TACTICAL PROBLEM #2: COUNTERATTACK ON MT. EUNCONA
This is a very intriguing dilemma for the Commonwealth player.
The intent of the higher commander is to clear Mt. Euncona ASAP,
while keeping casualties low. While this is a relative term,
I would assume as the subordinate that this would entail rapid
movement on difficult terrain, toward an enemy that possesses
sweeping fields of fire in most directions, yet lose 6-8 steps.
These are the parameters that I placed upon myself in solving
this classic problem.
[Lee: Steve and some of the others understand the need for speed.
There will be no time for a 5 turn preparatory fire before a final
assault].
TERRAIN ANALYSIS
The terrain around Mt. Euncona is very rough as marked by the
contour line intervals and the fact that it is ALL partly protective
terrain. The contour lines are a hindrance as it impedes rapid
movement; but the partly protective status is a boon to maneuver
as it effectively cancels the move mode shift modifier on the
fire table. The units on Mt. Euncona enjoy sweeping fire in all
directions except to the southeast long the spur that runs for
about 250 meters. There is little dead ground to shield maneuver.
[Lee: essentially correct, although there is actually some dead
ground to be found.]
ANALYSIS OF GERMAN POSITION
The German 1-1-FJ enjoys a very commanding position on Mt. Euncona.
The machine gun unit and its accompanying platoon in hex 42.23
both start with degraded morale due to already sustained casualties
in the landing, yet are in protective terrain with sweeping fields
of fire in all directions except the southeast. This really doesnt
help the Commonwealth player as it takes three turns to maneuver
to the spur on the southest to exploit this weakness. The platoon
in 42.24 is at full strength and has a commanding view to the
north. But it has a blind spot to units charging up the west face
in hexes 40.22 and 40.23. This can be exploited. The unit in 42.21
is the key to unhinging the German position. It can be isolated
from Mt. Euncona with smoke in hexes 41.23 and 42.21. A great
deal of firepower can also rapidly be brought to bear on this
platoon. With this unit out of the way, Mt. Euncona can be flanked
by superior numbers and firepower.
[Lee: excellent plan, recognized by others who submitted as well].
THE PLAN
The plan that I would execute for the Commonwealth in this dilemma
is very simple. ALL my units except the rifle platoon in 41.28
would start in MOVE mode. Even if I dont get the initiative,
I feel that the German will pass as SFA really does him no good
here; they are as good as a suppressed result for an enemy maneuvering
against him. (This is a German dilemma throughout this scenario.
SFA at move mode Commonwealth units are very tempting; yet this
allows the British freedom of movement plus free overwatch triggers
for their superior firepower. Most Germans I suspect would sit
tight and let the fight come to them.) I would open with a fast
fire barrage into hex 42.23 in the hopes of creating casualties,
suppressions, and LOS barriers for the German units in 42.23 and
42.24. If this fails, I generally dont use the artillery unless
an opportunity presents itself on Turn 2. The British artillery
is very unreliable in this scenario which is why I favor its employment
in a fast fire time on target mission on Turn 1; it is very
hard to use later as I plan to rapidly close the range through
maneuver and smoke and hopefully plan to be conducting assaults
on Turns 2 and 3.
[Lee: excellent points of Steves plan: move quickly and use only
one fast fire mission on the first turn, since the fire is more
effective this way and waiting a few extra turns to fire normal
fires wastes too much time. Steve also put more units in move
mode than most other players, a correct move here].
The B Kents will maneuver on the north side of the mountain with
an eye to advance to hexes 40.25 and 43.25 on Turn 1. The unit
in 41.28 will spot for the artillery and provide overwatch support.
I plan to get the German unit in hex 42.24 in a crossfire on Turn
2 and assault with the unit in 41.28 or a unit coming over the
mountain on Turn 3 or 4 from the protected gun position in 42.23.
This will probably be the last German position taken. (If I had
more time, I would maneuver the B Kents to the east face and come
in from the rear along the creek bed; but this takes a minimum
of two turns.)
[Lee: excellent analysis and proposition. The idea of maneuvering
in the rear is a good one, and may be worth it, but its a difficult
call].
The Bofors stack will move to hex 39.20 on Turn 1 to provide overwatch
for the advance of A Kents. (If possible, I will move it to hex
41.20 later in the assault to overwatch the Germans 42.23.) I
prefer not to smoke its advance as I can absorb most losses with
the machine gun unit and then be in position to fire on hex 42.21
if the paratroopers in the said hex challenge my advance ( which
most players will). I will use the mortars to smoke for at least
Turns 1 and 2. The hexes that I look to smoke are 41.23, 42.22,
and 41.22. This does two things. First, it will screen (hopefully)
the advance of A Kents and possibly even allow them to utilize
the path for even quicker deployment. Second, it will isolate
the German position in 42.21. (See graphic.) A Kents with the
7-6-2 will advance on Turn 1 as close as possible to the German
positions. If everything goes as planned (and we all know how
that goes in TCS), A Kents will be deployed in hexes 41.21 and
41.22 in fire mode with units in 40.22 and 40.23 in move mode
(preferably the 7-6-2 to be my shock assault unit.) On Turn 2,
I hope to continue smoking the above mentioned hexes and assault
the unit in 42.21. This will enable me on Turns 3 and 4 to outflank
the German units on the mountain. (See graphic.) To quote Jimi
Morrison, once I get in this position, nobody gets outta here
alive. I will then use a series of crossfires and assaults to
carry Mt. Euncona.
[Lee: great touch moving the supporting Bofors stack to a better
position, this step was overlooked by most other submissions.]
EVALUATION
The proof is in the pudding as they say. I tried the above plan
seven times in solitaire play. The results are in the chart below:
Turns Req. British losses German losses
3 8 steps 12 steps
3 4 steps 11 steps
4 8 steps 13 steps (all)
4 2 steps 13 steps (all)
5 8 steps 11 steps
5 3 steps 13 steps (all)
5 12 steps (whoops) 13 steps (all)
As one can see, it does work within the criteria that I layed
out at the beginning of the article (for what its worth, the 12
step loss came in the first playing. I guess it has a high learning
curve.) The Commonwealth did take Mt. Euncona with acceptable
losses in 60 to 80 minutes a majority of the time, and within
two hours in all playings. The British losses were acceptable
in all but one playing and extraordinarily low in three assaults.
The German 1-1-FJ was destroyed or severely damaged in all playings.
While there are many possible solutions to this dilemma, I feel
that this plan has the best chances of success within the parameters
of the higher commanders intent.
[Lee: As was stated above, all the plans were good and would probably
have succeeded, but Steves had some touches that put it in the
lead. Congratulations Steve!]