Showing posts with label Scenario. Show all posts
Showing posts with label Scenario. Show all posts

02 October 2023

The Grumble Hunt - Part 1 - Background

Well it's been some time since I last posted an After Action Report here.  To scared to look it up to see just how long ago!  Anyway - last weekend I got to play the scenario I had published in Wargames, Soldiers & Strategy Magazine Issue 107.  I played the Soviets guarding an S-300PS (known to NATO as the SA-10 Grumble) battery site in Northern Norway.  I had 5 players - Andrew and his son Alex, Ben, Gareth and Liam - taking on the roles of an SAS patrol, a SAS sniper team, a Royal Marine Mountain & Arctic Warfare Cadre patrol and a Norwegian Home Guard scout. I would play the Soviets.

BACKGROUND

It’s been 11 days since World War 3 began, and in a series of well-coordinated amphibious and airborne assaults, Soviet forces have side stepped or smashed all serious Norwegian resistance in the north of the country.  Lakselv, and the strategically important Banak Air Station fell quickly.  Now the Soviets are using the air base, which greatly increases their own fighter’s range into Norway and allows Soviet Naval Aviation aircraft to cut across northern Norway as they seek out NATO convoys and the Atlantic Strike Fleet. 

Four days ago a NATO air group attempted to stop air operations out of Banak.  Those that broke through the CAP were quickly engaged by the Soviet long-range air defences.  With no significant SEAD systems currently in the Arctic area, CINCNORTH has decided to use his only available strategic assets to take out the SAM sites immediately prior to another, even larger raid on Banak.

Lucky for Norway, elements of the 22nd SAS’ A Squadron (Mountain Troop) were already in Norway before hostilities broke out, conducting a joint security exercise in Trondheim.  When 3 Commando Brigade deployed, it included  elements of the Royal Marine’s Mountain & Arctic Warfare Cadre.  Normally they play a critical reconnaissance role for the Brigade, but now, along with the SAS squadron they are the only in-theatre NATO assets capable of undertaking this mission.

The mission takes place in the area at the tip of the red arrow.  This map also shows the limit of the Soviet advance through Norway at this date:

The Soviets have deployed two SA-10 battalions, split into four batteries within 20km of Banak, with the primary air search radar and command components within the perimeter of the airfield.  The Marines and SAS operators have been split into four assault teams each lead by a local guide from the Norwegian Home Guard.  They are to raid each site simultaneously.

We'll be focussing on the northernmost battery shown here, along with its proximity to the primary radar and command components at the airfield.

All the SA-10 (S-300) batteries are mobile, however NATO EW and INTEL assets have been constantly tracking their movement and now have a developed an accurate picture of where each battery will spend the “night”.  

Our team was dropped by a helicopter  within 10km of the SAM site, and has moved quietly to the target area on foot.  After crossing the river, they are now lying in the scrubland overlooking the large field which contains the battery.  

This is a satellite view of the battery, annotated to show all the battery elements and surrounding scrubland.  Here is the key to the map:

A - 5N63S Flap Lid B Engagement Radar
B - 5P85S Transporter-Erector-Launcher (smart TEL)
C - 5P85D (dumb TEL)
D - 5P85D (dumb TEL)
E - Air Defence Command Post (a Ural-375A Office Body Truck)
F - 2 x ZSU-23-4
G - Military Police Checkpoint
1-3 - Various civilian structures - farm buildings
4 - Camouflage netted area

It's mid-summer in Norway.  Here in the Arctic Circle, this means the sun doesn't set, so although the mission begins at 3am it's not that dark.  Just for context here is a more modern photo of a couple of guys sitting at the river, probably about 500m from where the battery was situated, at 3am.

Lucky for the NATO troopers, it's lightly raining - so visual ranges are somewhat limited.

THE TABLE 

Here's how my table compares to the satellite image

It's obviously not exactly the same, but good enough for me!  You can see the boundary between the paddock the battery is situated in, and the scrubland surrounding it.  In reality the scrubland looks more like this google earth image I snapped of the E6 at the battery location.  It's autumn in the picture but I think you get the gist:

THE NATO MISSION

Ideally the assaulting teams must now sneak up to each TEL and the Radar Acquisition Vehicle and attach timed demolition charges between the missile tubes or under the radar section.  The figures have enough C4 to deal with any other vehicles the team chooses to target.  All the vehicles on site play a role in making the SAM battery function so anything destroyed is useful, however the TELs and Radar vehicle are the primary targets and must be destroyed.

