Semper Fi!--After Action Report"

Scenario 7.4, “Ring of Fire 2,” played Solitaire by Peter McCord (pmcswat@aol.com)

All the optional rules were in force, plus the free set-up variant of 7.3. Line entry command was combined with some opsheets where necessary. Bear in mind this is my first game of Semper Fi, so I made some tactical errors....a learning experience.

US Setup: I established an outer perimeter 3 hexes out and around hagaru, hagaru-ri, and the air field using stacks of 2 or 3 tanks in every other hex. Prepared Defense. I used the engineers to establish an inner ring just beyond the airfield and south of haguru. Prepared defense. George 3/1, How 3/1 and the adhoc inf units were set up in 3 reserve groups, in an around haguru. British commandos were given the far edge of the hill (PD) while the adhoc army units and engineers were given the rest of the hill (PD). The xxx hq got the north road (PD), which was a bad choice for these morale=7 guys, I think....

The arty’s were setup PD near hagaru on opposite ends, item 3.1 established a tight perimeter south of the frozen paddies, and tanks guarded the paddy approach (they don’t mind the billiard table as much). PD. Weapons 2/7 was put just inside the airfield, to provide illum mostly, but also some MG overwatch. PD.

Probably I have too much guarding an easterly approach, but playing solitaire I have to be honest and not leave gaping holes...

Chinese approach regt 172 SW board edge at 2200, 240 NE at 2200, 173 NW at 2400. Infiltration rolls are 6, 5/2=3 and 5 respectively.

2200: Snow=5. Not much here, both chinese regiments enter (from opposite ends) but aren’t spotted of course, and are still >2 hexes from US perimeter. The 172 enters from the south in a broad sweep with all three battalions shoulder to shoulder, companies in echelon, 5 to 7 step stacks. 240 enters on the north more slowly and unevenly due to terrain, and starts to spreadout around the northern approach to the hilltop hex.

2300: Snow=4. Chinese win initiative. It is passed, and the U.S. can do nothing this turn (special rule, no movement or fire until a chinese unit is spotted, all this prevents is sending up anticipitory illum). Chinese take the second action and the 172nd assualts the tank line just south of the airfield, headfirst. First battalion takes the worst hits I’ve ever seen in a TCS game, losing over 80% of its steps, most in close combat with M4s and M26s. 1st bn takes 5 (!!) bn morale hits in one phase, and kill 3 tanks out of 4. 2nd and 3rd battalions fare much better, taking about 60% losses but wiping out 8 tanks. This was due in part to a change of tactics (more overwatch firers which forced buttoning up), but also due to lousy marine dice (at one point, 6 consecutive overwatch fires rolled 26 or lower). The southern line is breached broadly, but the US has a second line of dugin, 2-morale engineers, and worse this regiment has no depth, so there are no follow up waves to really hit this second line hard. Also, infiltration was not used as all chinese units that approached were spotted at 2-hex range.

2400: Snow=3. Chinese win the initiative, no illum still! Chinese go first, to avoid illum and take advantage of an early double move. The 172nd attack slows, because so many units disappeared in the initial wave and the rest are in fire mode. A few SFA’s here and there and one last tank assault yields another M4.

In the north, the 1st bn 240th closes with the British commandos and the XXX hq troops. The hq troops flee close combat while the cdos hold fast. 2nd bn is still manouvering around the backside of the hill, after executing a poorly designed feint to the west.

173d regiment enters along the NW edge, 2 and 3 bns toward hagaru-ri and 1 bn down south, attempting to exploit the 177 breach. No contact this turn.

American actions include moving George/1 (the only reserve to pass its die roll check) towards the airfield to execute a hasty defense, just north of the strip. only 2 mortar illums are needed to light up everything in sight, and massive SFAs are launched where possible. Significant casualties result, especially due to 2 preregistered fastfires, but not enough to seriously dent the chinese wave.

