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			<title><![CDATA[Scenario Design Tips and Site Troubleshooting]]></title>
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			<pubDate>Mon, 11 May 2020 17:48:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
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			<description><![CDATA[<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Scenario Design Tips and Site Troubleshooting</span></span></span> <br />
<br />
<br />
This first part of this page is a compilation of numerous e-mails that have been sent back and forth between the members of this crew relating  to how one may  navigate around certain issues when designing SB scenarios. It is by no means a complete “handbook” to scenarios creation, but it does cover a few things that current and potential SB designers seemed to get stumped on. It also offers alternatives to situations that may not be covered by the rules and has been posted here to assist all scenario designers out there who may find themselves staring at a brick wall when trying to figure out just how to make something happen.<br />
<br />
To those few, this should help you cover a few gray areas with the Squad Battles games and these methods have all been used to full effect by the designers of this crew. We hope they will be of service to you as well.<br />
<span style="font-style: italic;" class="mycode_i">Onward and Upwards.</span><br />
<br />
TF Echo-Four<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ff0000;" class="mycode_color"><span style="color: #333333;" class="mycode_color">Ammunition resupply</span></span></span></div>
The topic of ammo resupply is brought up rather frequently by current and potential SB designers who have a flair for larger squad battles scenarios. This issue seems problematic due to the fact that efficiency degrades to a point that full strength squads are unable to inflict damage upon the enemy due to low weapons status after a few turns of heavy combat. More so problematic is; although units do not run out of ammunition in SB, resupplying them does not happen either…until now.<br />
<br />
The solution is simple. Add extra weapons to your OOB and bring them on as reinforcements. How you manage to get these weapons to your troops, rearming before you get waylaid and keeping them out of enemy hands is half the battle. As far as your old weapons are concerned…..toss them aside, I doubt the enemy will want to pick up MG42 LMG’s at 25% efficiency.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Making elite units as effective as they should be</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">Add more leaders</span><span style="font-weight: bold;" class="mycode_b">.</span></div>
I know the USMC intimately, so I’ll have to use the Corps for my example.The way to make elite units seem more elite with the existing rules is to add a wealth of leaders for very experienced units. It will not create a modifier for fire per say…but it will keep them at high levels of effectiveness by having them recover from states of disruption, being pinned and demoralized which in turn will do the same thing to an extent. Honestly, probably not as much as many would enjoy, but a bit none the less.<br />
<br />
For instance a marine rifle platoon has at least 4 men capable of leading the platoon. The Plt. Commander (2nd or 1st Lt.), the Platoon Sgt. (SSgt.), the Platoon Guide (Most Senior Buck Sgt.) and then the first Squad Leader (Cpl.). This is why marines historically tended to stay effective while taking high casualties.  What are these men doing if the Plt. Commander is not dead? Leading in other aspects.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Offering tactical alternatives</span></span></div>
<span style="font-style: italic;" class="mycode_i">Many of the scenarios are set up so that there are few tactical choices to be made.  There are not enough turns to maneuver very far, especially if there are any hills to be climbed.  -Anonymous SB Designer</span><br />
<br />
Adding more turns and slowly bringing on reinforcements will give that chance to feel out the enemy defenses. The only units that should be on the map (or in close proximity to the enemy) at the beginning of any maneuver type-meeting engagement battle should be recon units if it is your desire to allow multiple tactical approaches to victory. If you feel that you still do no have enough time to feel out the enemy defenses, bring your reinforcements on slower or add more turns, or both.<br />
<br />
Making the map larger obviously allows more room for maneuver, slower movement to contact and also offers more tactical alternatives via terrain options. Also try to avoid putting recon units in prime positions at the beginning of a scenario. Let the player choose where he puts his recon. This is often the difference between victory and defeat.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ff0000;" class="mycode_color"><span style="color: #333333;" class="mycode_color">Morale Issues</span></span></span></div>
<span style="font-weight: bold;" class="mycode_b">Making the Germans an actual threat in Eagles Strike</span><br />
Due to an advantage in firepower (M1 Garands vs. Karabiner 98k’s) and manpower (9 man squads vs. 12 man squads) the Germans have a hell of a time with the Yankees in <span style="font-style: italic;" class="mycode_i">Eagles Strike </span>as they also did historically. However, it seems a little more so in SB than it was in reality.<br />
<br />
This can be remedied somewhat by delegating proper morale to American and German units.<br />
<br />
<span style="font-style: italic;" class="mycode_i">I don’t hate the US Army, so don’t get that impression. </span>The Army is just huge and it has a lot of variation. Now add the facts that they drafted indiscriminately, most units that landed at Normandy had not yet seen action, entirely new divisions were formed that had no lineage or history to support a feeling of  ‘elan and finally; boot camp was over by the time you got there.<br />
<br />
The only US Army units in the ETO-WWII that should be given A morale are select companies from nostalgically tough airborne units like 2/501 PIR/101st Airborne Div, Rangers and a few others. Even these units should have a smattering of B’s and an occasional C (to simulate replacements).<br />
<br />
<span style="font-style: italic;" class="mycode_i">The majority of US Paras </span>should be <span style="font-style: italic;" class="mycode_i">B (40%) C (50%) D (10%) morale.</span><br />
<br />
Select Armored Inf. Bn’s the same as Regular Paras (51st AIB, 4th Armd. Div for example)<br />
<br />
The average <span style="font-style: italic;" class="mycode_i">“Citizen Soldier” </span>should have <span style="font-style: italic;" class="mycode_i">D </span>morale with a smattering of E’s.<br />
<br />
Units that had been transferred from <span style="font-style: italic;" class="mycode_i">Italy, </span>should have around C-D with their “creme de la creme” at B.<br />
<br />
This is due to the fact that many US units were virgin to combat and units that established a reputation as reliable were used time and time again. Meanwhile other units may have seen a only a few weeks of action by wars end. Also one must consider how much action their German counter parts had seen in comparison to be called the same and how they would balance in confrontation with each other.<br />
<br />
Speaking of I would rate Germans combating Americans as the following:<br />
<br />
Select Fallschrimjager, fanatical Waffen SS (LSSAH, DR, HJ) and Elite Heer – A.<br />
<br />
Other Waffen SS and Veteran Heer at B.<br />
<br />
Regular FJ, experienced Luftwaffe Field Div and veteran Volksgrenadier at C.<br />
<br />
Regular Volksgrenadier and the remainder at D.<br />
<br />
Volkssturm  should be E – F.<br />
<br />
This may get Yankees pounding their chests saying “no way buddy-boy” but this is pretty much along the lines of reality if you take the red, white and blue tint from the picture and it also makes the game a bit more playable. Also to maintain playability there should not be as much variation as with German units as US forces in morale (reflecting German discipline) and the Wehrmacht should have <span style="font-style: italic;" class="mycode_i">at least </span>2 leaders per platoon.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Korea and Vietnam – Bogies and Friendlies</span><br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">NVA_&amp; Chinese </span></span></div>
These people were fanatics. They should have A-B morale on average. Green units at C and no lower than that. Forget training lowering their morale..these people didn’t need it…they had something better…sheer determination and an extreme disregard for personal safety.<br />
<br />
Sorry people, but Charlie (Viet Cong) was not the bush slithering superman Hollywood has portrayed him as being. Sure he knew the land and could be effective, but when the crap got thick, Victor Charles got the hell out of Dodge and headed back to his hooch. VC should stay at C-D.<br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">US Army in  Korea</span></span></div>
Again, I don’t have issues with the US Army, but the US 8th Army in the opening days of Korea was not one of the brighter moments in US Military History. The Army continued to perform average at absolute best until 1951 when it miraculously did a 180 degree turn. I would give regular US Army a morale rating of D for the average in 1950. After 1951, I would give them the standard C-B. Rangers and select Para’s should remain at A-B-C for the duration of the war.<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">US Marines in Korea</span></span></div>
The 1st Marine Division is traditionally the most experienced and most decorated unit in the USMC. It is also one of the most decorated units in the American Armed Forces. This was the only Marine Division in the entirety of the Korean War. This is probably due to the fact that over 50% of all NCO’s and Officers were combat veterans from WWII. The Chosin Campaign during the winter of 50′ says it all. A (50%) B (40%) C (10%).<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ff0000;" class="mycode_color"><span style="color: #333333;" class="mycode_color">Eastern Front Armor Issues</span></span></span></div>
Making Russian Armor fight the way it did historically vs. German armor can be a challenge. Decrease the effectiveness of Russian Armor to around 70% from the start and give them C morale at the absolute highest. This reflects below average accuracy and poor tactical doctrine. It also allows you to put a gaggle of Red tanks in a scenario vs. German armor crews with high morale.<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Alternate Scoring Conditions</span></span></div>
This method does away with the traditional points method. Set up a series of objectives that are obtainable and assign them a point value of 1. Next, decide which objectives should be taken to obtain certain levels of victory. For example I make a scenario with the Waffen SS as the first side and the RKKA hold 3 Objectives. Next I decide that the following should dictate victory instead of the traditional points method.<br />
<br />
Waffen SS takes 3 Objectives = Major Victory<br />
Waffen SS takes 2 Objectives = Minor Victory<br />
Waffen SS takes 1 Objective = Draw<br />
Waffen SS takes 0 Objectives = Minor Defeat<br />
Waffen SS takes 0 Objectives and suffers over 100 points in losses = Major Defeat<br />
<br />
<br />
This method takes into consideration point loss only to an extent and only if the Waffen SS suffers a defeat. It truly makes no sense with units such as the WfSS that were fanatical in their approach and traditionally took high casualties to obtain all or the majority of their tactical objectives and still suffer a defeat due to casualties.<br />
<br />
This method also does away with 10 extra playtests to tweak the points to their proper levels.<br />
<br />
This should help you cover a few gray areas with the Squad Battles games and these methods have all been used to full effect by the designers of this crew. <br />
<br />
We all hope they will be of service to you.]]></description>
			<content:encoded><![CDATA[<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Scenario Design Tips and Site Troubleshooting</span></span></span> <br />
<br />
<br />
This first part of this page is a compilation of numerous e-mails that have been sent back and forth between the members of this crew relating  to how one may  navigate around certain issues when designing SB scenarios. It is by no means a complete “handbook” to scenarios creation, but it does cover a few things that current and potential SB designers seemed to get stumped on. It also offers alternatives to situations that may not be covered by the rules and has been posted here to assist all scenario designers out there who may find themselves staring at a brick wall when trying to figure out just how to make something happen.<br />
<br />
To those few, this should help you cover a few gray areas with the Squad Battles games and these methods have all been used to full effect by the designers of this crew. We hope they will be of service to you as well.<br />
<span style="font-style: italic;" class="mycode_i">Onward and Upwards.</span><br />
<br />
TF Echo-Four<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ff0000;" class="mycode_color"><span style="color: #333333;" class="mycode_color">Ammunition resupply</span></span></span></div>
The topic of ammo resupply is brought up rather frequently by current and potential SB designers who have a flair for larger squad battles scenarios. This issue seems problematic due to the fact that efficiency degrades to a point that full strength squads are unable to inflict damage upon the enemy due to low weapons status after a few turns of heavy combat. More so problematic is; although units do not run out of ammunition in SB, resupplying them does not happen either…until now.<br />
<br />
The solution is simple. Add extra weapons to your OOB and bring them on as reinforcements. How you manage to get these weapons to your troops, rearming before you get waylaid and keeping them out of enemy hands is half the battle. As far as your old weapons are concerned…..toss them aside, I doubt the enemy will want to pick up MG42 LMG’s at 25% efficiency.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Making elite units as effective as they should be</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">Add more leaders</span><span style="font-weight: bold;" class="mycode_b">.</span></div>
I know the USMC intimately, so I’ll have to use the Corps for my example.The way to make elite units seem more elite with the existing rules is to add a wealth of leaders for very experienced units. It will not create a modifier for fire per say…but it will keep them at high levels of effectiveness by having them recover from states of disruption, being pinned and demoralized which in turn will do the same thing to an extent. Honestly, probably not as much as many would enjoy, but a bit none the less.<br />
<br />
For instance a marine rifle platoon has at least 4 men capable of leading the platoon. The Plt. Commander (2nd or 1st Lt.), the Platoon Sgt. (SSgt.), the Platoon Guide (Most Senior Buck Sgt.) and then the first Squad Leader (Cpl.). This is why marines historically tended to stay effective while taking high casualties.  What are these men doing if the Plt. Commander is not dead? Leading in other aspects.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Offering tactical alternatives</span></span></div>
<span style="font-style: italic;" class="mycode_i">Many of the scenarios are set up so that there are few tactical choices to be made.  There are not enough turns to maneuver very far, especially if there are any hills to be climbed.  -Anonymous SB Designer</span><br />
<br />
Adding more turns and slowly bringing on reinforcements will give that chance to feel out the enemy defenses. The only units that should be on the map (or in close proximity to the enemy) at the beginning of any maneuver type-meeting engagement battle should be recon units if it is your desire to allow multiple tactical approaches to victory. If you feel that you still do no have enough time to feel out the enemy defenses, bring your reinforcements on slower or add more turns, or both.<br />
<br />
Making the map larger obviously allows more room for maneuver, slower movement to contact and also offers more tactical alternatives via terrain options. Also try to avoid putting recon units in prime positions at the beginning of a scenario. Let the player choose where he puts his recon. This is often the difference between victory and defeat.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ff0000;" class="mycode_color"><span style="color: #333333;" class="mycode_color">Morale Issues</span></span></span></div>
<span style="font-weight: bold;" class="mycode_b">Making the Germans an actual threat in Eagles Strike</span><br />
Due to an advantage in firepower (M1 Garands vs. Karabiner 98k’s) and manpower (9 man squads vs. 12 man squads) the Germans have a hell of a time with the Yankees in <span style="font-style: italic;" class="mycode_i">Eagles Strike </span>as they also did historically. However, it seems a little more so in SB than it was in reality.<br />
<br />
This can be remedied somewhat by delegating proper morale to American and German units.<br />
<br />
<span style="font-style: italic;" class="mycode_i">I don’t hate the US Army, so don’t get that impression. </span>The Army is just huge and it has a lot of variation. Now add the facts that they drafted indiscriminately, most units that landed at Normandy had not yet seen action, entirely new divisions were formed that had no lineage or history to support a feeling of  ‘elan and finally; boot camp was over by the time you got there.<br />
<br />
The only US Army units in the ETO-WWII that should be given A morale are select companies from nostalgically tough airborne units like 2/501 PIR/101st Airborne Div, Rangers and a few others. Even these units should have a smattering of B’s and an occasional C (to simulate replacements).<br />
<br />
<span style="font-style: italic;" class="mycode_i">The majority of US Paras </span>should be <span style="font-style: italic;" class="mycode_i">B (40%) C (50%) D (10%) morale.</span><br />
<br />
Select Armored Inf. Bn’s the same as Regular Paras (51st AIB, 4th Armd. Div for example)<br />
<br />
The average <span style="font-style: italic;" class="mycode_i">“Citizen Soldier” </span>should have <span style="font-style: italic;" class="mycode_i">D </span>morale with a smattering of E’s.<br />
<br />
Units that had been transferred from <span style="font-style: italic;" class="mycode_i">Italy, </span>should have around C-D with their “creme de la creme” at B.<br />
<br />
This is due to the fact that many US units were virgin to combat and units that established a reputation as reliable were used time and time again. Meanwhile other units may have seen a only a few weeks of action by wars end. Also one must consider how much action their German counter parts had seen in comparison to be called the same and how they would balance in confrontation with each other.<br />
<br />
Speaking of I would rate Germans combating Americans as the following:<br />
<br />
Select Fallschrimjager, fanatical Waffen SS (LSSAH, DR, HJ) and Elite Heer – A.<br />
<br />
Other Waffen SS and Veteran Heer at B.<br />
<br />
Regular FJ, experienced Luftwaffe Field Div and veteran Volksgrenadier at C.<br />
<br />
Regular Volksgrenadier and the remainder at D.<br />
<br />
Volkssturm  should be E – F.<br />
<br />
This may get Yankees pounding their chests saying “no way buddy-boy” but this is pretty much along the lines of reality if you take the red, white and blue tint from the picture and it also makes the game a bit more playable. Also to maintain playability there should not be as much variation as with German units as US forces in morale (reflecting German discipline) and the Wehrmacht should have <span style="font-style: italic;" class="mycode_i">at least </span>2 leaders per platoon.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Korea and Vietnam – Bogies and Friendlies</span><br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">NVA_&amp; Chinese </span></span></div>
