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 artys 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 dont 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 arent 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 Ive 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 SFAs
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 (didnt 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. Ive 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 66s). 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 10s (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
SFAs, 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
cant 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
wont 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 wont pull the trigger when they are moving first....
Dont 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 wont last long that way, but as above, at night the
dinky shots dont 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 wouldnt 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...