0100: Snow=1. Yikes! Chinese win the initiative for a 3rd straight turn and realize that they can now infiltrate directly into close combat, with no illum. Infiltrations will be maxed this turn.

240: progress is still slow due to accurate commando fire and hilly terrain. 1 bn bogged down in exchange of fire with cdos and retreating army xxx hq troops, plus an ad hoc unit. 2 bn still wheeling around from its bad fake, attempting to setup crossfires on dug in cdos. Terrain makes infiltration difficult, as does my lack of hidden units...

172: finally engaged the marine engineer second line with force, and finally opened up the offboard mortar tubes (didn’t want to waste precious ammo merely to button up tanks). 2 hexes breached, one engineer eliminated, and significant casualties inflicted by dense mortar fire. Still none of the three battalions have sufficient umph left to exploit their success, and forward progess is incremental at best. If the snow clears, this regiment is in sever danger. No infiltration!

173: 2 and 3 bn punch easily through the western tank perimeter and kill 4 tanks with only 6 step losses, using the infiltration rule. I’ve made it to within 3 hexes of hagaru-ri (the dump) but am now face to face with a second-echelon defense comprised mostly of M4s with 105s. Ouch. 1 bn punches through southern breach along the shoulder of 172 regt., and gets adjacent to the airstrip.

American: Ad hoc marine div units released (passed dr check) from reserve and head off to fight the 173 westerly breach. They use the cover of the snow (before illum is placed) to insert themselves between the 173 wave and the dump at hagaru-ri. They are covered by overwatch from the 105s, but the snow limits any serious firing by either side. George 3/1 keeps the pressure on the 172 and holds the airstrip. Item 3/1 is still PD on the easterly side, and since an attack from that direction is now impossible, they are rolling for new orders to defend the dump, although at night it will be awhile...how 3/1 failed another dr check. Commandos are doing amazing well, although one stack has taken 4 hits. Hill still firmly in US posession, but that flanking 2 bn 240 regt. might yet win the game for the chinese. Overall, the snow limits US firepower, even when illum is present.

0200: Snow=5. Both the 172 and 173 fail their attack breakdown rolls this turn, so their bn morale sticks and cannot be reduced for the rest of the game.

Chinese win the initiative again, and choose to go first to avoid illum, but their is a drawback to constantly moving first, especially as the game moves along, see below.

240 attack bogs down although one british cdo is forced to SYR off the hill (you gotta hate those low morale table 66’s). 1 and 2 bn of 173 continue to exploit their west wedge, although much more slowly, they close one hex closer to hagaru-ri and are adjacent to some units of how-3-11. 2 tanks destroyed on an AT roll SFA, both 10’s (chinese hot dice). 3 bn continues its assistance in the south and captures 2 marine held hexes just north of the airstrip (weapons 2/7 mtr destroyed, others forced to SYR). 172 attack totally stopped--the few units left offer up some ill-adivsed SFA’s, and get overwatched out of existence. 1 bn 172 has 4 bn morale....

Americans how 3/1 fails yet another dr check and holds in reserve in hagaru-ri. Finally with visibility and a plethora of non-hidden chinese targets, the illums come out followed by a truly massive wave of SFAs, especially vs. 172 and 173 bn. I actually ran out of fired markers, moving 2nd this turn was actually a godsend for the US, except for those two tanks lost. Chinese take heavy step losses all around, but only one SYR and two paralyzed results. The tide of the game has really turned here, I think the only chance for the chinese to end the game with one objective is for the 240th have a hill hex in LOS of hagaru-ri--but if How 3/1 can pass a dr check and get over there even that chance will fade quickly....

0300: Snow=4. Americans win initiative and move first, How 3/1 finally passes dr check and gets moving south of the hill on the road, will eventually turn left to meet that flanking bn of the 240th, which will soon overwhelm the british cdos. Not as many SFAs when moving first, but the fast, pre-reg arty fire is deadly as usual. Flanking SFAs in the south send the remnants of 172 reeling due to poor bn morale. Likewise with the 173rd, and the adhoc units are holding a line outside of the dump. The chinese can’t win unless 240 takes the hill or a miracle happens elsewhere....