These people were fanatics. They should have A-B morale on average. Green units at C and no lower than that. Forget training lowering their morale..these people didn’t need it…they had something better…sheer determination and an extreme disregard for personal safety.<br />
<br />
Sorry people, but Charlie (Viet Cong) was not the bush slithering superman Hollywood has portrayed him as being. Sure he knew the land and could be effective, but when the crap got thick, Victor Charles got the hell out of Dodge and headed back to his hooch. VC should stay at C-D.<br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">US Army in  Korea</span></span></div>
Again, I don’t have issues with the US Army, but the US 8th Army in the opening days of Korea was not one of the brighter moments in US Military History. The Army continued to perform average at absolute best until 1951 when it miraculously did a 180 degree turn. I would give regular US Army a morale rating of D for the average in 1950. After 1951, I would give them the standard C-B. Rangers and select Para’s should remain at A-B-C for the duration of the war.<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">US Marines in Korea</span></span></div>
The 1st Marine Division is traditionally the most experienced and most decorated unit in the USMC. It is also one of the most decorated units in the American Armed Forces. This was the only Marine Division in the entirety of the Korean War. This is probably due to the fact that over 50% of all NCO’s and Officers were combat veterans from WWII. The Chosin Campaign during the winter of 50′ says it all. A (50%) B (40%) C (10%).<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ff0000;" class="mycode_color"><span style="color: #333333;" class="mycode_color">Eastern Front Armor Issues</span></span></span></div>
Making Russian Armor fight the way it did historically vs. German armor can be a challenge. Decrease the effectiveness of Russian Armor to around 70% from the start and give them C morale at the absolute highest. This reflects below average accuracy and poor tactical doctrine. It also allows you to put a gaggle of Red tanks in a scenario vs. German armor crews with high morale.<br />
<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Alternate Scoring Conditions</span></span></div>
This method does away with the traditional points method. Set up a series of objectives that are obtainable and assign them a point value of 1. Next, decide which objectives should be taken to obtain certain levels of victory. For example I make a scenario with the Waffen SS as the first side and the RKKA hold 3 Objectives. Next I decide that the following should dictate victory instead of the traditional points method.<br />
<br />
Waffen SS takes 3 Objectives = Major Victory<br />
Waffen SS takes 2 Objectives = Minor Victory<br />
Waffen SS takes 1 Objective = Draw<br />
Waffen SS takes 0 Objectives = Minor Defeat<br />
Waffen SS takes 0 Objectives and suffers over 100 points in losses = Major Defeat<br />
<br />
<br />
This method takes into consideration point loss only to an extent and only if the Waffen SS suffers a defeat. It truly makes no sense with units such as the WfSS that were fanatical in their approach and traditionally took high casualties to obtain all or the majority of their tactical objectives and still suffer a defeat due to casualties.<br />
<br />
This method also does away with 10 extra playtests to tweak the points to their proper levels.<br />
<br />
This should help you cover a few gray areas with the Squad Battles games and these methods have all been used to full effect by the designers of this crew. <br />
<br />
We all hope they will be of service to you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Artillery]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73438</link>
			<pubDate>Thu, 07 May 2020 18:43:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73438</guid>
			<description><![CDATA[<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">ARTILLERY</span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ffffff;" class="mycode_color"><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">By Marc “Bayonet” Belli</span></span></span></span></span></span></span></span></span></span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size">Artillery, colloquially known as the ‘King of Battle’, ‘God of War’ and the ‘great equalizer’, has always been responsible for casualties all out of proportion to its numbers. While inventions like the machine gun and tank have revolutionized warfare, it is the artillery that has been a real killer on the battlefield. A successful commander appreciates the significance of firepower and understands that the effective use of all available fire support will determine the outcome of a battle. It was Napoleon who said, “It is the artillery that decides most of my battles.”</span><br />
<span style="font-size: medium;" class="mycode_size">Artillery has its roots in the Medieval years as a weapon of bombardment used to pound an enemy into submission. By WW2, artillery, just like the tank and plane, evolved into a weapon of incredible flexibility in employment.</span><br />
<span style="font-size: medium;" class="mycode_size">In this article I will discuss what I call ‘Heavy Artillery’ (long range Howitzer &amp; Cannon over 100mm) and how it is simulated and used in wargaming; the Mortar, an excellent indirect system of its own, is discussed in another article.</span><br />
<br />
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<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">11-1 ORGANIZATION</span></div>
<span style="font-size: medium;" class="mycode_size">Most armies break their artillery down into batteries of 4 to 8 tubes a piece. An artillery battalion usually has anywhere from 3 to 4 batteries assigned. Each combat brigade or regiment has one artillery battalion assigned to it. This coincides with the 3 to 4 maneuver battalions (or troops) that each combat brigade/regiment consists of. This support is called ‘DS’(direct support) in the US, British and German Armies (in German- UU-Unmittelbare Unterstutzung), or ‘RAG’ (regimental artillery group) in the Soviet army, and represents the firepower that a brigade or regiment has dedicated directly to it. DS support typically consists of a battalion of 100mm to 122mm guns.</span><br />
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<span style="font-size: medium;" class="mycode_size">Additionally, divisions have another complete artillery battalion- and sometimes a brigade of three battalions- assigned to them. This force is at the division commander’s disposal, to provide additional heavy support for any combat brigade in a serious fight. This support is called ‘GS’(general support) by the US, British and Germans (in German- AU-Allgemeine Unterstutzung), or DAG (division artillery group) by the Soviets. These guns are typically 150mm to 203mm (8 inch) or larger in size. Divisions sometimes also had rocket artillery (Nebelwerfer or Katyusha) that were available in battalion strength as well.</span><br />
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<span style="font-size: medium;" class="mycode_size">Corps and Armies have artillery units assigned to them, to provide even more firepower on the battlefield. These are typically independent brigade sized units of three battalions. However the Russians have entire divisions of guns organized with the express purpose of providing pre-attack bombardment during an offensive. As an example, during the final offensive on Berlin, the Russians employed thousands of guns expending thousands of rounds a piece (packed 100 guns <span style="text-decoration: underline;" class="mycode_u">per kilometer</span>). This equates to guns being practically lined up hub to hub for miles, with a round striking on average every 6 inches in the target area!</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">11-2 EMPLOYMENT</span></div>
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<span style="font-size: medium;" class="mycode_size">In theory, each battery is “assigned” to support a maneuver battalion. In practice, the artillery batteries are typically assigned to support the battalion or battalions that are involved in the most serious fighting. Thus, a reserve battalion may have no artillery support, while the battalion conducting an attack may have all the DS batteries in support, plus GS support from the division. If it were a critical battle, additional Corps and Army support may be forthcoming. Essentially, if the guns are available (i.e. deployed and within range), the unit in the thick of a fight can probably call on them.</span><br />
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<span style="font-size: medium;" class="mycode_size">Other factors that influence the amount of support available must be kept in mind. In a movement to contact, batteries will be ‘leap-frogged’ forward so that at any one time, only one battery is available for support for the brigade, one battery is moving, and the last battery is breaking down or setting up. Thus the amount of support available is considerably less than in a deliberate attack or deliberate defense, where Division and Corps support will be moved forward as far as possible to provide additional firepower to support the units in combat. The rounds available will also influence the amount of support forthcoming; German units in 1944/45 will not get nearly the amount of support they did in 1942 due to ammunition shortages.</span><br />
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<span style="font-size: medium;" class="mycode_size">In fact, as WWII progressed, the Germans placed less and less reliance on big tube artillery, and more on mobile assault guns, mortars and rocket delivered projectiles even though these weapons had less accuracy than conventional tube guns. This was because the mobile guns could ‘shoot and scoot’ before counterbattery artillery could locate and destroy the mobile guns. The Russians went the opposite direction since they were on the offensive in later war years, adding more towed tube guns into the line until they had tens of thousands of guns available by wars’ end.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">11-3 MISSIONS</span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">Field artillery has three basic missions: to Destroy, Neutralize or Suppress the enemy.</span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-3.1 Destroy – </span>means exactly that – to completely kill the enemy. This is the least preferred method for artillery usage, as it requires a large amount of rounds to achieve this result. As an example, the US Army estimates it takes 72 rounds to kill one tank, and 50-60 rounds to destroy a platoon of infantry dug in. This equates to several turns worth of firing at the same target. This can quickly use up a battalion’s allotment of rounds for a battle.</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-3.2 Neutralize – </span>entails inflicting 20%-40% damage to a target; thus rendering the target combat ineffective. In wargame terms neutralizing would be demoralizing an enemy squad.</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-3.3 Suppression</span> – means to stop the enemy from doing what he is doing- attacking, etc. by making him go to ground. This can be achieved by making the enemy simply ‘go to ground’ with your fire or causing him to ‘pin’.</span><br />
<span style="font-size: medium;" class="mycode_size">Realistically, most players can expect to receive a few turns of Suppressing and Neutralizing fires; battery commanders normally intervene and stop destruction missions so as not to use up all the rounds or give away the batteries’ location to counterbattery fires. A skillful player will synchronize his artillery fires with his direct fire units (tanks, infantry, AT guns, etc.) by pinning the enemy with arty while his ground units finish the killing.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-4 TARGET IDENTIFICATION</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">There are three types of targets: Targets of Opportunity, Planned Targets and Final Protective Fires.</span></div>
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-4.1 Targets of Opportunity</span> – These are situations that appear during combat – the unplanned shots. These require skill on the part of the observer calling for fire as well as the guns that are firing. Targets of opportunity take the longest to call for and to get rounds onto the target; for the Germans in WWII it was around 15 minutes; the British took around 5 minutes but were wildly inaccurate; the Americans around 3 minutes with very good accuracy; and the Russians virtually could not conduct these impromptu fires at all (around 20-25 minutes – a smart target was gone by then).</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-4.2 Planned Targets – </span>are pre-arranged/pre-plotted targets that commanders place across the battlefield such as road junctions, prominent terrain features, etc. All nations’ artillery units can respond to calls for fire on these targets within 2-5 minutes since the target data is pre-determined. Many times artillery units use Planned Targets as a reference point to assist in firing Targets of Opportunity. For example, it is much easier to adjust guns “1000 meters at 90 degrees from the road junction” than to have to calculate, plot and fire a fresh Target of Opportunity each time.</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-4.3 Final Protective Fire (FPF)</span> – are a special set of fires that are preplanned in the defense. The FPF is called for by the defending unit when the situation has become desperate; as a last act when the enemy is overrunning the position, the defender calls for the FPF to be fired, and every available gun in the sector swings over and fires on that FPF target. The result is that the enemy is hit with everything you’ve got, hopefully stopping the breakthrough or inflicting horrendous casualties, or both. Usually one FPF is allowed per platoon and in wargame terms it is one specific hex. Think carefully where you plot it! To simulate such a call for fire in wargaming, a designer could consider adding artillery tubes that are only to be used for the FPF; this mission should have a short response time, and a large volume of rounds involved all at one particular hex.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">11-5 STRIKE PATTERNS</span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">There are two strike patterns (how the rounds fall in the target area) that are typically used in artillery shots.</span></div>
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-5.1 Open Sheath</span> – is where a series of rounds falls pretty much in a line across the target. This is the way Steel Panthers and Squad Battles artillery is currently set up to play; a large 4 to 5+ hex line of rounds blankets the target area, typically laterally across the target. More rounds hit a larger area, but less rounds hit any one particular hex. The military uses this pattern to fire on spread out targets, such as a dispersed platoon of troops or vehicles in the open. In Squad Battles, the gun tube’s morale and radio operator’s morale play a significant part in how much scatter will occur during a call for artillery fire. Poorer morale results in more open sheaths.</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-5.2 Converging Sheath </span>– this is the way that Squad Leader artillery tended to play. In this pattern, the rounds tend to blanket a smaller 6 hex cluster area and more rounds hit the same hexes repeatedly. The military uses this pattern to blast targets like bunkers, houses, dug in troops, etc. A way to achieve this pattern in Squad Battles is to have a high morale gun firing at the direction of a high morale radio operator.</span><br />
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<span style="font-size: medium;" class="mycode_size">A player wanting to truly be able to simulate the use of the two different patterns could have two separate batteries, one with Converging Sheath and the other Open Sheath, and use only one battery at a time to provide the various patterns on his targets.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-6 BARRAGES</span></span></div>
<span style="font-size: medium;" class="mycode_size">Barrages, or first turn/pre-attack bombardments, are another option players have that represents the massed firepower of indirect artillery support. The purpose of barrages is to ‘soften up’ an enemy before the attacker begins his assault. Barrages are typically conducted by at least a whole artillery battalion if not more. However, these guns are not usually available again in these mass numbers for the coming battle. This can be simulated by taking the guns you want to have firing in this bombardment and cutting the number of missions per gun to one turn worth – available only at game start – but having a large number of rounds available for those first turn guns. When selecting targets during a barrage, one must be careful to ‘realistically’ select somewhat random impact areas for these guns; the rounds are typically unobserved, and so are inaccurate. They should be placed evenly across the playing area, and not clumped on to all the enemy units. Barrage missions should be separate from your fire support available during the game.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-7 TARGETING</span></span></div>
<span style="font-size: medium;" class="mycode_size">When adding those finishing touches to a scenario, do not forget to add a few ‘pre-planned’ targets to the map for each side. A good rule of thumb is one target for each Battery of artillery available, but you can vary it as needed.</span><br />
<span style="font-size: medium;" class="mycode_size">“Whoa!” you say, “what if it is an ambush, or movement to contact where neither side is expecting the other?” Add them in, one per battery, except in the deliberate defense and offense, where you should add even more. Here’s why:</span><br />
<span style="font-size: medium;" class="mycode_size">All armies have FSO’s (Fire Support Officers and a pretty big staff from the artillery battery) that travel with the infantry battalion headquarters, whose sole purpose is to plan artillery fires in conjunction with all operations; these guys sit around and drool over maps that current and future battles will or may be fought on, picking out targets and pre-planned fires. In fact, from experience I can tell you that the battalion operational battle map gets so cluttered, it is referred to as “the measle sheet” such is the density of red ink targets plotted across it.</span><br />
<span style="font-size: medium;" class="mycode_size">This data is then transmitted to the companies and ultimately to the platoons and squads, so that anyone with a radio and a map with ‘measles’ pretty much can call for and adjust fire where they need it and have a reasonable response time.</span><br />
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<span style="font-size: medium;" class="mycode_size">Many times companies will have FISTs (fire support teams) or FOs (forward observers) that plan out at the company level a series of targets in their area of operations. This information is then transmitted up to battalion for inclusion on their maps. Additionally, platoon leaders and platoon sergeants have the knowledge and ability to call for fires. This way, if the battalion HQ was knocked out, units could go on with getting the support they need (this is experience talking too &lt;DG&gt; “desperate grin”).</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-8 THE SB WARGAMER</span></span></div>
<span style="font-size: medium;" class="mycode_size">So what does all this mean? If you are in the defense, a good rule of thumb is to have at least two preplanned ‘targets’ per battery; depending on how long you are sitting in the defense, you may want more or less (i.e. if your men are in hasty positions- less targets; if they are prepared in pillboxes, etc. add more preplanned targets to represent the additional ‘time’ spent plotting targets). An additional way to simulate this preplanning in the defense is to shorten the defender’s response time from the call for his artillery to when he receives that support. Also, consider adding an FPF mission that represents a massive artillery attack on one spot, to a defense. This FPF should have a pre-determined hex and be allowed to be used for that hex and FPF mission only.</span><br />