The assault team must then exfiltrate the site and move to the extraction point for pick up.  If all goes well the emplaced explosives will explode at 3.50am, 15 minutes before the NATO aircraft raiding Banak begin their attack run on the airfield.  

The aim is to achieve all this without firing a shot, however the sites are known to be guarded by Soviet Motor Rifle Infantry and Military Police.  It should be possible to slip past them and execute the mission.  If considered necessary the team may engage the Soviet’s and the British troops have been kitted out with a number of suppressed weapons in addition to their more standard small arms.  

NATO FORCES

Royal Marine Mountain & Arctic Warfare Cadre  - The Royal Marine M&AWC troop has Normal Supply levels, High Confidence, TQ - D10 and Morale - D10.

Each M&AWC member is also armed with HE grenades, smoke grenades, fighting knife and demolition material. The patrol is made up as follows:

  • Robert "Tazzer" Thopson - Mountain Leader (MP5SD3 & M16A1) 
  • Arthur "Lobster" Neumann - Signaller (M16 & LAW AT Rocket) 
  • Eric "Florry" Higgens - Medic (M16/M203 & LAW AT Rocket) 
  • Armand "Cloggy" Hendriks - Weapons Specialist (L4 LMG)

Special Air Service (SAS) – A Squadron (Mountain Troop) The SAS Patrol has Normal Supply levels, High Confidence, TQ - D12 and Morale - D12.

SAS operators are Stealthy. Each operator is also armed with a suppressed Browning pistol, a LAW AT Rocket, HE grenades, smoke grenades, a fighting knife and demolition material. The patrol is made up as follows:

  • Harry "Boss" Catterall - Patrol Leader (MP5SD3 & CAR-15) 
  • Johnny "Scaley" Anderson - Signaller (M16A1) 
  • Adrian "593" Jones - Medic (M16/M203) 
  • Jimmy "4 Fingers" Robertson - Demolitions Specialist (M16 & M79)

SAS Sniper Team is made up as follows

  • Joel "Stinky" Crownley - Sniper (AW Covert Sniper Rifle & CAR-15)
  • Brian "Baz" Smith - Spotter (M16/M203)

Norwegian Heimevernet (Home Guard) GuideThe Home Guard guide has Normal Supply levels, High Confidence, TQ - D8 and Morale - D10.

"Sven" - Guide (Designated Marksman AG3)

All NATO troops must start the game in the scrubland, but not within 6” of any Soviet equipment or troops.

INITIATIVE

NATO troops have the initiative for the stealth component of the game and for the first 2 turns if the game turns into a firefight.  From the 3rd turn onward, roll initiative for each side.

NATO VICTORY CONDITIONS

Each Soviet soldier/specialist KIA: +0 points
Each Soviet Primary Target with a charge laid/destroyed: +8 points
Each Soviet Secondary Target with a charge laid/destroyed: +5 points
Each Soviet Other Target with a charge laid/destroyed: +2 points
Not a shot fired during entire mission: +10 points
Every Primary Target has a charge laid/destroyed: +10 additional points

THE SOVIET MISSION

It's pretty simple for the Soviets.  Patrol, guard and defend the battery.  Immediately call for reinforcements if attacked.  Defeat any enemy action aggressively allowing the SAM technicians to carry out their primary Air Defence function.

SOVIET FORCES

Patrolling GuardsA Motorised Rifle Squad has been assigned to provide a roving patrol for the SAM unit.  The squad has Normal Supply levels, High Confidence TQ - D8 and Morale - D8.  The squad is made up as follows:

8 man Motorised Rifle Squad (7 x AK-74, 1 x RPK-74).  They have left the RPG-7V in their BTR-70.  These guards can be deployed in pairs, anywhere on the table that is not scrubland.

Their BTR-70 is parked within the Batteries confines.  Its 2 crew (gunner and driver) are on board.  They will have to start the BTR-70 to get into any fight.

Military Police - A small Military Police detachment is attached to the S-300 unit for road control.  They have a UAZ-469 MP Jeep and have set up a checkpoint on the E-6 highway.  The MP's have Normal Supply levels, High Confidence TQ - D8 and Morale - D8.

