While looking over this problem, one thing immediately comes to
mindthe 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 pointonly 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. Lets 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 bonusthey do not double their morale
in close assault. US firepower is overwhelmingCorsairs, artillery,
mortars, tanksall 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. Im 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, (Authors
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. Dont leave the FAC aloneit 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 platoons 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.
[Lees 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 youre not careful, but if
SFAs dont 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 its 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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