A
Artemis258
Guest
First black sea quick battle! Med size forces meeting engagement!
I'll be the Ukrainians rushing headlong into the evil invading Ruskies. OUT OF MY PRECIOUS HOMELAND YOU RUSSIAN DOGS! *ehem*
Custom rules in effect: APS on only 20% of eligable vehicles (rounded up)
Map:
Force TO&E:
1 depleted Mech rifle battalion (-1 company) in BTRs, with a platoon of Oblats attached!
This gives me two companies of infantry supported by,
-Some arty (bought some extra too! all off map, 2*3 tubes 120mm mortars, 1*3 tubes 81mm mortars),
- Battalion support from an anti-tank platoon (Skiffs and recoilless rifles, re-enforced with two 'shturm' tank hunters) and a grenade launcher platoon (they say happiness is a belt fed weapon, but if that belt is 30mm HE then I think you should keep that 'happiness' in the bedroom)
-And a Recon platoon (Irish Mine Detectors) - to which I've attached two RPG-7 teams in the hope of catching something big and scary unawares.
Pictured: One Irish Mine Detector
Each company command also as a Pvt Ivan with an Igla to scare away nasties and shoot down drones (do iglas work on drones?), and 1st Company get the shiny BTR-4E's instead of those crappy mobile tin targets the rest of the poor sods have.
My strategy? Strength through numbers! I expect the game will appeal to the bloody-minded likes of c3k. Basic SOP is that 1st company with it's fancy taxis will be my assault force while 2nd company will form a blocking force on my right flank - securing the swampland which offers decent cover for my enemy's advance. The anti-tank platoon will be scattered at opportune positions on my side of the map, though the recoilless rifles will run down the left flank and (hopefully) secure that bridge from vehicle advance (though I don't expect them to last long). Grenade launchers will again be scattered, with at least two supporting 2nd company on over watch of the swamp. The idea is sort of 'bite and hold' - seize the major objective as quickly as possible, then defend it to the last man. I want the fighting up close and personal, where the Russian technological superiority (in terms of spotting and engagement range) is negated and my numbers count for more. If forces allow and the Russian attack is sufficiently bloodied I may consider pushing across the river with my reserve force, but given their technological superiority I doubt it.
Each company will keep a platoon in reserve of it's main advance
phew. 8,000 points buys a lot of Ukrainians!

THE PLAN - Blue is 2nd Co. Red 1st CO. and Green supporting assets (namely AT and tanks) the crosses represent positions for the Skifff AT launchers, the rest are tac symbols. Why no tac symbols for the Skiff? Because they're complex to draw, and there are lots of them.Not shown are the scouts because I forgot, but basically there is a section and an rpg team pushing ahead of each main element, and a section scouting ahead of the recoilless rifles on the north flank. My intention is to push these scouts across the river into good OP's to ID and maybe even ambush the incoming Ruskies, maybe force them to slow up. Expected life expectancy upon making contact with the enemy: 30 seconds.

CHARGE!

Scouts forward! Your bravery will be remembered!
I'll be the Ukrainians rushing headlong into the evil invading Ruskies. OUT OF MY PRECIOUS HOMELAND YOU RUSSIAN DOGS! *ehem*
Custom rules in effect: APS on only 20% of eligable vehicles (rounded up)
Map:
Force TO&E:
1 depleted Mech rifle battalion (-1 company) in BTRs, with a platoon of Oblats attached!
This gives me two companies of infantry supported by,
-Some arty (bought some extra too! all off map, 2*3 tubes 120mm mortars, 1*3 tubes 81mm mortars),
- Battalion support from an anti-tank platoon (Skiffs and recoilless rifles, re-enforced with two 'shturm' tank hunters) and a grenade launcher platoon (they say happiness is a belt fed weapon, but if that belt is 30mm HE then I think you should keep that 'happiness' in the bedroom)
-And a Recon platoon (Irish Mine Detectors) - to which I've attached two RPG-7 teams in the hope of catching something big and scary unawares.
Pictured: One Irish Mine Detector

Each company command also as a Pvt Ivan with an Igla to scare away nasties and shoot down drones (do iglas work on drones?), and 1st Company get the shiny BTR-4E's instead of those crappy mobile tin targets the rest of the poor sods have.
My strategy? Strength through numbers! I expect the game will appeal to the bloody-minded likes of c3k. Basic SOP is that 1st company with it's fancy taxis will be my assault force while 2nd company will form a blocking force on my right flank - securing the swampland which offers decent cover for my enemy's advance. The anti-tank platoon will be scattered at opportune positions on my side of the map, though the recoilless rifles will run down the left flank and (hopefully) secure that bridge from vehicle advance (though I don't expect them to last long). Grenade launchers will again be scattered, with at least two supporting 2nd company on over watch of the swamp. The idea is sort of 'bite and hold' - seize the major objective as quickly as possible, then defend it to the last man. I want the fighting up close and personal, where the Russian technological superiority (in terms of spotting and engagement range) is negated and my numbers count for more. If forces allow and the Russian attack is sufficiently bloodied I may consider pushing across the river with my reserve force, but given their technological superiority I doubt it.
Each company will keep a platoon in reserve of it's main advance
phew. 8,000 points buys a lot of Ukrainians!

THE PLAN - Blue is 2nd Co. Red 1st CO. and Green supporting assets (namely AT and tanks) the crosses represent positions for the Skifff AT launchers, the rest are tac symbols. Why no tac symbols for the Skiff? Because they're complex to draw, and there are lots of them.Not shown are the scouts because I forgot, but basically there is a section and an rpg team pushing ahead of each main element, and a section scouting ahead of the recoilless rifles on the north flank. My intention is to push these scouts across the river into good OP's to ID and maybe even ambush the incoming Ruskies, maybe force them to slow up. Expected life expectancy upon making contact with the enemy: 30 seconds.

CHARGE!

Scouts forward! Your bravery will be remembered!