The MP detachment is made up as follows – MP Leader (Makerov & AKS-74U) 3 x MPs (AK-74).  The MPs and the UAZ-469 must be placed on or within 6” of the E-6 Highway.


Air Defence Specialists – Shift 1
There are 12 specialists on duty in the various AD vehicles.  They are currently unarmed by can arm themselves in one turn with AKS-74Us held in each vehicle.  They are working as follows:

5N63S Flap Lid B Engagement Radar - 6 Specialists
5P85S Smart TEL - 2 Specialists
Air Defence Command Post - 4 Specialists

Air Defence Specialists – Shifts 2 and 3 - Three shifts of specialists are required to properly man the site for 24 hours.  Typically that means there is another 24 men off-shift at any one time.  At least 12 of them will be sleeping, whilst the other 12 will be repairing and testing equipment, on guard duty, getting some political training, eating or playing cards.  The off-duty specialists can be situated in any of the structures on the table or in the back of any of the trucks.

Four of the specialists have been given an AK-74 and put on guard duty to support the Motorised Infantry.  All the other men are currently unarmed but can arm themselves in one turn with an AK-74.  The specialist guards must each be placed next to one of the four primary assets.

Drivers and other crew Each unmanned vehicle on site, except any UAZ-469 Jeeps has two drivers/crew dedicated to it.  These must be added to the Soviet’s personnel pool.  1/3 of the drivers and other crew have been given an AK-74 and put on guard duty. 

All the other drivers and crew are currently asleep in any of the structures on the table or in the back of any of the trucks.  They are unarmed. They can arm themselves in one turn with an AK-74.  The driver/crew guards must each be placed next to one of the secondary assets.

The specialists, drivers and other crew have Normal Supply levels, High Confidence TQ - D6 and Morale - D8.

REINFORCEMENTS

The Battery Quick Reaction Force is based at Banak Air Station.  It can reach the northernmost SAM site within 10 minutes of receiving a distress call.  The QRF has the same stats as the Motorised Rifle Squad patrolling the site.  The QRF is made up as follows:

2 x BTR-70 APCs – each with an 8 man Motorised Rifle Squad (6 x AK-74, 1 x RPK-74 and 1 x RPG-7V).  One squad can replace one AK-74 with a SVD Sniper Rifle if you choose.  The QRF will arrive from the south on the E-6 highway. 

Once the shooting begins, start counting turns.  At the beginning of Turn 4 roll a D6.  On a roll of 5 or more the QRF has arrived.  If the roll is failed, at the beginning of Turn 5 roll a D6.  On a roll of 4 or more the QRF has arrived.  Turn 6 the QRF arrives of a 3+.  Continue rolling each turn until the QRF has arrived or the Assault team has left the table.

SOVIET VICTORY CONDITIONS

Each NATO soldier WIA: +1 point
Each NATO soldier KIA: +3 points
Each NATO soldier captured: +5 points
Each Soviet Primary Target to survive attack: +10 points
Each Soviet Secondary Target to survive attack: +5 points
Each Soviet Other Target to survive attack: +2 points
Guard successfully raises alarm: +5 points
Every Primary Target survives attack: +10 additional points

GENERAL RULES

At the beginning of each turn and anytime a unit fails a reaction test by rolling a 1, draw a random event card.  I'll include these in a later post.

That's it for the preamble - next up will be the actual game itself.

Thanks

Richard




27 November 2011

Cold War Hot Hot Hot Exclusive FoF Mission

As some of you may be aware I wrote a couple of the missions (scenarios) in the new Cold War Gone Hot book by Ambush Alley Games. A year or so early (when I had wriiten these scenarios) I also wrote another one that was to appear in the original version of the book.

Things changed (including a new version of Force on Force) and the third mission was dropped from the final, recently released, book. One of the reasons it was dropped was the sheer size of the mission. Once you have seen the mission, you'll know what I mean - but I also designed it to be playable - so I beleive it won't overwhelm the system.

Shawn (il supremo of AAG) has kindly given me the OK to put up on this blog the mission that didn't make it into the book.

So if you look over to your right you'll see a link to it under - "Useful Documents" - or you can link to it here

Would love to see someone give it a go.