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<span style="font-size: medium;" class="mycode_size">Likewise, in the attack, add several targets that blanket the enemy’s suspected positions. Don’t forget to consider picking a few deep targets for if you successfully break through and get in to the rear of the enemy (or want to get his reserves). Don’t forget to plot flank targets, since the enemy may try to reposition units to aid a crumbling defense (these artillery fires are called “isolating the target”).</span><br />
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<span style="font-size: medium;" class="mycode_size">In the movement to contact, less targets should be planned, and they should usually be distinct terrain features (road junctions, church steeples, bridges, hilltops) things that you can see from just about anywhere on the battlefield. This represents the fact that no one has seen the terrain before and are only going off maps for targeting. Also, less firepower should be available for the reasons mentioned above (the guns are leap frogging). And response times should be longer.</span><br />
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<span style="font-size: medium;" class="mycode_size">In planning an SB scenario, the wargamer should keep in mind that the role of the unit in his battle will determine the amount of support at his disposal. Considering that most scenarios are set up to represent critical battles, not some backwater mop-up operation, dedicating a battery-or-two per battalion sized element is a reasonable expectation.</span><br />
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<span style="font-size: medium;" class="mycode_size"> Additional support should be considered, but play balance quickly becomes a factor. In WWII, many times batteries of American guns would pound a town to rubble, and the infantry would then move in and mop-up the few dazed stragglers. While realistic, this does not make for a very interesting game.</span><br />
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<span style="font-size: medium;" class="mycode_size">In summation, real battle tactics always consider artillery employment, no matter how few tubes are available; always pick at least one target, period, and preferably one target per battery to represent the work of those men whose sole purpose is to bring ‘the great equalizer’ into play.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">SOURCES:</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">SH 20-19 Artillery Employment and Capabilities, US Army, 1994</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">TM-E 30-451 The German Armed Forces, US Army, 1945</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">FM 71-1 The Tank &amp; Mechanized Inf Cbt Tm, US Army, 1988</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">US Army Infantry School CATD training supplements, US Army, 1995</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">FM 7-90 Tactical Employment of the Mortar, US Army, 1992</span></div>]]></description>
			<content:encoded><![CDATA[<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">ARTILLERY</span></span></span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="font-size: small;" class="mycode_size"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="color: #ffffff;" class="mycode_color"><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">By Marc “Bayonet” Belli</span></span></span></span></span></span></span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size">Artillery, colloquially known as the ‘King of Battle’, ‘God of War’ and the ‘great equalizer’, has always been responsible for casualties all out of proportion to its numbers. While inventions like the machine gun and tank have revolutionized warfare, it is the artillery that has been a real killer on the battlefield. A successful commander appreciates the significance of firepower and understands that the effective use of all available fire support will determine the outcome of a battle. It was Napoleon who said, “It is the artillery that decides most of my battles.”</span><br />
<span style="font-size: medium;" class="mycode_size">Artillery has its roots in the Medieval years as a weapon of bombardment used to pound an enemy into submission. By WW2, artillery, just like the tank and plane, evolved into a weapon of incredible flexibility in employment.</span><br />
<span style="font-size: medium;" class="mycode_size">In this article I will discuss what I call ‘Heavy Artillery’ (long range Howitzer &amp; Cannon over 100mm) and how it is simulated and used in wargaming; the Mortar, an excellent indirect system of its own, is discussed in another article.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">11-1 ORGANIZATION</span></div>
<span style="font-size: medium;" class="mycode_size">Most armies break their artillery down into batteries of 4 to 8 tubes a piece. An artillery battalion usually has anywhere from 3 to 4 batteries assigned. Each combat brigade or regiment has one artillery battalion assigned to it. This coincides with the 3 to 4 maneuver battalions (or troops) that each combat brigade/regiment consists of. This support is called ‘DS’(direct support) in the US, British and German Armies (in German- UU-Unmittelbare Unterstutzung), or ‘RAG’ (regimental artillery group) in the Soviet army, and represents the firepower that a brigade or regiment has dedicated directly to it. DS support typically consists of a battalion of 100mm to 122mm guns.</span><br />
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<br />
<span style="font-size: medium;" class="mycode_size">Additionally, divisions have another complete artillery battalion- and sometimes a brigade of three battalions- assigned to them. This force is at the division commander’s disposal, to provide additional heavy support for any combat brigade in a serious fight. This support is called ‘GS’(general support) by the US, British and Germans (in German- AU-Allgemeine Unterstutzung), or DAG (division artillery group) by the Soviets. These guns are typically 150mm to 203mm (8 inch) or larger in size. Divisions sometimes also had rocket artillery (Nebelwerfer or Katyusha) that were available in battalion strength as well.</span><br />
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<span style="font-size: medium;" class="mycode_size">Corps and Armies have artillery units assigned to them, to provide even more firepower on the battlefield. These are typically independent brigade sized units of three battalions. However the Russians have entire divisions of guns organized with the express purpose of providing pre-attack bombardment during an offensive. As an example, during the final offensive on Berlin, the Russians employed thousands of guns expending thousands of rounds a piece (packed 100 guns <span style="text-decoration: underline;" class="mycode_u">per kilometer</span>). This equates to guns being practically lined up hub to hub for miles, with a round striking on average every 6 inches in the target area!</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">11-2 EMPLOYMENT</span></div>
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<span style="font-size: medium;" class="mycode_size">In theory, each battery is “assigned” to support a maneuver battalion. In practice, the artillery batteries are typically assigned to support the battalion or battalions that are involved in the most serious fighting. Thus, a reserve battalion may have no artillery support, while the battalion conducting an attack may have all the DS batteries in support, plus GS support from the division. If it were a critical battle, additional Corps and Army support may be forthcoming. Essentially, if the guns are available (i.e. deployed and within range), the unit in the thick of a fight can probably call on them.</span><br />
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<span style="font-size: medium;" class="mycode_size">Other factors that influence the amount of support available must be kept in mind. In a movement to contact, batteries will be ‘leap-frogged’ forward so that at any one time, only one battery is available for support for the brigade, one battery is moving, and the last battery is breaking down or setting up. Thus the amount of support available is considerably less than in a deliberate attack or deliberate defense, where Division and Corps support will be moved forward as far as possible to provide additional firepower to support the units in combat. The rounds available will also influence the amount of support forthcoming; German units in 1944/45 will not get nearly the amount of support they did in 1942 due to ammunition shortages.</span><br />
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<span style="font-size: medium;" class="mycode_size">In fact, as WWII progressed, the Germans placed less and less reliance on big tube artillery, and more on mobile assault guns, mortars and rocket delivered projectiles even though these weapons had less accuracy than conventional tube guns. This was because the mobile guns could ‘shoot and scoot’ before counterbattery artillery could locate and destroy the mobile guns. The Russians went the opposite direction since they were on the offensive in later war years, adding more towed tube guns into the line until they had tens of thousands of guns available by wars’ end.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">11-3 MISSIONS</span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">Field artillery has three basic missions: to Destroy, Neutralize or Suppress the enemy.</span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-3.1 Destroy – </span>means exactly that – to completely kill the enemy. This is the least preferred method for artillery usage, as it requires a large amount of rounds to achieve this result. As an example, the US Army estimates it takes 72 rounds to kill one tank, and 50-60 rounds to destroy a platoon of infantry dug in. This equates to several turns worth of firing at the same target. This can quickly use up a battalion’s allotment of rounds for a battle.</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-3.2 Neutralize – </span>entails inflicting 20%-40% damage to a target; thus rendering the target combat ineffective. In wargame terms neutralizing would be demoralizing an enemy squad.</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-3.3 Suppression</span> – means to stop the enemy from doing what he is doing- attacking, etc. by making him go to ground. This can be achieved by making the enemy simply ‘go to ground’ with your fire or causing him to ‘pin’.</span><br />
<span style="font-size: medium;" class="mycode_size">Realistically, most players can expect to receive a few turns of Suppressing and Neutralizing fires; battery commanders normally intervene and stop destruction missions so as not to use up all the rounds or give away the batteries’ location to counterbattery fires. A skillful player will synchronize his artillery fires with his direct fire units (tanks, infantry, AT guns, etc.) by pinning the enemy with arty while his ground units finish the killing.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-4 TARGET IDENTIFICATION</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">There are three types of targets: Targets of Opportunity, Planned Targets and Final Protective Fires.</span></div>
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-4.1 Targets of Opportunity</span> – These are situations that appear during combat – the unplanned shots. These require skill on the part of the observer calling for fire as well as the guns that are firing. Targets of opportunity take the longest to call for and to get rounds onto the target; for the Germans in WWII it was around 15 minutes; the British took around 5 minutes but were wildly inaccurate; the Americans around 3 minutes with very good accuracy; and the Russians virtually could not conduct these impromptu fires at all (around 20-25 minutes – a smart target was gone by then).</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-4.2 Planned Targets – </span>are pre-arranged/pre-plotted targets that commanders place across the battlefield such as road junctions, prominent terrain features, etc. All nations’ artillery units can respond to calls for fire on these targets within 2-5 minutes since the target data is pre-determined. Many times artillery units use Planned Targets as a reference point to assist in firing Targets of Opportunity. For example, it is much easier to adjust guns “1000 meters at 90 degrees from the road junction” than to have to calculate, plot and fire a fresh Target of Opportunity each time.</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-4.3 Final Protective Fire (FPF)</span> – are a special set of fires that are preplanned in the defense. The FPF is called for by the defending unit when the situation has become desperate; as a last act when the enemy is overrunning the position, the defender calls for the FPF to be fired, and every available gun in the sector swings over and fires on that FPF target. The result is that the enemy is hit with everything you’ve got, hopefully stopping the breakthrough or inflicting horrendous casualties, or both. Usually one FPF is allowed per platoon and in wargame terms it is one specific hex. Think carefully where you plot it! To simulate such a call for fire in wargaming, a designer could consider adding artillery tubes that are only to be used for the FPF; this mission should have a short response time, and a large volume of rounds involved all at one particular hex.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">11-5 STRIKE PATTERNS</span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">There are two strike patterns (how the rounds fall in the target area) that are typically used in artillery shots.</span></div>
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-5.1 Open Sheath</span> – is where a series of rounds falls pretty much in a line across the target. This is the way Steel Panthers and Squad Battles artillery is currently set up to play; a large 4 to 5+ hex line of rounds blankets the target area, typically laterally across the target. More rounds hit a larger area, but less rounds hit any one particular hex. The military uses this pattern to fire on spread out targets, such as a dispersed platoon of troops or vehicles in the open. In Squad Battles, the gun tube’s morale and radio operator’s morale play a significant part in how much scatter will occur during a call for artillery fire. Poorer morale results in more open sheaths.</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-5.2 Converging Sheath </span>– this is the way that Squad Leader artillery tended to play. In this pattern, the rounds tend to blanket a smaller 6 hex cluster area and more rounds hit the same hexes repeatedly. The military uses this pattern to blast targets like bunkers, houses, dug in troops, etc. A way to achieve this pattern in Squad Battles is to have a high morale gun firing at the direction of a high morale radio operator.</span><br />
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<span style="font-size: medium;" class="mycode_size">A player wanting to truly be able to simulate the use of the two different patterns could have two separate batteries, one with Converging Sheath and the other Open Sheath, and use only one battery at a time to provide the various patterns on his targets.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-6 BARRAGES</span></span></div>
<span style="font-size: medium;" class="mycode_size">Barrages, or first turn/pre-attack bombardments, are another option players have that represents the massed firepower of indirect artillery support. The purpose of barrages is to ‘soften up’ an enemy before the attacker begins his assault. Barrages are typically conducted by at least a whole artillery battalion if not more. However, these guns are not usually available again in these mass numbers for the coming battle. This can be simulated by taking the guns you want to have firing in this bombardment and cutting the number of missions per gun to one turn worth – available only at game start – but having a large number of rounds available for those first turn guns. When selecting targets during a barrage, one must be careful to ‘realistically’ select somewhat random impact areas for these guns; the rounds are typically unobserved, and so are inaccurate. They should be placed evenly across the playing area, and not clumped on to all the enemy units. Barrage missions should be separate from your fire support available during the game.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-7 TARGETING</span></span></div>
<span style="font-size: medium;" class="mycode_size">When adding those finishing touches to a scenario, do not forget to add a few ‘pre-planned’ targets to the map for each side. A good rule of thumb is one target for each Battery of artillery available, but you can vary it as needed.</span><br />
<span style="font-size: medium;" class="mycode_size">“Whoa!” you say, “what if it is an ambush, or movement to contact where neither side is expecting the other?” Add them in, one per battery, except in the deliberate defense and offense, where you should add even more. Here’s why:</span><br />
<span style="font-size: medium;" class="mycode_size">All armies have FSO’s (Fire Support Officers and a pretty big staff from the artillery battery) that travel with the infantry battalion headquarters, whose sole purpose is to plan artillery fires in conjunction with all operations; these guys sit around and drool over maps that current and future battles will or may be fought on, picking out targets and pre-planned fires. In fact, from experience I can tell you that the battalion operational battle map gets so cluttered, it is referred to as “the measle sheet” such is the density of red ink targets plotted across it.</span><br />
<span style="font-size: medium;" class="mycode_size">This data is then transmitted to the companies and ultimately to the platoons and squads, so that anyone with a radio and a map with ‘measles’ pretty much can call for and adjust fire where they need it and have a reasonable response time.</span><br />
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<span style="font-size: medium;" class="mycode_size">Many times companies will have FISTs (fire support teams) or FOs (forward observers) that plan out at the company level a series of targets in their area of operations. This information is then transmitted up to battalion for inclusion on their maps. Additionally, platoon leaders and platoon sergeants have the knowledge and ability to call for fires. This way, if the battalion HQ was knocked out, units could go on with getting the support they need (this is experience talking too &lt;DG&gt; “desperate grin”).</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">11-8 THE SB WARGAMER</span></span></div>
<span style="font-size: medium;" class="mycode_size">So what does all this mean? If you are in the defense, a good rule of thumb is to have at least two preplanned ‘targets’ per battery; depending on how long you are sitting in the defense, you may want more or less (i.e. if your men are in hasty positions- less targets; if they are prepared in pillboxes, etc. add more preplanned targets to represent the additional ‘time’ spent plotting targets). An additional way to simulate this preplanning in the defense is to shorten the defender’s response time from the call for his artillery to when he receives that support. Also, consider adding an FPF mission that represents a massive artillery attack on one spot, to a defense. This FPF should have a pre-determined hex and be allowed to be used for that hex and FPF mission only.</span><br />
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<span style="font-size: medium;" class="mycode_size">Likewise, in the attack, add several targets that blanket the enemy’s suspected positions. Don’t forget to consider picking a few deep targets for if you successfully break through and get in to the rear of the enemy (or want to get his reserves). Don’t forget to plot flank targets, since the enemy may try to reposition units to aid a crumbling defense (these artillery fires are called “isolating the target”).</span><br />
