored units is unclear. Estimated to be tactical group equipped with armor and IFVs. Main built up areas in the TAOR is a combat area between competing local fighter and combatant groups. Some of whom are ‘friendly’ to the REDFOR.
    Your scout units currently in the TAOR will move out at 0700Hrs.
  25. Upvote
    BrotherSurplice reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    MAP ORIENTATION
    Following is the base Topo map I created for this action.. notes:
    Grid squares are 100 meters square Red area is approximately my starting setup zone Blue area is approximately Baneman's starting setup zone Numbered triangles refer to the camera views posted below this map.  The camera is at the junction of the two long sides of the triangle viewing towards the short end.   Outlined shapes indicate a high elevation view Solid shapes indicate a ground level (or close) view I hope this helps you get oriented to the battle space.  
    Click on the images to view them in more detail.

    Screenshots - (disclaimer:  ALL screenshots in this AAR thread unless otherwise specified will be taken with the Movie Mode turned on):
     









×
×
  • Create New...