TCS Contest #3: Assault on Hill 102

by Joe Linder

While looking over this problem, one thing immediately comes to mind–the Marines are going to take some losses, usually at one hex range. The "big stack" of ten firepower in 7.14, although strong, is a weak point–only one defending hex has a LOS to that hex. That is the point of my attack. Dislodge the occupants of that hex using air and mortars, and then maneuver along the road to dislodge the rest of the defenders. Let’s take a look at the overall picture:

The map. In the special rules, it states that the Marines cannot move north of the road west of 10.13. Seems that the 9 RCT is attacking in that area, so manueverability is limited. The rice paddies in front of the ridge will slow any attackers, but that is not too much of a problem as you know that the North Koreans are not going to swarm over the top of the hill.

Marine advantages: The US player has the ability to maneuver to attack anywhere on the map, such as it is. The NK player will not be kind enough to reveal himself until Marines move adjacent. Marine morale is another bonus–they do not double their morale in close assault. US firepower is overwhelming–Corsairs, artillery, mortars, tanks–all can be put to good use. Again, it depends on crossing the ridge to get most of it into the battle.

North Korean advantages: The NK player is dug in and hidden, and on the reverse slope of the ridge. When the Marines close, you are going to get a one hex range shot at them. If you cannot suppress them, then you will be in trouble, as the mortars will pound you, followed by artillery and aircraft.

Attack plan: Since the loss of armor is frowned upon, I will leave the tanks back. Set them up in move mode in hex 14.10. Everyone else will be in move mode, except the mortars, which will stack in 11.12 with the FAC. Able stacks in 10.12 with the AT section, and Baker goes in 10.11. The AT section moves to 8.13 and enters fire mode. Overwatch fire goes off on the 17-20 column. I’m not an expert on probability, and I hate looking at table breaks, but it looks to me like the section has a 2/3 chance of surviving the fire (one step loss), and a 50% chance of not becoming suppressed. The mortars and the FAC have a line of sight to 7.14, (Author’s note to Lee: Boy, I hope they do. If not the whole plan is flawed.) so either the mortar stack or a Corsair responds, hopefully hitting the hex hard enough for a suppression. If not, wait for next turn for a SFA with the mortars , artillery, or other Corsair. Once suppression happens, pile into the hex with a platoon of Able and a MG section. You should win the assault and spot the units in 6.13. While the assaults are occuring, move a platoon of Baker with supporting MG to hex 7.12.

Once in position in 7.14, begin calling artillery in on any spotted positions. Fast fires should be the rule, as you have 4 or 5 turns to go and 25 rounds for 4 batteries. When the AT units in 6.13 are gone, move the armor forward with the FAC and a platoon to protect them to 4.14, leaving them stacked together to form another fire group. Don’t leave the FAC alone–it is too valuable a unit to be lost to a Korean pot shot, eliminating one step in an area fire. Get a MG moved up to take the platoon’s place so the platoon can take part in the assaults that will clear The platoon of Baker on the east side of the ridge is there to prevent NK units from retreating that direction. In a couple more turns, you should be able to clear the depleted platoons from the area of Hill 109.


[Lee’s comments: overall a fine plan that shows a good understanding of the terrain and enemy. I might be a little less assault-happy, since assaults can really go bad if you’re not careful, but if SFAs don’t go well, it may be the only solution. I would lead with a MG section, not the AT section since it should be used in one of the assaulting groups for a bonus to AT rolls. Consider sending it to Hill 102 directly in order to reveal 3 separate stacks. Only one can overwatch, and if the big stack of AT guns performs overwatch, you can clobber it with airstrike immediately. The chances are good that the MG section can withdraw back behind the hill, and if it’s suppressed, it might be able to SYR the next turn if the Marines get the initiative. I might also consider using some smoke if assaulting to increase AT roll chances vs AT guns and keep the casualties down a bit. Make sure to get the FAC into the front lines as soon as the first airstrikes on 7.14 have gone off.


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