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<span style="font-size: medium;" class="mycode_size">In the movement to contact, less targets should be planned, and they should usually be distinct terrain features (road junctions, church steeples, bridges, hilltops) things that you can see from just about anywhere on the battlefield. This represents the fact that no one has seen the terrain before and are only going off maps for targeting. Also, less firepower should be available for the reasons mentioned above (the guns are leap frogging). And response times should be longer.</span><br />
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<span style="font-size: medium;" class="mycode_size">In planning an SB scenario, the wargamer should keep in mind that the role of the unit in his battle will determine the amount of support at his disposal. Considering that most scenarios are set up to represent critical battles, not some backwater mop-up operation, dedicating a battery-or-two per battalion sized element is a reasonable expectation.</span><br />
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<span style="font-size: medium;" class="mycode_size"> Additional support should be considered, but play balance quickly becomes a factor. In WWII, many times batteries of American guns would pound a town to rubble, and the infantry would then move in and mop-up the few dazed stragglers. While realistic, this does not make for a very interesting game.</span><br />
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<span style="font-size: medium;" class="mycode_size">In summation, real battle tactics always consider artillery employment, no matter how few tubes are available; always pick at least one target, period, and preferably one target per battery to represent the work of those men whose sole purpose is to bring ‘the great equalizer’ into play.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">SOURCES:</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">SH 20-19 Artillery Employment and Capabilities, US Army, 1994</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">TM-E 30-451 The German Armed Forces, US Army, 1945</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">FM 71-1 The Tank &amp; Mechanized Inf Cbt Tm, US Army, 1988</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">US Army Infantry School CATD training supplements, US Army, 1995</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size">FM 7-90 Tactical Employment of the Mortar, US Army, 1992</span></div>]]></content:encoded>
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			<title><![CDATA[Block Busting]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73437</link>
			<pubDate>Thu, 07 May 2020 18:20:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73437</guid>
			<description><![CDATA[<span style="color: #000000;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">BLOCKBUSTING</span></span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">By Marc “Bayonet” Bellizzi</span></span></span></span>  <br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">10-0 BACKGROUND</span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Urban areas and urban populations have grown significantly during the twentieth century exerting great influence on military operations. Street fighting, house to house, building clearing, Urban Operations, MOUT (Military Operations on Urbanized Terrain), or Blockbusting – no matter what the colloquial term used, the connotation is the same; vicious, violent combat in close quarters. Every Army trains their soldiers for this type of operation. The Germans, pioneers in so many military fields before &amp; during WWII, also forged the way in street fighting. In an effort to make their training as realistic as possible, in the mid 30’s the German Government went into the town of Hammelburg, and relocated all its residents elsewhere. What resulted is still considered to this day one of the best tailor-made environments for house to house training. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Cities tend to reduce the advantages of a technologically superior force. Ground operations become manpower intensive. Operations also become decentralized, time consuming and result in huge expenditures of supplies. </span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Ultimately and most importantly in urban operations, the player/commander MUST determine what his critical objectives are, and what are not. There are rarely enough forces available to attack everything; the prudent commander finds the critical objectives, isolates them, seizes them and secures them against counterattack. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In wargaming, the player is lucky in respect to defined objectives in that he usually has pre-picked goals to secure (the objective hexes). However a player must also avoid the temptation to get into a ‘brawl’ over insignificant buildings, like the Germans did in Stalingrad. Secure your key objectives, isolate non-key enemy strongpoints and move on.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">10-1 FUNDAMENTALS</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">At the macro level, planning for urban operations generally follows the same basic process as planning for other military operations. As in all tactics, one of the key elements to successful ‘blockbusting’ is to set the conditions. </span></span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">By concentrating the right forces, support and equipment at the right moment (synergy), a player/commander can heavily influence his street fighting operations. The following six fundamentals allow the commander to understand urban characteristics, the advantages and disadvantages they offer, and how they impact mobility and weapons effectiveness.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.1 SEE THE BATTLEFIELD</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: Intelligence becomes critical. A player must have at least a general idea of what he is up against; otherwise the result quickly becomes another Stalingrad or Grozny. Masking effects of the terrain and concealment offered by built-up areas make it easier for the enemy to hide his command and control elements, as well as combat support and combat service support units. The enemy’s ability to conduct deception operations is huge. The “concrete canyons” provide a perfect hiding area for forces – a player cannot discern easily if there is just a sniper, a squad or a whole platoon occupying the building to his front. Reconnaissance assets should be used to find the enemy, and once found, remain where they can keep an eye on them. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.2 CONCENTRATE COMBAT POWER</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: While mobility in urban terrain is difficult, concentration should be provided for during the planning phase by allocating added combat support, particularly engineers and field artillery, to the main attack. During the attack, field and air defense artillery, as well as air-strikes, provide flexible, responsive elements of combat power which may be massed with less regard to mobility restrictions.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.3 SUPPRESSION OF ENEMY DEFENSIVE FIRES</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: At battalion and company level, there is an increased requirement for direct, rather than indirect, fire suppression. With reduced engagement ranges, this requirement may be satisfied in part by organic weapons. The use of field artillery in the direct fire role may be required to root-out gunners in hardened positions. Extensive use of smoke also may be required to conceal movement. The intensity of close combat and reduced direct fire ranges within built-up areas will require continuing suppressive fires and smoke obscuration.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.4 SHOCK, OVERWHELM, AND DESTROY THE ENEMY: </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Commanders should seek to conduct a hasty attack, simultaneously enveloping the defender's flanks and rear. Once the momentum of the attack has been gained, commanders must maintain that momentum until the defense has lost its cohesion. Enemy resistance is bypassed or destroyed by intense direct fires to preclude heavy casualties and loss of momentum. Stalled attacking forces maintain pressure by direct fires, while reserves bypass the resistance and continue the attack. The attacker must cause events to happen faster than the defender can react to them. The enemy must be denied the opportunity to consolidate defenses and must be destroyed or isolated before he can occupy built-up areas. Failure to achieve this historically results in disaster.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.5 OVERWHELM THE ENEMY REAR:</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Enemy defenses will usually consist of strongpoints and obstacles arrayed laterally and in depth over the most likely avenues of approach. After disrupting the initial urban defenses, the attacker must secure critical objectives and seek to drive into the enemy rear to find and destroy his control headquarters, combat support, and combat service support units. The attack and isolation of forward defenses disrupt combat service support functions. It also demands that the defender employ his combat support elements, thus aiding the attacker in locating and destroying them. The splintering of the defense, along with the disruption of command and control and destruction of support capabilities, will cause the defense to collapse.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.6 PROVIDE CONTINUOUS MOBILE SUPPORT</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: Although urban battles are viewed predominantly as small-unit, combined arms actions, continuous support is required. Tanks and artillery provide the infantry with destructive firepower to defeat prepared defenses. Combat engineers breach obstacles to enhance mobility. Field artillery and offensive air support disrupt the enemy command and control network and destroy his support units. Air defense artillery helps protect the entire force. Forward replenishment of supplies helps sustain momentum. All these elements are critical to win at urban combat.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">10-2 ORGANIZATION</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Units are organized in accordance for the mission requirements. A good rule of thumb is to have the following elements as a minimum: Direct Fire support element. Indirect Fire Support element. Assault element. Exploitation element.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Proper application and integration of these forces reduce casualties and hasten accomplishment of the mission. The degree of application of some elements is determined by the type building to be attacked and by the nature of adjacent urban terrain (i.e., a player may not need a large indirect fire support element, to attack one enemy held strongpoint building surrounded by houses). A commander who organizes accordingly will be able to direct suppressive fires to neutralize the enemy's ability to react and provide mutual support; concentrate forces to overwhelm the enemy at a selected spot; and commit those forces in fire and maneuver to assault the enemy and secure the objective.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">10-3 SETTING THE CONDITIONS</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">To set the conditions, the player commander should consider the following actions for his elements (the picture at the end of this section shows all these elements in action):</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Recon the area as thoroughly as possible. Recon assets in wargames, like binoculars, aircraft, etc. will aid in this greatly.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Suppressing/obscuring enemy gunners within objective building(s) and adjacent structures - The support element will provide direct fires into the objective to suppress and soften up the enemy, and at the right moment either smoke grenades, or indirect fire smoke should be shot to conceal the assault force as it attacks to gain a foothold.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">* Isolating the objective building(s) with indirect/direct fires to prevent enemy withdrawal, reinforcement, or counterattack - Machine guns and AT weapons are good for firing down side streets to isolate a building; Indirect fires are good for firing behind the objective to isolate any enemy reinforcement attempts.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">* Destroying and securing outlying enemy positions with direct-fire – If you do secure outlying areas, the enemy fire from those areas can upset your attack timetable. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Locating/moving the assault force as close as possible to the objective area (without hazarding them to fire).</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Selecting routes that the assault force will take that won’t mask friendly suppressive fires (in wargaming, as in real life, friendly forces do not shoot through friendly forces).</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">* Snipers are best employed in placing accurate fire into the target area or engaging long-range targets – Snipers should also be on the lookout for lucrative leadership targets.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Tanks &amp; direct fire cannon provide shock action and firepower. They can help isolate, neutralize or suppress enemy positions with smoke, high explosives, and automatic weapons fire as infantry closes with and destroys the enemy. They can also smash through street barricades or reduce barricades by direct fire. Additionally, they can reduce or make untenable enemy strongpoints by direct fire.</span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4 SETTING THE CONDITIONS</span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Using Squad Battles as a tool to show in more detail how to clear a building or city block, you can follow along. The setting is the streets surrounding Pavlov’s House, Stalingrad. In the first picture, you will see our forces arrayed to jump off into the attack. I have added labels and arrows to show how the German forces are prepared to conduct Blockbusting.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/386/MOUT2.jpg" loading="lazy"  alt="[Image: MOUT2.jpg]" class="mycode_img" /></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Green circles represent our two objectives - #1 is the Pavlov House complex, and will require an involved effort that will ultimately require the clearing of a city block. #2 is a lone building we will clear. White lines show were our machine guns are isolating the objectives to prevent enemy reinforcement, and the red circles represent our assault elements. All other units on the front lines are direct fire support elements. The Germans will also be receiving additional assault companies from off map.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/386/MOUT3.jpg" loading="lazy"  alt="[Image: MOUT3.jpg]" class="mycode_img" /></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Yellow lines represent direct fire; while white continue to depict our isolating fires from the machine guns. Assault companies 1 &amp; 2 are massing right behind the front lines to prepare to attack; assault element 3 is a part of the front line, and is waiting for the enemy to get worn down whereupon it will conduct its attack.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/386/MOUT4.jpg" loading="lazy"  alt="[Image: MOUT4.jpg]" class="mycode_img" /></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The attacker concentrates his fires on the location that he wants to establish a foothold into the enemy defense. German fires are beginning to have an effect, and Russian units are starting to break. On the far right, two German squads rush across the street and close on the defending Russians.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/386/MOUT5.jpg" loading="lazy"  alt="[Image: MOUT5.jpg]" class="mycode_img" /></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The main attack occurs in the center. German mortar fire provides smoke to prevent the forces in Pavlov’s House from firing on the assaulting Germans as they cross the street. Heavy direct fire proceeds the movement of the assault force; even though the defending units are ‘pinned’ in the target house, they are still a formidable force. Our attacking units fail to dislodge the defenders, although they do inflict heavy casualties.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/a8d/MOUT6.jpg" loading="lazy"  alt="[Image: MOUT6.jpg]" class="mycode_img" /></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Above, we see that our main assault force on Pavlov’s House is pinned in the street; furthermore, the Russians are bringing in reinforcements from the lower left, and our MG line of fire (represented by white dashed lines) is blocked by the assault force. On the right, things are faring much better, and with a loud ‘Hurrah!’ the Germans over-run the building, while continuing to bring more forces across the street to carry on the attack into the enemy rear.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/a8d/MOUT7.jpg" loading="lazy"  alt="[Image: MOUT7.jpg]" class="mycode_img" /></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Germans press on in the center, withdrawing the pinned squads and committing the second company to press the attack. More smoke is fired into the street to conceal the vulnerable assault force. Heavy fire is laid on all along the front to pin and suppress the Russians. On the right, the attack continues to drive deeper into Russian territory.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/a8d/MOUT8.jpg" loading="lazy"  alt="[Image: MOUT8.jpg]" class="mycode_img" /></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In our final picture, we see that in the center, the second wave has succeeded to gaining a foothold on the Pavlov House block. More units rush in and press the attack, clearing successive buildings. On the right, the lone Russian squad has fallen back, allowing the Germans to advance. It is only a matter of time before the intense German direct fire combined with assaulting units pressing the attack, before Pavlov’s House falls. Once the objective is secured, the German must remain vigilant and prepare for a potential counterattack!</span></span> </span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">So there you have it, textbook urban warfare operations.</span></span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">SOURCES:</span></span></span></span> <br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">FM 90-10 MOUT Operations, US ARMY</span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Various foreign nation Urban Operations texts<br />
