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Teaser – November ’79 – Military Modelling

960 MILITARY MODELLING


Teaser – November ’79 – Military Modelling
C.S. Grant sets the
scene for another
wargame; this time
the period is modern.
Introduction
To many the concept of the advance wilt
conjure up visions of Blitzkrieg operations; swift
moving forces sweeping virtually unopposed
across vast areas of ground to deal a crushing
blow to the enemy. While this motion of the
advance is in essence true, it must be
tempered with a degree of caution and
responsibility. Although the advance must be
swift, speed and mobility underpinning the
operation, this must not be confused with a vast
unseeing mass blundering forward into the
unknown.
An advance must have eyes and ears to
gain information about the enemy. These eyes
and ears serve another purpose, that is, to
conceal and protect the main body so that its
strength and aims may be hidden from the enemy
to achieve surprise. These functions are
provided by advance and flank guards. In the first
role these formations reconnoitre, route find and
report on terrain, enemy resistance and
strengths. The second role is achieved by
providing a cushion between the enemy and the
main body. This cushion will dear the axis of
the enemy, brush aside or take out minor
resistance and thus prevent the main body
having to deploy unnecessarily and lose
momentum. Should the resistance prove too in a continual position of uncertainty. Period
much for the advance guard, it will be suitably With this all too brief look at the "modus With the above background in mind this
placed to feed back information and form the basis operand!" of the defenders we can turn again to month's Teaser is set primarily with a modern
on which to develop a larger attack. The advance the advance guard. Regardless of the period, scenario in mind. It is suitable for a company
guard had therefore an offensive/defensive role. there are certain factors common to the sized action in the Second World War or post-
Before considering further the operations of operation of troops in the advance. The ground 1945 conventional action.
to be covered will be reflected in the
the advance guard let us look briefly at the role of
composition and speed of the advance guard. Terrain
the defender. If the enemy had launched such The terrain shown in the diagram is, intact,
an advance, as we have been talking about, Crossing open ground, for example, one
would expect to see cavalry or armour based on an area not a few miles from where I live
the defenders' role will probably be one of at the time of writing. Every battlefield is, of
buying time. This may be to regroup his forces, leading whereas in close country infantry would
have to lead, largely on foot, clearing areas of course, just next door to somewhere and it may
prepare a blocking position in depth, canalize the prove an interesting exercise to find a suitable
enemy into a killing zone, prepare a counter cover as they progressed. Attempts to short-cut
such common sense practices will inevitably area in your location and, with the help of an
offensive or simply to inflict as many casualties Ordnance Survey map, reconstruct it on the
as possible. The means of achieving this may lead to disaster and unnecessary losses.
The commander of the advance guard wargame table.
be based as establishing pockets of resistance In the terrain shown on the map, the advance
in depth varying from a few men with an isolated must have an eye for the ground considering not
only his own forces but also likely enemy ploys guard enters from the west, between C and O on
antitank weapon to a company or battalion size the main road in the low ground between the
defensive position. The use of air power and and positions. He will need to be able to estimate
size- and strengths of pockets of resistance hills to the north and south. Ahead the road
long range artillery and missiles, though outside rises over a low hill with a ploughed field on the
the scope of this Teaser, may also be used. quickly and take speedy and appropriate
action. If he delays too long he may strike a north side. On this hill, a sunken road runs
Such measures will be aimed at causing north/south. To the north east is an old quarry.
heavy casualties and delaying the advance by blow at thin air - the enemy having done their
job and gone. On the other hand, hasty and ill Beyond the low hill is a main road running
disrupting its progress. It will inevitably be the north/south which, with the road A/B, dissects
aim of any delaying force to pull out with considered action could mean heavy
casualties and further delay while a second another somewhat smaller hill. The roads are of
minimum losses once its task is complete. Such two types, major ones suitable for armour and
groups may well fall back to further positions, attack is organised at a more appropriate level.
The whole operation is therefore a question of a minor ones for wheeled vehicles only. There are
thus the defenders will increase in strength, a few scattered woods, hedges, a pond and a
causing correspondingly greater delays to the delicate balance; on one hand is the need for
speed to maintain momentum - on the other number of small groups of houses. The plough
aggressor as he goes deeper into the defender's and several other areas have agricultural wire
territory. The actions of such forces will always the need for caution to minimize casualties.
fences. The remainder is self-explanatory.
aim to be unexpected thus keeping the advance
guard