Hope you enjoy my attempt to simulate attacking a VDV bridge-head.

Have fun...

Richard

15 June 2010

REARGUARD

An “Armoured Vehicle Heavy” Scenario Designed for Play with Ambush Alley’s Force of Force


It is spring 1987, and long feared Soviet invasion of West Germany has taken place. NATO forces have been forced back all along the Inter-German Border. Across the front, the remnants of larger NATO Armoured Cavalry and Mechanized Infantry units are selling their lives in an attempt to give their comrades in the next line of defence more time to prepare for the WARPAC onslaught.

From the small hamlet of Füssel, just west of the IGB in the CENTAG a small rearguard of West German Panzer Grenadiers shelters as the first salvo of Soviet artillery impacts nearby. Approaching them are the reconnaissance elements of the 20th Guards Motorised Rifle Division.

(This scenario is in homage to the 1st Scenario in the board game “Team Yankee” by Games Designer Workshop).

SCENARIO INFORMATION

Duration of Game: 8 turns.

Initiative: The Soviets have the initiative for the first turn. From the 2nd turn onwards, roll for initiative each turn.

Special Conditions:

Holding the Hamlet
NATO forces begin the game in possession of the hamlet, Füssel. Victory in the game will depend on how long the NATO forces can hold the hamlet, or how quickly Soviet forces can take it.

Withdrawal
NATO forces can begin to withdraw from Füssel at any time they choose. Of course to do so to early will have victory points implications

Hidden
All NATO forces that begin the game on the board, may deploy hidden. Reserves should refer to Table 1.

Panzer Recce Troop Random Entry
Before the Game begins the NATO player secretly rolls on the chart below noting the result. The chart indicates where each of the Leopard 2A4’s begins the game.

Table 1
Roll on 1D8 Result
1 What Leopards? – It appears your armoured reserve has already been destroyed or sent to help another, more desperate unit.

2 At the start of the NATO players turn 3 both Leopard II deploy on the board in ambush in prepared positions at C

3 At the start of the NATO players turn 3 a Leopard II is deployed from hiding at the Walled Farm while the other is deployed in hiding in prepared positions at C.

4-5 At the start of the NATO players turn 3 both Leopard IIs deploy anywhere in the village from hiding.

6 At the start of the NATO players turn 3 both Leopard IIs enter the board at B

7 At the start of the NATO players turn 3 both Leopard IIs deploy on the board in ambush in prepared positions at C

8 In addition to the 2 Leopard 2A4’s you have 2 Leopard 1A4’s! In turn 3 deploy the Leopard II’s in hiding in prepared positions at C, with the Leopard I’s in hiding in prepared positions at D.

Soviet Deployment Zones
The map of the table is marked with 3 separate deployment zones. The 3 Soviet platoons begin the game on the table, each can be placed anywhere by the Soviet player, within their respective deployment zone. The woods should continue into the 3 deployment zones until they reach ther table edge.

Fog of War: Each player draws one Fog of War card at the beginning of turn 1. Further Fog of War cards are triggered by Reaction Tests

SCENARIO DIAGRAM

9’ x 5’ for 20mm or larger (a table tennis table)

Photobucket

A: NATO withdrawal point and Soviet objective
B: Secondary Road
C: Woods
D: Woods
E: Walled Farm
F: Fussel
G: Bridge

The Woods
All the woods on the board should be considered Average.

Füssel
The houses that make up the hamlet of Füssel count as a Decent Average buildings that have not been fortified.

The Walled Farm
The Walled Farm counts as Decent Average buildings that have not been fortified.

Open Areas
All open areas on the board can be made into fenced fields if both players would like to do so.

The River & the Bridge
The bridge is the only location where non-amphibious vehicles can cross the river. It is wide enough for one vehicle at a time and if a large armoured vehicle is destroyed on the bridge, it is blocked.


NATO MISSION
After smashing the leading armoured regiments of the 20th Guards Motorised Rifle Division, the now severely written down Panzer Division defending this potion of the IGB has had to withdraw.

Preparations at the next defensive line have nearly been finalised, but in order to by some time, a small rearguard force has been left to defend the small hamlet of Füssel. Füssel surrounds a road intersection, both of which lie along the main route of advance of the Soviet division.