 </span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #000000;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">BLOCKBUSTING</span></span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">By Marc “Bayonet” Bellizzi</span></span></span></span>  <br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">10-0 BACKGROUND</span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Urban areas and urban populations have grown significantly during the twentieth century exerting great influence on military operations. Street fighting, house to house, building clearing, Urban Operations, MOUT (Military Operations on Urbanized Terrain), or Blockbusting – no matter what the colloquial term used, the connotation is the same; vicious, violent combat in close quarters. Every Army trains their soldiers for this type of operation. The Germans, pioneers in so many military fields before &amp; during WWII, also forged the way in street fighting. In an effort to make their training as realistic as possible, in the mid 30’s the German Government went into the town of Hammelburg, and relocated all its residents elsewhere. What resulted is still considered to this day one of the best tailor-made environments for house to house training. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Cities tend to reduce the advantages of a technologically superior force. Ground operations become manpower intensive. Operations also become decentralized, time consuming and result in huge expenditures of supplies. </span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Ultimately and most importantly in urban operations, the player/commander MUST determine what his critical objectives are, and what are not. There are rarely enough forces available to attack everything; the prudent commander finds the critical objectives, isolates them, seizes them and secures them against counterattack. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In wargaming, the player is lucky in respect to defined objectives in that he usually has pre-picked goals to secure (the objective hexes). However a player must also avoid the temptation to get into a ‘brawl’ over insignificant buildings, like the Germans did in Stalingrad. Secure your key objectives, isolate non-key enemy strongpoints and move on.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">10-1 FUNDAMENTALS</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">At the macro level, planning for urban operations generally follows the same basic process as planning for other military operations. As in all tactics, one of the key elements to successful ‘blockbusting’ is to set the conditions. </span></span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">By concentrating the right forces, support and equipment at the right moment (synergy), a player/commander can heavily influence his street fighting operations. The following six fundamentals allow the commander to understand urban characteristics, the advantages and disadvantages they offer, and how they impact mobility and weapons effectiveness.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.1 SEE THE BATTLEFIELD</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: Intelligence becomes critical. A player must have at least a general idea of what he is up against; otherwise the result quickly becomes another Stalingrad or Grozny. Masking effects of the terrain and concealment offered by built-up areas make it easier for the enemy to hide his command and control elements, as well as combat support and combat service support units. The enemy’s ability to conduct deception operations is huge. The “concrete canyons” provide a perfect hiding area for forces – a player cannot discern easily if there is just a sniper, a squad or a whole platoon occupying the building to his front. Reconnaissance assets should be used to find the enemy, and once found, remain where they can keep an eye on them. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.2 CONCENTRATE COMBAT POWER</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: While mobility in urban terrain is difficult, concentration should be provided for during the planning phase by allocating added combat support, particularly engineers and field artillery, to the main attack. During the attack, field and air defense artillery, as well as air-strikes, provide flexible, responsive elements of combat power which may be massed with less regard to mobility restrictions.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.3 SUPPRESSION OF ENEMY DEFENSIVE FIRES</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: At battalion and company level, there is an increased requirement for direct, rather than indirect, fire suppression. With reduced engagement ranges, this requirement may be satisfied in part by organic weapons. The use of field artillery in the direct fire role may be required to root-out gunners in hardened positions. Extensive use of smoke also may be required to conceal movement. The intensity of close combat and reduced direct fire ranges within built-up areas will require continuing suppressive fires and smoke obscuration.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.4 SHOCK, OVERWHELM, AND DESTROY THE ENEMY: </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Commanders should seek to conduct a hasty attack, simultaneously enveloping the defender's flanks and rear. Once the momentum of the attack has been gained, commanders must maintain that momentum until the defense has lost its cohesion. Enemy resistance is bypassed or destroyed by intense direct fires to preclude heavy casualties and loss of momentum. Stalled attacking forces maintain pressure by direct fires, while reserves bypass the resistance and continue the attack. The attacker must cause events to happen faster than the defender can react to them. The enemy must be denied the opportunity to consolidate defenses and must be destroyed or isolated before he can occupy built-up areas. Failure to achieve this historically results in disaster.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.5 OVERWHELM THE ENEMY REAR:</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Enemy defenses will usually consist of strongpoints and obstacles arrayed laterally and in depth over the most likely avenues of approach. After disrupting the initial urban defenses, the attacker must secure critical objectives and seek to drive into the enemy rear to find and destroy his control headquarters, combat support, and combat service support units. The attack and isolation of forward defenses disrupt combat service support functions. It also demands that the defender employ his combat support elements, thus aiding the attacker in locating and destroying them. The splintering of the defense, along with the disruption of command and control and destruction of support capabilities, will cause the defense to collapse.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">10-1.6 PROVIDE CONTINUOUS MOBILE SUPPORT</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: Although urban battles are viewed predominantly as small-unit, combined arms actions, continuous support is required. Tanks and artillery provide the infantry with destructive firepower to defeat prepared defenses. Combat engineers breach obstacles to enhance mobility. Field artillery and offensive air support disrupt the enemy command and control network and destroy his support units. Air defense artillery helps protect the entire force. Forward replenishment of supplies helps sustain momentum. All these elements are critical to win at urban combat.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">10-2 ORGANIZATION</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Units are organized in accordance for the mission requirements. A good rule of thumb is to have the following elements as a minimum: Direct Fire support element. Indirect Fire Support element. Assault element. Exploitation element.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Proper application and integration of these forces reduce casualties and hasten accomplishment of the mission. The degree of application of some elements is determined by the type building to be attacked and by the nature of adjacent urban terrain (i.e., a player may not need a large indirect fire support element, to attack one enemy held strongpoint building surrounded by houses). A commander who organizes accordingly will be able to direct suppressive fires to neutralize the enemy's ability to react and provide mutual support; concentrate forces to overwhelm the enemy at a selected spot; and commit those forces in fire and maneuver to assault the enemy and secure the objective.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">10-3 SETTING THE CONDITIONS</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">To set the conditions, the player commander should consider the following actions for his elements (the picture at the end of this section shows all these elements in action):</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Recon the area as thoroughly as possible. Recon assets in wargames, like binoculars, aircraft, etc. will aid in this greatly.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Suppressing/obscuring enemy gunners within objective building(s) and adjacent structures - The support element will provide direct fires into the objective to suppress and soften up the enemy, and at the right moment either smoke grenades, or indirect fire smoke should be shot to conceal the assault force as it attacks to gain a foothold.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">* Isolating the objective building(s) with indirect/direct fires to prevent enemy withdrawal, reinforcement, or counterattack - Machine guns and AT weapons are good for firing down side streets to isolate a building; Indirect fires are good for firing behind the objective to isolate any enemy reinforcement attempts.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">* Destroying and securing outlying enemy positions with direct-fire – If you do secure outlying areas, the enemy fire from those areas can upset your attack timetable. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Locating/moving the assault force as close as possible to the objective area (without hazarding them to fire).</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Selecting routes that the assault force will take that won’t mask friendly suppressive fires (in wargaming, as in real life, friendly forces do not shoot through friendly forces).</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">* Snipers are best employed in placing accurate fire into the target area or engaging long-range targets – Snipers should also be on the lookout for lucrative leadership targets.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">*Tanks &amp; direct fire cannon provide shock action and firepower. They can help isolate, neutralize or suppress enemy positions with smoke, high explosives, and automatic weapons fire as infantry closes with and destroys the enemy. They can also smash through street barricades or reduce barricades by direct fire. Additionally, they can reduce or make untenable enemy strongpoints by direct fire.</span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4 SETTING THE CONDITIONS</span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Using Squad Battles as a tool to show in more detail how to clear a building or city block, you can follow along. The setting is the streets surrounding Pavlov’s House, Stalingrad. In the first picture, you will see our forces arrayed to jump off into the attack. I have added labels and arrows to show how the German forces are prepared to conduct Blockbusting.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/386/MOUT2.jpg" loading="lazy"  alt="[Image: MOUT2.jpg]" class="mycode_img" /></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Green circles represent our two objectives - #1 is the Pavlov House complex, and will require an involved effort that will ultimately require the clearing of a city block. #2 is a lone building we will clear. White lines show were our machine guns are isolating the objectives to prevent enemy reinforcement, and the red circles represent our assault elements. All other units on the front lines are direct fire support elements. The Germans will also be receiving additional assault companies from off map.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/386/MOUT3.jpg" loading="lazy"  alt="[Image: MOUT3.jpg]" class="mycode_img" /></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Yellow lines represent direct fire; while white continue to depict our isolating fires from the machine guns. Assault companies 1 &amp; 2 are massing right behind the front lines to prepare to attack; assault element 3 is a part of the front line, and is waiting for the enemy to get worn down whereupon it will conduct its attack.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/386/MOUT4.jpg" loading="lazy"  alt="[Image: MOUT4.jpg]" class="mycode_img" /></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The attacker concentrates his fires on the location that he wants to establish a foothold into the enemy defense. German fires are beginning to have an effect, and Russian units are starting to break. On the far right, two German squads rush across the street and close on the defending Russians.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/386/MOUT5.jpg" loading="lazy"  alt="[Image: MOUT5.jpg]" class="mycode_img" /></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The main attack occurs in the center. German mortar fire provides smoke to prevent the forces in Pavlov’s House from firing on the assaulting Germans as they cross the street. Heavy direct fire proceeds the movement of the assault force; even though the defending units are ‘pinned’ in the target house, they are still a formidable force. Our attacking units fail to dislodge the defenders, although they do inflict heavy casualties.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/a8d/MOUT6.jpg" loading="lazy"  alt="[Image: MOUT6.jpg]" class="mycode_img" /></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Above, we see that our main assault force on Pavlov’s House is pinned in the street; furthermore, the Russians are bringing in reinforcements from the lower left, and our MG line of fire (represented by white dashed lines) is blocked by the assault force. On the right, things are faring much better, and with a loud ‘Hurrah!’ the Germans over-run the building, while continuing to bring more forces across the street to carry on the attack into the enemy rear.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/a8d/MOUT7.jpg" loading="lazy"  alt="[Image: MOUT7.jpg]" class="mycode_img" /></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Germans press on in the center, withdrawing the pinned squads and committing the second company to press the attack. More smoke is fired into the street to conceal the vulnerable assault force. Heavy fire is laid on all along the front to pin and suppress the Russians. On the right, the attack continues to drive deeper into Russian territory.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><img src="https://www.theblitz.club/uploads/files/a8d/MOUT8.jpg" loading="lazy"  alt="[Image: MOUT8.jpg]" class="mycode_img" /></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In our final picture, we see that in the center, the second wave has succeeded to gaining a foothold on the Pavlov House block. More units rush in and press the attack, clearing successive buildings. On the right, the lone Russian squad has fallen back, allowing the Germans to advance. It is only a matter of time before the intense German direct fire combined with assaulting units pressing the attack, before Pavlov’s House falls. Once the objective is secured, the German must remain vigilant and prepare for a potential counterattack!</span></span> </span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">So there you have it, textbook urban warfare operations.</span></span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">SOURCES:</span></span></span></span> <br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">FM 90-10 MOUT Operations, US ARMY</span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Various foreign nation Urban Operations texts<br />
 </span></span></span>]]></content:encoded>
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			<title><![CDATA[Breaching]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73436</link>
			<pubDate>Thu, 07 May 2020 17:39:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73436</guid>
			<description><![CDATA[<span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">OBSTACLE BREACHING 101</span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">By Marc “Bayonet” Bellizzi</span></span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-0 BACKGROUND</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Previously, in Chapter 8 we discussed obstacles, and how to employ them to turn, disrupt, fix and block an enemy attack so that the defending forces could them use both direct and indirect fires to destroy the attacking force. Obstacles, as was pointed out, are considered to have a ‘countermobility’ function. In contrast, Combat Engineers in the offense are considered to have a ‘mobility’ function. In this Chapter, we will discuss how the attacker takes on obstacles and continues his attack.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-1 FUNDAMENTALS</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Breaching operations are conducted to allow maneuver despite the presence of obstacles. Obstacle breaching is the employment of a combination of tactics and techniques to advance an attacking force to the far side of an obstacle that is covered by enemy fire. It is perhaps the single, most difficult combat task a force can undertake. Understanding breaching theory is the first step to understanding breaching tactics. Breaching is a synchronized combined-arms operation under the control of a maneuver commander. Breaching operations begin when friendly forces detect an obstacle and start to apply the breaching fundamentals, and they end when the follow-on forces have arrived at the breach site and have relieved the breach force to continue the attack deeper into the enemy defenses.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the offense, the attacker must determine the best way to avoid or maneuver through enemy obstacles without losing momentum in the advance, or losing too many forces or time to the obstacles.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-1.1 AVOIDANCE &amp; BULLING THROUGH</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Of course the best option is to bypass or go around the enemy obstacle belt and strike the enemy forces in the flank or rear. Sometimes this is not practicable and so the obstacle must be crossed (breached). </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Bulling through</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> or </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">forcing through</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is not a breaching operation. Bulling through is a decision made when a commander must react immediately to extricate his force from an untenable position within an obstacle and no other breaching operations are possible. For example, when a force is in a minefield receiving fires and taking heavy losses, the commander may decide to immediately bull through the minefield rather than withdraw or breach the obstacle. Casualties can be expected to be high.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-1.2 BREACHING</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Once the player/commander has decided that he must cross/breach an obstacle, certain actions need to take place to set the conditions for a successful breach.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Within the US Army, the catch-acronym for overcoming obstacles is </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">SOSRA</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">- Suppress, Obscure, Secure, Reduce and Assault.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Suppress</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> the enemy forces that are in sight of the obstacle with massive direct and indirect fires from your support element. This will allow the breach force to move up to the obstacle. This is critical; if you cannot gain fire superiority at the breach point, your breach is doomed to failure. Employ everything you have against all enemy forces that are sited in on the obstacle, and don’t start the breach until you are certain the enemy is suppressed or neutralized. I cannot emphasize how important it is to take your time and plaster every enemy unit in sight; your breaching force is a sitting duck in the open, exposed while trying to cut wire or clear mines. Realize that once the enemy figures out what you are trying to do, they will concentrate everything they can against your breaching force in order to protect the obstacle.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Obscure </span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">the breach site from enemy observation with smoke (either direct fired or indirect fired smoke). Completely seal the area from enemy eyes. This gives your breach force a fighting chance at its mission and provides concealment to do the job. It is important for the player to place the smoke where it blocks the enemy’s view of the obstacle and your breach team, but not so much smoke that it completely blocks your support element from being able to maintain fire on enemy units; in essence, drop your smoke right on top of, or in the immediate hexes around the breach site, but not so far back that your support element’s direct fires are blocked. Otherwise, as your assault element passes through the breach, they will be met by a nasty barrage of gunfire from the enemy. The breach force itself may want to carry a few smoke grenades to use in case the support element’s obscuration smoke fails or is off target.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Secure </span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">the breach site. Move your breach element forward and execute the breach, pass through and secure the far side of the obstacle. The unit that just cut the lane should move through the obstacle and set up on the far side, and start to add their fire into the enemy positions. Meanwhile, the Support element should continue to pound the enemy with everything they have to keep the enemy from re-sealing the breach.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Reduce </span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">the obstacle for follow on forces to pass through unmolested. A player may need to widen a breach to more than one hex if a large force is expected to pass through; i.e. a company may require a two hex wide breach, a battalion, even larger. Remember, a breach is a bottleneck; as your follow on forces prepare to pass through, they will be massing on the close side of the breach hole. This makes them easy targets for artillery and air-strikes.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Assault</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Your assault and surviving breach forces should charge through the obstacle toward the suppressed enemy in the immediate area and root them out with the bayonet. In reality those men who just made the breach would be so full of vinegar and ready for fight (wouldn’t you after being shot at for 10 minutes trying to cut wire or gingerly remove mines?) that few enemy would survive their onslaught. The assault force also needs to be prepared to resist an enemy counterattack that might try and ‘re-seal’ the breach. </span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-3 ORGANIZATION</span></span></span></div>