Forces 1 section of medium mortars with 1 observer. Company HQ (with two vehicles).
1 section of heavy anti-tank weapons. 3 rifle platoons with the same establishment
Red Force (Defenders) 1 battery of medium artillery (2 observers on the as Red.
1 platoon of infantry (about 35 strong) table, guns off the table). 1 section of heavy anti-tank guns.
including 3 rifle sections each with a light 1 troop of 3 medium tanks. 1 section of medium mortars (1 observer).
machine gun; platoon HQ including a light 2 scout cars. 2 squadrons each of 3 medium tanks.
mortar, medium anti-tank weapon and 4 scout cars.
command element. Each section has a Blue force (Advance Guard) - B company 2 batteries of medium artillery (off the table) with 2
vehicle as does the platoon HQ (tracked or with attachments. observers each.
wheeled depending on the theatre).
Opening Scenario the axis A/B in preparation for the main force. You
Blue is advancing in strength from the west to must maintain momentum and be prepared to
east. The axis for the advance is on the main road push on while taking out isolated pockets with
crossing the terrain shown and is marked A-B. B your rear sub-units. However, you cannot afford
Company with the supporting elements shown is to blunder on and likely enemy positions must
tasked to act as advance guard clearing the route be cleared to prevent ambush and unnecessary
for the main body. loss. Your forces should have cleared the area
Red had been caught off balance and needs to given, and be beyond by last light, if our
make time to regroup his forces and prepare a advance is to continue at the desired pace.
defensive position to halt the enemy before
launching a counter attack. Red's platoon with its Game Preparations and Local Rules
attachments has been tasked to make some of this Red commander, having been given his
time. brief, is also given a map and may place his
concealed sub-units as required. Each of these
Red Force's Aim must have written orders for opening fire,
Your aim is to delay the enemy for 24 hours in the "bugging-out" and the route to, and location of the
area given on the map. next position. Red may also nominate five
artillery targets and three mortar targets which
have been previously adjusted and are therefore
Red's brief accurate. For these to be fired, an observer who
To assist him, Red is given the following brief by can see the area must have radio
his company commander: communication with the guns which can be
"You are to delay the enemy advance guard, diced for.
forcing it to deploy by inflicting heavy casualties and When Red is placing his troops, he must do so
giving a false impression of your strength. You east of the lineX-Y though his targets may be
should do this by dividing your force into small anywhere on the table. He may nominate 1
pockets of resistance down to as little as a half platoon's worth of trenches which are dug on the
section or single anti-tank weapon in ambush. previous day but need not be manned at the
These should be concealed and pre-positioned in start of the day. If these trenches are in the open,
depth. Having slowed the advance and caused that is not on the reverse slope, they will be
casualties they should 'bug-out' to another position. visible at 1000 metres to vehicles and 500
You should gradually pull these detachments back metres to infantry- (Once seen by either, the
to one or two final positions where they may hold trenches will be placed on the table as it will be
the enemy advance until nightfall and then assumed that communications have informed
withdraw in secret. This is not a last ditch stand and all units of their location).
you must take care to plan and brief well in order to As regards the concealment of sub-units the
minimise casualties while hitting the enemy hard. following rules may apply:
You will have succeeded if you are still of sufficient 1. Cover in houses, inside woods and in dead
strength to prevent the enemy advancing beyond ground - they are not seen unless they give
your given area at night-fall". themselves away by firing or by physical
Hue Force's Aim contact.
You are to carry out the duties of the 2. Cover on the edges of woods, behind
advance guard on the axis given. fences, hedges, walls etc.
Blue Force's Brief Troops using such cover are seen when they
So that the situation is fair Blue is also given move or fire. Before the game each sub-unit will
a brief: "Your company with attachments will throw a die to decide when they are seen if they
form the advance guard today. You must clear do not fire. The following will apply: 6 - when
all pockets of resistance on enemy are on top of them, 4/5 - when enemy
are 100m away, 3/2 - when enemy are 300m
away, 1 - when enemy are 500m away.
This will need careful control by as assistant
umpire and the results of the throwing applied
to sub-units by the umpire in a random
manner will not be known to Red.
We have covered Red's preparations in
some detail and we can now turn to Blue in a
somewhat briefer form. Blue may enter the
table in any order and formation be desires
between the points C and D. Any unit entering the
table does so a hart move distance after which
movement is normal. The length of the day, in
effect the time available to Blue to complete
his aim, will depend on the rules and scale
used.

Conclusion
We are now set for a battle royal, if not in
size, at least in scope. Quick wits and
thorough planning will be in the forefront as
commanders pit themselves against each
other in this battle for time.
If Red is still on the table at last light in sufficient
strength and in suitable position to prevent, in
the umpire's opinion. Blue's further advance
until the next morning or until after a night
attack, the Red is the victor, if such
circumstances do not exist and Blue may continue
east of the table, then Blue has won.

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