The Bundeswehr troops have been ordered to

1. hold the hamlet for a long as possible,
2. inflict as much damage on the Soviet force as possible,
3. withdraw of the west edge of the map once the hamlet can not be held
4. do so without loosing to many of their own assets.

NATO ASSET CARDS
Off Board Light Artillery Support with 3 fire missions available (these can be either HE or Smoke)

VICTORY POINTS
Each Soviet soldier KIA: +1/2 points
Each Soviet Vehicle Destroyed: + 3 points
Each NATO Vehicle Destroyed: - 5 points
Hamlet held at end of turn 3: + 1 points
Hamlet held at end of turn 4: + 3 points
Hamlet held at end of turn 5: + 5 points
Hamlet held at end of turn 6: + 10 points
Each Marder successfully withdrawn pass point A: + 2 points
Each Leopard successfully withdrawn pass point A: + 1 points (if they start the game east of point A)

NATO FORCES
The war has just begun and despite the shock of the attack the West German troops remain Confident with Normal Supply levels, TQ d8 and Morale d10.

BUNDESWEHR
Panzer Grenadier Company Remnants
Platoon Commander – POSITIVE LEADER (Uzi)

1 x Marder 1A2 – Gruppenführer (Uzi), a 3 man Fire Team (3 x G3) and a 2 man MG team (1 x MG3 and 1 x G3 loader). The fire team may fire 1 Pzf-44 rocket per turn.

1 x Marder 1A2 – Gruppenführer (Uzi), a 3 man Fire Team (3 x G3) and a 2 man MG team (1 x MG3 and 1 x G3 loader). The fire team may fire 1 Pzf-44 rocket per turn.

NB. If Milan ATGM is dismounted from a Marder 1A2 the squad is split into 2 as follows:
2 man AT Team: Milan ATGM (G3 secondary weapon) and 1 x G3 (loader)
4 man Fire Team (Gruppenführer (Uzi) 2xG3 and MG3 LMG).

It takes on activation to remove the Milan ATGM from the Marder, unless the Milan begins the game dismounted.

The remnants of the Bundeswehr Panzer Grenadier Company begins the game on the table. The NATO player can deploy the units at either Füssel or the Walled Farm or anywhere west of the Secondary Road as indicated on the map. Note that deploying the Marders to far away from their dismounts may cause the NATO player difficulties when trying to withdraw off the board.

Panzer Recce Troop
2 x Leopard 2A4

SOVIET MISSION
The commander of the 20th MRD is annoyed. His leading regiment has succeeded in pushing the Germans off their first defensive line, but at a huge cost and now, much delay as the division sorts itself out. He now needs the remnants of his reconnaissance force to quickly find the next line of resistance. He also has a reasonably good idea of where this will be and it definitely won’t be Füssel. But that doesn’t mean for a second that the Germans won’t leave the small hamlet undefended.

He has ordered the reconnaissance force to rapidly defeat whatever force is in Füssel without slowing.

The Soviet player must
1. Clear the town of all enemy
2. Defeat any NATO forces
3. Exit of the table at Point A

SOVIET ASSET CARDS
Off Board Light Artillery Support available each turn of the game (with one 1 smoke mission over the course of the game).

VICTORY POINTS
Each NATO soldier KIA: +1/2 points
Each NATO Vehicle Destroyed: + 5 points
Hamlet captured at end of turn 3: + 10 points
Hamlet captured at end of turn 4: + 5 points
Hamlet captured at end of turn 5: + 3 points
Hamlet captured at end of turn 6: + 1points
Each Soviet Vehicle exits past point A +2 points

SOVIET FORCES
The war has just begun and the Soviets are confident of victory and are therefore rate High Confidence with Normal Supply levels, TQ d8 and Morale d8.

Soviet Recce Patrol
2 x BDRM Reconnaissance armoured cars

Soviet Armoured Platoon
3 x T-72 MBTs

Soviet Mechanised Rifle Platoon

1 x Soviet BMP-1 with Platoon Commander (AKM), and a Rifle Team (3xAKM), Support Team (1xPKM, 1xAKM) and sniper (SVD)

3 x Soviet BMP-1 each with Motorised Rifle Squad consisting of Rifle Team (2xAKM, 1xUGL, 1xRPK) and Support Team (2xAKM, 1xPKM, 1xRPG)