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<div style="text-align: left;" class="mycode_align"><div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Organize your force into three elements: A support force, a breach force, and an assault force. Each should be roughly equal in size (although the support element should have any heavy, cumbersome weapons, like tanks, machine guns &amp; mortars. The support force might have additional firepower from artillery, close air support, etc. if available). </span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Relationship between Breaching Organization and Breaching Actions</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Breaching</span></span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">OrganizationBreaching</span></span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">ActionsResponsibilities</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Support forceSuppress (direct/indirect fires)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obscure (smoke)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Isolate the areaSuppress enemy direct-fire systems covering the breach area.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Control obscuring smoke so as not to block suppressing fires.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Prevent enemy forces from repositioning or counterattacking to place direct fires on the breach force.Breach forceSuppress (provides additional suppression)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obscure (provides additional obscuration in the reduction area)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Secure (provides local security)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">ReduceCreate and mark the necessary lanes in an obstacle.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Secure the nearside and far side of an obstacle.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Defeat forces that can place immediate direct fires on the breach area.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Report the breach status/location.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Break through the obstacle, and open a lane large enough for follow on forces to pass through quicklyAssault </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">forceAssault</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Suppress (if necessary)Destroy the enemy on the far side of an obstacle that is capable of placing direct fires on the reduction area.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Assist the support force with suppression if the enemy is not effectively suppressed.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Be prepared to breach follow-on and/or protective obstacles after passing through the first obstacle area.</span></span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-4 FINAL THOUGHTS </span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Limit yourself to as little time in the breach site, and make as few breach points as necessary- in a company sized attack, one breach, two hexes wide is a good rule of thumb; spreading yourself thin at several points will dilute your fires and let more enemy survive to smash your breach attempts. You can always widen your breach later. Conversely, don’t log jam all your forces behind your breach element waiting for the breach to be conducted- inevitably the enemy will home in and blast that helpless mass of forces just when you need them!</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Once through, momentum is the key. The defender will be trying to reposition forces to re-seal the breach. The attacker must cram everything he has through the breach and push to get deep into the defender’s position in order to keep the defender off balance. Success can be measured when the defender has surrendered the field to the attacker, or been completely destroyed. </span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/055/image_1.jpg" loading="lazy"  alt="[Image: image_1.jpg]" class="mycode_img" /><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sources:</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 3-34</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"> Engineering Operations</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. US ARMY 2000</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">FM 5-71-2</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Armored Task-Force Engineer Combat Operations.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> US ARMY 1996</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">FM 90-7</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Combined Arms Obstacle Integration .</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> US ARMY 1994</span></span></span></div>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">OBSTACLE BREACHING 101</span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">By Marc “Bayonet” Bellizzi</span></span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-0 BACKGROUND</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Previously, in Chapter 8 we discussed obstacles, and how to employ them to turn, disrupt, fix and block an enemy attack so that the defending forces could them use both direct and indirect fires to destroy the attacking force. Obstacles, as was pointed out, are considered to have a ‘countermobility’ function. In contrast, Combat Engineers in the offense are considered to have a ‘mobility’ function. In this Chapter, we will discuss how the attacker takes on obstacles and continues his attack.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-1 FUNDAMENTALS</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Breaching operations are conducted to allow maneuver despite the presence of obstacles. Obstacle breaching is the employment of a combination of tactics and techniques to advance an attacking force to the far side of an obstacle that is covered by enemy fire. It is perhaps the single, most difficult combat task a force can undertake. Understanding breaching theory is the first step to understanding breaching tactics. Breaching is a synchronized combined-arms operation under the control of a maneuver commander. Breaching operations begin when friendly forces detect an obstacle and start to apply the breaching fundamentals, and they end when the follow-on forces have arrived at the breach site and have relieved the breach force to continue the attack deeper into the enemy defenses.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the offense, the attacker must determine the best way to avoid or maneuver through enemy obstacles without losing momentum in the advance, or losing too many forces or time to the obstacles.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-1.1 AVOIDANCE &amp; BULLING THROUGH</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Of course the best option is to bypass or go around the enemy obstacle belt and strike the enemy forces in the flank or rear. Sometimes this is not practicable and so the obstacle must be crossed (breached). </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Bulling through</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> or </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">forcing through</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is not a breaching operation. Bulling through is a decision made when a commander must react immediately to extricate his force from an untenable position within an obstacle and no other breaching operations are possible. For example, when a force is in a minefield receiving fires and taking heavy losses, the commander may decide to immediately bull through the minefield rather than withdraw or breach the obstacle. Casualties can be expected to be high.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-1.2 BREACHING</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Once the player/commander has decided that he must cross/breach an obstacle, certain actions need to take place to set the conditions for a successful breach.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Within the US Army, the catch-acronym for overcoming obstacles is </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">SOSRA</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">- Suppress, Obscure, Secure, Reduce and Assault.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Suppress</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> the enemy forces that are in sight of the obstacle with massive direct and indirect fires from your support element. This will allow the breach force to move up to the obstacle. This is critical; if you cannot gain fire superiority at the breach point, your breach is doomed to failure. Employ everything you have against all enemy forces that are sited in on the obstacle, and don’t start the breach until you are certain the enemy is suppressed or neutralized. I cannot emphasize how important it is to take your time and plaster every enemy unit in sight; your breaching force is a sitting duck in the open, exposed while trying to cut wire or clear mines. Realize that once the enemy figures out what you are trying to do, they will concentrate everything they can against your breaching force in order to protect the obstacle.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Obscure </span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">the breach site from enemy observation with smoke (either direct fired or indirect fired smoke). Completely seal the area from enemy eyes. This gives your breach force a fighting chance at its mission and provides concealment to do the job. It is important for the player to place the smoke where it blocks the enemy’s view of the obstacle and your breach team, but not so much smoke that it completely blocks your support element from being able to maintain fire on enemy units; in essence, drop your smoke right on top of, or in the immediate hexes around the breach site, but not so far back that your support element’s direct fires are blocked. Otherwise, as your assault element passes through the breach, they will be met by a nasty barrage of gunfire from the enemy. The breach force itself may want to carry a few smoke grenades to use in case the support element’s obscuration smoke fails or is off target.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Secure </span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">the breach site. Move your breach element forward and execute the breach, pass through and secure the far side of the obstacle. The unit that just cut the lane should move through the obstacle and set up on the far side, and start to add their fire into the enemy positions. Meanwhile, the Support element should continue to pound the enemy with everything they have to keep the enemy from re-sealing the breach.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Reduce </span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">the obstacle for follow on forces to pass through unmolested. A player may need to widen a breach to more than one hex if a large force is expected to pass through; i.e. a company may require a two hex wide breach, a battalion, even larger. Remember, a breach is a bottleneck; as your follow on forces prepare to pass through, they will be massing on the close side of the breach hole. This makes them easy targets for artillery and air-strikes.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Assault</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Your assault and surviving breach forces should charge through the obstacle toward the suppressed enemy in the immediate area and root them out with the bayonet. In reality those men who just made the breach would be so full of vinegar and ready for fight (wouldn’t you after being shot at for 10 minutes trying to cut wire or gingerly remove mines?) that few enemy would survive their onslaught. The assault force also needs to be prepared to resist an enemy counterattack that might try and ‘re-seal’ the breach. </span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-3 ORGANIZATION</span></span></span></div>
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<div style="text-align: left;" class="mycode_align"><div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Organize your force into three elements: A support force, a breach force, and an assault force. Each should be roughly equal in size (although the support element should have any heavy, cumbersome weapons, like tanks, machine guns &amp; mortars. The support force might have additional firepower from artillery, close air support, etc. if available). </span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Relationship between Breaching Organization and Breaching Actions</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Breaching</span></span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">OrganizationBreaching</span></span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">ActionsResponsibilities</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Support forceSuppress (direct/indirect fires)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obscure (smoke)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Isolate the areaSuppress enemy direct-fire systems covering the breach area.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Control obscuring smoke so as not to block suppressing fires.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Prevent enemy forces from repositioning or counterattacking to place direct fires on the breach force.Breach forceSuppress (provides additional suppression)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obscure (provides additional obscuration in the reduction area)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Secure (provides local security)</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">ReduceCreate and mark the necessary lanes in an obstacle.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Secure the nearside and far side of an obstacle.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Defeat forces that can place immediate direct fires on the breach area.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Report the breach status/location.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Break through the obstacle, and open a lane large enough for follow on forces to pass through quicklyAssault </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">forceAssault</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Suppress (if necessary)Destroy the enemy on the far side of an obstacle that is capable of placing direct fires on the reduction area.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Assist the support force with suppression if the enemy is not effectively suppressed.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Be prepared to breach follow-on and/or protective obstacles after passing through the first obstacle area.</span></span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">9-4 FINAL THOUGHTS </span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Limit yourself to as little time in the breach site, and make as few breach points as necessary- in a company sized attack, one breach, two hexes wide is a good rule of thumb; spreading yourself thin at several points will dilute your fires and let more enemy survive to smash your breach attempts. You can always widen your breach later. Conversely, don’t log jam all your forces behind your breach element waiting for the breach to be conducted- inevitably the enemy will home in and blast that helpless mass of forces just when you need them!</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Once through, momentum is the key. The defender will be trying to reposition forces to re-seal the breach. The attacker must cram everything he has through the breach and push to get deep into the defender’s position in order to keep the defender off balance. Success can be measured when the defender has surrendered the field to the attacker, or been completely destroyed. </span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/055/image_1.jpg" loading="lazy"  alt="[Image: image_1.jpg]" class="mycode_img" /><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sources:</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 3-34</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"> Engineering Operations</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. US ARMY 2000</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">FM 5-71-2</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Armored Task-Force Engineer Combat Operations.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> US ARMY 1996</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">FM 90-7</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Combined Arms Obstacle Integration .</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> US ARMY 1994</span></span></span></div>]]></content:encoded>
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			<title><![CDATA[Obstacles]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73434</link>
			<pubDate>Thu, 07 May 2020 17:30:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73434</guid>