Chinese actions: 172 and 173 try last ditch attempts to gain footholds on the airfield and hagaru-ri. Both fail under a hail of tank fire, although a few more tanks are eliminated in close combat. 240 completes its flanking move, and is close to butting heads with how 3/1.

0400: Snow=3. US gets first action and SFAs wipe out 172 and 173 nearly 100%. How 3/1 takes up a hasty defense along side the cdos and await a 240 charge, but drop some non-registered arty first...

Chinese charge the southern portion of the hill with 2 bn, 240 and get wiped out as they run through the good shoots and take overwatch. Terrain makes mad dashes difficult, with +1 mp per elevation change. Battalion is still 50% intact, but in a bad position, especially since US arty has nothing else to fire at. Chinese resigns, US Major victory.

Lessons Learned:

Chinese: attacking in echelon is preferable to breadth, you must be able to exploit your initial cracking of the perimeter. however, once inside you will constantly be hit with flanking overwatch and SFAs from perimeter troops you bypassed, and so some careful consideration of breadth is essential. Always keep at least one company per battalion in move mode, so as to threaten more hexes with assault.

Given that most US units will start PD, and this is a short night scenario, I would suggest following up one regimental attack with another immediately behind it. By avoiding much of the perimeter, more US troops will sit around outside of fire range.

Tactically, it is important to have as many 3+2 fp and 2+2+2+2 fp stacks as possible for overwatch. Move them up to one or two hex range and set up in fire mode. Take step losses instead of suppression, the game is short. SFAs are always bad for the chinese because the US will always volley back with more fp. Use SFAs only when their is an obvious useful goal and little chance of return. Especially at night, all those dinky 3 and 4 fp attacks won’t do anything but draw fire.

Moving first is good during the initial rush, because there will be no illum. However, after the first two perimeter breaking assault turns, moving second is preferable due to massive US SFA capability. The marines won’t pull the trigger when they are moving first....

Don’t bring the 240 in on the north edge, it is too hilly, unless you plan on using the road. Save your mortar shots for when you close on objectives held by infantry (never tanks). Use your mortars in big bunches, at least 10fp each, 13fp is preferred (3x3+4); sure they won’t last long that way, but as above, at night the dinky shots don’t do much. Any final modified SFA below 6-7 is probably a waste, except under special circumstances. Finally, any inf pltn that has 0,1,2 or 3 step losses is a threat in close assault, really. The 2 and 3 loss units are more likely to get suppressed on the way to the target hex, but they can still make it (or take a voluntary additional loss).

Marines SYR and suppress more easily due to their step losses counting, keep this in mind when deciding to charge and inf location--compared to the US tanks, these are cake. Occasionally it is worth it to try charging with 2 units together and take the density modifier--if both units make it into the target hex they will do more damage vs inf or more likely button up afvs, thus making AT rolls easier.

US: The jury is still out, but since I lost 21 tanks in this game, I would say always stack tanks in 3s--the chinese that do make it into assault will get an extra AT roll (if they have 3 steps that is), but your extra FP will probably prevent this more often and thus be more efficient. Likewise, 2 tank stacks that are buttoned up are extremely vulnerable, 3 tank stacks are much less so, all the more reason to stack them in 3s.

I would set up with a tighter perimeter next time (there is no need to hang yourself out on this one). Especially since so many units will be PD, you want most of them to be within 3-4 hexes of a victory hex, thus allowing them to SFA/overwatch from their defensive positions. I would put more infantry into reserves, 3 groups probably wouldn’t suffice against a live opponent who will offer up misdirections, feints and other surprises. I would add Item 3/1 to the reserve list, for four total.

See above about when to move first, it applies in reverse. If the snow roll is ever a “1”, say your prayers!

All and all, I really like Semper Fi, and I heartily recommend it. On to ARS...

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