			<description><![CDATA[<span style="color: #000000;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">OBSTACLES</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">By Marc “Bayonet” Bellizzi</span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">One of the most confusing &amp; complex combat multipliers available to the wargamer is the use of obstacles. In this chapter we are going to cover obstacles and their employment; a later chapter will cover Engineers and the use of Engineers to breach, reduce and destroy those obstacles.</span></span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-0 BACKGROUND</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obstacles are considered to have a “countermobility” function. They adapt and transform terrain to multiply the battle effects of fire and maneuver against an attacking enemy. When employed properly, Obstacles can be worth their weight in gold, breaking up an attack, channeling attackers into kill sacks, and, in countless historical instances, could be considered to have ‘helped save the day’. Employed haphazardly or poorly, they at best are a nuisance - and sometimes if used incorrectly, they can even prevent the user from being able to escape his own defenses, in effect trapping his own forces at the enemy’s feet.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-1 FUNDAMENTALS</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Without getting into too much military jargon, we will define obstacles by two types; </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">existing</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> and </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">reinforcing</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. Existing obstacles are just what they sound like; natural features, like ditches, gullies, cliffs &amp; water, as well as man made ‘civilian’ obstacles (houses, berms, walls, etc.). Basically, anything that was already there before the troops rolled in.</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Reinforcing obstacles are what the soldiers &amp; engineers build, and they are of two kinds; denial and barrier. Denial types are mines and booby traps; those items that really don’t ‘take sides’ in a fight, prevent either side from being able to enter an area, and kill anyone who enters without discrimination. Barriers are as they sound; some type of impediment that in effect becomes a wall between friendly and enemy forces. Examples are wire, abatis, craters, anti tank ditches and other items that ‘slow’ or ‘interrupt’ movement for a short period of time.</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In wargames as in real life, there are rarely enough reinforcing wire and mines to go around, and so a player should always try and ‘tie in’ existing obstacles into his barrier plan, enhancing those natural features further. For example, if there is a cliff along one edge of your hilltop defense, do not run your precious wire along its face; the existing cliff is a great barrier itself, so tie your wire in on each hex edge of the cliff, thereby making your wire extend even further. As another example, a dense hex of woods is just as effective at breaking up mechanized movement as an anti-tank ditch; tie the woods into your anti-tank ditch-line. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obstacles are not meant to be a complete blockade of their own; any obstacle, no matter how elaborate, can eventually be breached by an enemy with enough time, equipment and know how. Failing that, other times the enemy just ‘goes around’ big obstacles, rendering all that work pointless - witness how the Maginot Line, MacNamara Line, Atlantic Wall (in the Pas de Calais) and other obstacles were simply avoided.</span></span> </span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Instead, obstacles are best used to force the enemy to react to them, so you can better engage and destroy him. Obstacles should be emplaced to canalize, turn, fix and disrupt an enemy attack so that your ground fire can destroy the enemy wholesale. Properly used, obstacles will increase engagement time, create stationary or slow moving targets and cause the enemy to expose vulnerable areas to fire (like the flank, rear or belly). Obstacles also allow you time to disengage from a hopeless situation, and can help prevent the enemy from rapidly pursuing your retreating forces.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-2 TYPES OF OBSTACLES</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In most tactical level wargames, we find a good variety of obstacles to choose from.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Minefields</span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">,</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> represented by the anti-personnel mine, anti-tank mine or booby trap, are the most deadly of obstacles an attacker will encounter. Mines delay and canalize an attack, cause fear of casualties and weaken the attacker’s will to fight. As you increase the density of your minefield, you increase the time, effort and casualties the enemy will take to negotiate the minefield. For example, individual mines (or one point density minefields) are good to harass and disrupt an enemy’s movement plan, while 3 or 4+ point minefields will usually be avoided all together.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Command detonated weapons, </span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">like Claymore’s or Fougass, are best employed as part of the immediate defensive perimeter to cut swathes in the ranks of the enemy as they close on your position.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Wire </span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">is a good anti-personnel obstacle. When employed in individual strands, or strung along in one hex depth, it will turn or disrupt the enemy’s movement. In deep belts, the wire will really break up and inhibit movement. Another good use of wire is to channel an enemy force into a heavy weapon fire zone. For example, lay a belt of wire at a 45 degree angle across the front of your position that has a machine gun at the wire start point. As the wire slows up and disrupts the enemy assault, the MG will cut the men down as they try to breach the wire obstacle. Coupled with mines, wire makes a very formidable obstacle.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">Craters</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> are used to inhibit vehicular movement. They cause the attacker to halt, thus increasing engagement time for your anti-tank/anti-vehicle weapons. Like wise,</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Dragon’s Teeth</span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> and</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Tetrahedrons</span></span></span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">are used to inhibit vehicles.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-3 SETTING THE CONDITIONS</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">To site individual obstacles, certain preconditions are necessary:</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">First the player/commander decides where he plans to mass his fires (his ‘kill-zone’). This kill-zone must be clearly defined (we will get into greater detail on kill-zones in the ‘Defense’ article, but some basics are all we need here). In wargame terms, pick a kill-zone, like an open field or valley that you want to try and drive your enemy in to, so your direct fires can plaster him. When picking this kill-zone, remember to consider artillery and air-strikes; is the kill-zone big enough and far enough out that your own forces won’t be hit by friendly fire? Can your radio man see all of the hexes in the kill-zone so that he can accurately drop artillery fire on the enemy? Is the kill-zone close enough that your most important weapons can reach all the way into or across the kill-zone? (Nothing is worse than opening fire on an enemy in a kill-zone and NOT being able to hit him with all you’ve got).</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Site your direct fire weapons in areas that have good fields of fire into your kill-zone. In a wargames like the Squad Battles or Campaign series, turn on the ‘visible hexes only’ option and click around the perimeter of your kill-zone, checking to see where the best spots are for your weapons. Keep in mind that your Anti-Tank weapons can be further back than your infantry because of their range; you might consider your Machine Guns on the flanks so you get a cross fire into the kill zone (this really messes up an attack). Building a good kill-zone takes skill, experience and practice. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Once you have started to find the best spots to site your direct fire weapons, turn those hexes into Bunkers, Pillboxes, Trenches and Foxholes if you have them. It is critical that you remember the enemy is not just going to be sitting still in your kill-zone; he will be literally fighting for his survival, so you must protect your own forces so they can continue to destroy the enemy while he is foundering in your obstacles. </span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, start placing your obstacles. Build your obstacle system like a spider builds a web, to first draw in the prey, and then trap him so you can destroy him.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">So you see, obstacles go in LAST, to help a player’s guns kill the enemy. They are truly a combat multiplier, and rarely an end to themselves.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4 EMPLOYMENT</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obstacle placement itself is somewhat of an art. When all one had to worry about were mass waves of troops in WWI, belts of wire obstacles were perfect to slow the enemy charge long enough that the new fangled machine gun could chop mass formations to pieces. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Since the end of WWI, tanks, helicopters, APCs, dozers and engineering vehicles have all radically change the obstacle placement thought process. To a Mechanized Company, a belt of wire is like a speed bump is to a car – simply a nuisance.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">To compensate for the old ‘belt’ style of placement, today there are several different styles of obstacle use. In US military parlance, they are called ‘turn’, ‘fix’, ‘disrupt’ and ‘block’. No matter what the name, however, each of these methods is used to force an enemy into a kill-zone so direct fire can destroy his forces.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.1 TURN</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A turning obstacle is just as it sounds; a string of wire, dragon’s teeth, tetrahedrons or some type of obstacle that turns the enemy toward your kill-zone. This type of obstacle should be placed so that it doesn’t seem obvious to the enemy what it is doing; in other words, a few hexes of wire along the wall of a valley or along a tree-line that simply ‘nudges’ an enemy force toward a different route. It should be clear where you are trying to force the enemy – that way he sees where you want him to go, and instead of breaching your obstacle, he heads for the obvious, open route. See graphic below.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A secondary effect of the turning obstacle is that it causes the enemy to expose his flank to you while he tries to move along the obstacle. If you have units hidden over-watching the turning obstacle, these units have good flank shots into the enemy force. What you do NOT want as part of your turning obstacle, however, is a real blatant, big blockade that seems to state ‘Hey! You are going to be stopped right here once you travel down that wire! This is where you are going to die!” or the enemy will catch on, and he will find another route.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/1-Turn.jpg" loading="lazy"  alt="[Image: 1-Turn.jpg]" class="mycode_img" /><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.2 DISRUPT</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">All armies use timetables and formations for their advances. A disruption obstacle is used to ‘throw a kink’ into the enemy plan, which the player/commander can then exploit. By inference, therefore, a disruption obstacle should to be covered by fire. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Disruption obstacles are placed throughout your kill-zone with the intent of breaking up the enemy’s formations, interrupting his tempo, and causing early commitment of breaching/Engineering assets. For example, a few belts of wire or Dragon’s Teeth can break an enemy formation up so that when you engage the enemy with direct fire, he cannot make a coordinated response. By placing a ‘hex’ of wire in a dead spot (a location your troops cannot see, like a gully), or placing some Dragon’s Teeth in the middle of your kill-zone, you can upset the enemy attack. Likewise, some hidden mines scattered about will cause the attacker to hesitate – “Did I just hit the defense’s main obstacles? Should I stop and deploy all my troops now?” - This hesitation and breaking of the enemy’s momentum is exactly what a disruption obstacle should do. See graphic below.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/2-Disrupt.jpg" loading="lazy"  alt="[Image: 2-Disrupt.jpg]" class="mycode_img" /><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.3 FIX</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color">“<span style="font-family: Times New Roman, serif;" class="mycode_font">Fixing” obstacles are placed to temporarily halt enemy movement, but it must be understood that he will not be held for long. The intent is to allow your forces a bit more time to slaughter the enemy while he is busy trying to get out of your fixing obstacle. Contiguous layer hexes of wire or mines are a good example. Unlike Disruption Obstacles that are meant to harass the enemy and break his tempo, a Fixing Obstacle is intended to bring the enemy momentum to a complete halt for a period of time. To fully achieve the fixing effect, direct and or indirect fires must be integrated with the obstacles. Additionally, if things start to go badly for the defender, he can reposition his forces using the additional time gained as a result of fixing the enemy.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">It is critical that the player/commander understand what he is up against when planning and building a fixing obstacle; if the enemy force is too large, he will ‘spill around’ and bully through a fixing obstacle, negating the obstacle’s benefits (it will basically have simply been a disruption). Likewise, too strong an obstacle could be a waste of precious engineering work (laying the mines and wire, building bunkers, etc), especially when a player considers that he is just a part of an overall defense of a much bigger unit. </span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/3-Fix.jpg" loading="lazy"  alt="[Image: 3-Fix.jpg]" class="mycode_img" /><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.4 BLOCK</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Blocking obstacles are those that are meant to completely stop an enemy, or intimidate him so much that he avoids taking a certain route. They are typified by dense, deep masses of wire, mines or a combination of both. To put this in perspective, a Squad Battles or Campaign Series player should picture a 4 by 4 hex row (16 hexes) of nothing but mines and wire. Any player will try at all costs to avoid struggling through all that and pick an easier route. Because they require the most extensive engineer effort of any type of obstacle, blocking obstacles are employed only at critical choke points on the battlefield. Blocking obstacles must be anchored on both sides by existing obstacles (severely restricted terrain). Direct and or indirect fires should cover the obstacles to achieve the full blocking effect.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/4-Block.jpg" loading="lazy"  alt="[Image: 4-Block.jpg]" class="mycode_img" /><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.5 PROTECTIVE</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">There is a final style of obstacle employment called ‘protective’. This is typified by a single belt of obstacles or wire that ‘protects’ your battle position on all sides. For example, your protective wire may be a complex obstacle providing all-round protection of a platoon perimeter, or it may be a simple wire obstacle on the likely dismounted avenue of approach toward a squad position. Landmines, Fougasse or command detonated Claymore mines may be integrated into the protective wire to further enhance the defensive position. Protective obstacles are usually located just beyond hand grenade range (40 to 100 meters) from a soldier's fighting position, and may extend out 300 to 500 meters to tie into tactical obstacles and existing restricted/severely restricted terrain. The player/commander should plan protective obstacles in depth and attempt to maximize the effective range of his weapons. The bottom line is that the ‘Protective Obstacle’ is usually your last line of defense.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-5 PUTTING IT ALL TOGETHER</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A picture is worth a thousand words, so I have tied all our styles of obstacle use together in this graphic.In summary, site some of your obstacles so that they cause the enemy to be drawn into your kill-zone, by closing off other routes his forces might take (turn). Emplace obstacles along the entrance walls of your kill-zone, so he thinks he needs to pass right through the open area to get at you (turn). Randomly place a few obstacles in selected positions within the kill-zone, like dead spots and so on, to cause his formations to break up (disrupt), place obstacles along the walls and friendly edge of your kill-zone to keep him in the kill-zone for the maximum amount of time (fix), and finally, place dense obstacles, like masses of wire and mines, on exit routes out of the kill-zone so he cannot leave (block).</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/5-Alltogether.jpg" loading="lazy"  alt="[Image: 5-Alltogether.jpg]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">SOURCES:</span></span></span></span> <br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">US ARMY INFANTRY &amp; ENGINEERING MANUALS<br />
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			<content:encoded><![CDATA[<span style="color: #000000;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">OBSTACLES</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">By Marc “Bayonet” Bellizzi</span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">One of the most confusing &amp; complex combat multipliers available to the wargamer is the use of obstacles. In this chapter we are going to cover obstacles and their employment; a later chapter will cover Engineers and the use of Engineers to breach, reduce and destroy those obstacles.</span></span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-0 BACKGROUND</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obstacles are considered to have a “countermobility” function. They adapt and transform terrain to multiply the battle effects of fire and maneuver against an attacking enemy. When employed properly, Obstacles can be worth their weight in gold, breaking up an attack, channeling attackers into kill sacks, and, in countless historical instances, could be considered to have ‘helped save the day’. Employed haphazardly or poorly, they at best are a nuisance - and sometimes if used incorrectly, they can even prevent the user from being able to escape his own defenses, in effect trapping his own forces at the enemy’s feet.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-1 FUNDAMENTALS</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Without getting into too much military jargon, we will define obstacles by two types; </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">existing</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> and </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">reinforcing</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. Existing obstacles are just what they sound like; natural features, like ditches, gullies, cliffs &amp; water, as well as man made ‘civilian’ obstacles (houses, berms, walls, etc.). Basically, anything that was already there before the troops rolled in.</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Reinforcing obstacles are what the soldiers &amp; engineers build, and they are of two kinds; denial and barrier. Denial types are mines and booby traps; those items that really don’t ‘take sides’ in a fight, prevent either side from being able to enter an area, and kill anyone who enters without discrimination. Barriers are as they sound; some type of impediment that in effect becomes a wall between friendly and enemy forces. Examples are wire, abatis, craters, anti tank ditches and other items that ‘slow’ or ‘interrupt’ movement for a short period of time.</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In wargames as in real life, there are rarely enough reinforcing wire and mines to go around, and so a player should always try and ‘tie in’ existing obstacles into his barrier plan, enhancing those natural features further. For example, if there is a cliff along one edge of your hilltop defense, do not run your precious wire along its face; the existing cliff is a great barrier itself, so tie your wire in on each hex edge of the cliff, thereby making your wire extend even further. As another example, a dense hex of woods is just as effective at breaking up mechanized movement as an anti-tank ditch; tie the woods into your anti-tank ditch-line. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obstacles are not meant to be a complete blockade of their own; any obstacle, no matter how elaborate, can eventually be breached by an enemy with enough time, equipment and know how. Failing that, other times the enemy just ‘goes around’ big obstacles, rendering all that work pointless - witness how the Maginot Line, MacNamara Line, Atlantic Wall (in the Pas de Calais) and other obstacles were simply avoided.</span></span> </span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Instead, obstacles are best used to force the enemy to react to them, so you can better engage and destroy him. Obstacles should be emplaced to canalize, turn, fix and disrupt an enemy attack so that your ground fire can destroy the enemy wholesale. Properly used, obstacles will increase engagement time, create stationary or slow moving targets and cause the enemy to expose vulnerable areas to fire (like the flank, rear or belly). Obstacles also allow you time to disengage from a hopeless situation, and can help prevent the enemy from rapidly pursuing your retreating forces.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-2 TYPES OF OBSTACLES</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In most tactical level wargames, we find a good variety of obstacles to choose from.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Minefields</span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">,</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> represented by the anti-personnel mine, anti-tank mine or booby trap, are the most deadly of obstacles an attacker will encounter. Mines delay and canalize an attack, cause fear of casualties and weaken the attacker’s will to fight. As you increase the density of your minefield, you increase the time, effort and casualties the enemy will take to negotiate the minefield. For example, individual mines (or one point density minefields) are good to harass and disrupt an enemy’s movement plan, while 3 or 4+ point minefields will usually be avoided all together.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Command detonated weapons, </span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">like Claymore’s or Fougass, are best employed as part of the immediate defensive perimeter to cut swathes in the ranks of the enemy as they close on your position.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Wire </span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">is a good anti-personnel obstacle. When employed in individual strands, or strung along in one hex depth, it will turn or disrupt the enemy’s movement. In deep belts, the wire will really break up and inhibit movement. Another good use of wire is to channel an enemy force into a heavy weapon fire zone. For example, lay a belt of wire at a 45 degree angle across the front of your position that has a machine gun at the wire start point. As the wire slows up and disrupts the enemy assault, the MG will cut the men down as they try to breach the wire obstacle. Coupled with mines, wire makes a very formidable obstacle.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">Craters</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> are used to inhibit vehicular movement. They cause the attacker to halt, thus increasing engagement time for your anti-tank/anti-vehicle weapons. Like wise,</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Dragon’s Teeth</span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> and</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Tetrahedrons</span></span></span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">are used to inhibit vehicles.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-3 SETTING THE CONDITIONS</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">To site individual obstacles, certain preconditions are necessary:</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">First the player/commander decides where he plans to mass his fires (his ‘kill-zone’). This kill-zone must be clearly defined (we will get into greater detail on kill-zones in the ‘Defense’ article, but some basics are all we need here). In wargame terms, pick a kill-zone, like an open field or valley that you want to try and drive your enemy in to, so your direct fires can plaster him. When picking this kill-zone, remember to consider artillery and air-strikes; is the kill-zone big enough and far enough out that your own forces won’t be hit by friendly fire? Can your radio man see all of the hexes in the kill-zone so that he can accurately drop artillery fire on the enemy? Is the kill-zone close enough that your most important weapons can reach all the way into or across the kill-zone? (Nothing is worse than opening fire on an enemy in a kill-zone and NOT being able to hit him with all you’ve got).</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Site your direct fire weapons in areas that have good fields of fire into your kill-zone. In a wargames like the Squad Battles or Campaign series, turn on the ‘visible hexes only’ option and click around the perimeter of your kill-zone, checking to see where the best spots are for your weapons. Keep in mind that your Anti-Tank weapons can be further back than your infantry because of their range; you might consider your Machine Guns on the flanks so you get a cross fire into the kill zone (this really messes up an attack). Building a good kill-zone takes skill, experience and practice. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Once you have started to find the best spots to site your direct fire weapons, turn those hexes into Bunkers, Pillboxes, Trenches and Foxholes if you have them. It is critical that you remember the enemy is not just going to be sitting still in your kill-zone; he will be literally fighting for his survival, so you must protect your own forces so they can continue to destroy the enemy while he is foundering in your obstacles. </span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, start placing your obstacles. Build your obstacle system like a spider builds a web, to first draw in the prey, and then trap him so you can destroy him.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">So you see, obstacles go in LAST, to help a player’s guns kill the enemy. They are truly a combat multiplier, and rarely an end to themselves.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4 EMPLOYMENT</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Obstacle placement itself is somewhat of an art. When all one had to worry about were mass waves of troops in WWI, belts of wire obstacles were perfect to slow the enemy charge long enough that the new fangled machine gun could chop mass formations to pieces. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Since the end of WWI, tanks, helicopters, APCs, dozers and engineering vehicles have all radically change the obstacle placement thought process. To a Mechanized Company, a belt of wire is like a speed bump is to a car – simply a nuisance.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">To compensate for the old ‘belt’ style of placement, today there are several different styles of obstacle use. In US military parlance, they are called ‘turn’, ‘fix’, ‘disrupt’ and ‘block’. No matter what the name, however, each of these methods is used to force an enemy into a kill-zone so direct fire can destroy his forces.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.1 TURN</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A turning obstacle is just as it sounds; a string of wire, dragon’s teeth, tetrahedrons or some type of obstacle that turns the enemy toward your kill-zone. This type of obstacle should be placed so that it doesn’t seem obvious to the enemy what it is doing; in other words, a few hexes of wire along the wall of a valley or along a tree-line that simply ‘nudges’ an enemy force toward a different route. It should be clear where you are trying to force the enemy – that way he sees where you want him to go, and instead of breaching your obstacle, he heads for the obvious, open route. See graphic below.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A secondary effect of the turning obstacle is that it causes the enemy to expose his flank to you while he tries to move along the obstacle. If you have units hidden over-watching the turning obstacle, these units have good flank shots into the enemy force. What you do NOT want as part of your turning obstacle, however, is a real blatant, big blockade that seems to state ‘Hey! You are going to be stopped right here once you travel down that wire! This is where you are going to die!” or the enemy will catch on, and he will find another route.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/1-Turn.jpg" loading="lazy"  alt="[Image: 1-Turn.jpg]" class="mycode_img" /><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.2 DISRUPT</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">All armies use timetables and formations for their advances. A disruption obstacle is used to ‘throw a kink’ into the enemy plan, which the player/commander can then exploit. By inference, therefore, a disruption obstacle should to be covered by fire. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Disruption obstacles are placed throughout your kill-zone with the intent of breaking up the enemy’s formations, interrupting his tempo, and causing early commitment of breaching/Engineering assets. For example, a few belts of wire or Dragon’s Teeth can break an enemy formation up so that when you engage the enemy with direct fire, he cannot make a coordinated response. By placing a ‘hex’ of wire in a dead spot (a location your troops cannot see, like a gully), or placing some Dragon’s Teeth in the middle of your kill-zone, you can upset the enemy attack. Likewise, some hidden mines scattered about will cause the attacker to hesitate – “Did I just hit the defense’s main obstacles? Should I stop and deploy all my troops now?” - This hesitation and breaking of the enemy’s momentum is exactly what a disruption obstacle should do. See graphic below.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/2-Disrupt.jpg" loading="lazy"  alt="[Image: 2-Disrupt.jpg]" class="mycode_img" /><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.3 FIX</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color">“<span style="font-family: Times New Roman, serif;" class="mycode_font">Fixing” obstacles are placed to temporarily halt enemy movement, but it must be understood that he will not be held for long. The intent is to allow your forces a bit more time to slaughter the enemy while he is busy trying to get out of your fixing obstacle. Contiguous layer hexes of wire or mines are a good example. Unlike Disruption Obstacles that are meant to harass the enemy and break his tempo, a Fixing Obstacle is intended to bring the enemy momentum to a complete halt for a period of time. To fully achieve the fixing effect, direct and or indirect fires must be integrated with the obstacles. Additionally, if things start to go badly for the defender, he can reposition his forces using the additional time gained as a result of fixing the enemy.</span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">It is critical that the player/commander understand what he is up against when planning and building a fixing obstacle; if the enemy force is too large, he will ‘spill around’ and bully through a fixing obstacle, negating the obstacle’s benefits (it will basically have simply been a disruption). Likewise, too strong an obstacle could be a waste of precious engineering work (laying the mines and wire, building bunkers, etc), especially when a player considers that he is just a part of an overall defense of a much bigger unit. </span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/3-Fix.jpg" loading="lazy"  alt="[Image: 3-Fix.jpg]" class="mycode_img" /><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.4 BLOCK</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Blocking obstacles are those that are meant to completely stop an enemy, or intimidate him so much that he avoids taking a certain route. They are typified by dense, deep masses of wire, mines or a combination of both. To put this in perspective, a Squad Battles or Campaign Series player should picture a 4 by 4 hex row (16 hexes) of nothing but mines and wire. Any player will try at all costs to avoid struggling through all that and pick an easier route. Because they require the most extensive engineer effort of any type of obstacle, blocking obstacles are employed only at critical choke points on the battlefield. Blocking obstacles must be anchored on both sides by existing obstacles (severely restricted terrain). Direct and or indirect fires should cover the obstacles to achieve the full blocking effect.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/4-Block.jpg" loading="lazy"  alt="[Image: 4-Block.jpg]" class="mycode_img" /><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-4.5 PROTECTIVE</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">There is a final style of obstacle employment called ‘protective’. This is typified by a single belt of obstacles or wire that ‘protects’ your battle position on all sides. For example, your protective wire may be a complex obstacle providing all-round protection of a platoon perimeter, or it may be a simple wire obstacle on the likely dismounted avenue of approach toward a squad position. Landmines, Fougasse or command detonated Claymore mines may be integrated into the protective wire to further enhance the defensive position. Protective obstacles are usually located just beyond hand grenade range (40 to 100 meters) from a soldier's fighting position, and may extend out 300 to 500 meters to tie into tactical obstacles and existing restricted/severely restricted terrain. The player/commander should plan protective obstacles in depth and attempt to maximize the effective range of his weapons. The bottom line is that the ‘Protective Obstacle’ is usually your last line of defense.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">8-5 PUTTING IT ALL TOGETHER</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A picture is worth a thousand words, so I have tied all our styles of obstacle use together in this graphic.In summary, site some of your obstacles so that they cause the enemy to be drawn into your kill-zone, by closing off other routes his forces might take (turn). Emplace obstacles along the entrance walls of your kill-zone, so he thinks he needs to pass right through the open area to get at you (turn). Randomly place a few obstacles in selected positions within the kill-zone, like dead spots and so on, to cause his formations to break up (disrupt), place obstacles along the walls and friendly edge of your kill-zone to keep him in the kill-zone for the maximum amount of time (fix), and finally, place dense obstacles, like masses of wire and mines, on exit routes out of the kill-zone so he cannot leave (block).</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/52a/5-Alltogether.jpg" loading="lazy"  alt="[Image: 5-Alltogether.jpg]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">SOURCES:</span></span></span></span> <br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">US ARMY INFANTRY &amp; ENGINEERING MANUALS<br />
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			<title><![CDATA[Mortars]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73433</link>
			<pubDate>Thu, 07 May 2020 17:11:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73433</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">MORTARS</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">By Marc “Bayonet” Bellizzi</span></span></span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">In the little world of each combat commander, mortars represent another gem in ‘their empire’. The fact that ‘my mortars’ as my commander once put it, were always ready and available to fire at his whim, was a priceless fire support commodity. </span></span></span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-1. FUNDAMENTALS </span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A successful commander understands that effective use of all available weapon systems will determine the outcome of a battle. Mortars are a combat commander’s primary source of responsive, accurate indirect fire support. Their rapid, high-angle, plunging fires are invaluable against targets in defilade (dug in), which are not vulnerable to attack by direct fire. They are especially effective at suppression, obscuration (smoke) and illumination on the battlefield.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the attack, mortars suppress and fix the enemy. In the defense, mortars force attacking enemy vehicles to button-up, cause attacking troops to go to ground, break up attack formations, and canalize attacking forces into engagement areas where direct fire weapons can concentrate and kill them. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mortars are particularly effective against soft skinned vehicles and unprotected personnel, </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">causing nearly half of all casualties in WWII</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. So why do they seem so ineffective on the ‘virtual battlefield’?</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In wargames, mortars are often misunderstood and misused. With each tube individually controlled and fired by the player, they are lobbed haphazardly across the battlefield, one round here, one round there, and the resulting lack of visible casualties quickly leads to frustration. This frustration eventually results in the mortars ‘sitting it out’ in the rear, taking little or no part in the battle. If you follow the precepts of doctrine I lay out below, you should start to see your mortars play a more important role in your wargaming.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-2. ORGANIZATION</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mortars are </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">organic</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> to foot infantry, mechanized infantry, airborne and armored companies and battalions. Assigned to the headquarters element, or the weapons company (or both), they are organized into their own platoon.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">company’s</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> mortar platoon typically consists of 2 squads with 2 x small caliber tubes each, for a total of 4 tubes (sometimes a third tube was added to each squad, or a third squad of 2 tubes was added that brought the total to 6 tubes in a company). These small caliber tubes have to be light and man-portable, so they usually are not bigger than 80mm.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">This support is always considered </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">‘DS’ </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(direct support) to the company and on call for the company commander to provide support to the platoon (or platoons) engaged in combat. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">At the </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">battalion</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> level, a mortar platoon consists of 2 to 4 squads with two tubes each of larger caliber guns (80mm to 120mm). In the larger 4 squad platoon, 2 squads can be combined to give two sections of 4 tubes each. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">This support is always considered </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">DS</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> to the battalion and on call for the battalion commander to provide support to the company (or companies) engaged in combat. </span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-3. EMPLOYMENT</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Company</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">mortars</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> are usually employed as a single platoon, all firing at the same target. They typically move and deploy in close proximity to each other since fire missions are simply ‘yelled’ across the group (rarely does anyone other than the mortar platoon leader have a radio). Many times the company mortars simply use</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"> line of site</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> (direct fire) to fire at their targets. On the wargame battlefield, a player should have his company’s mortars either adjacent, or one hex apart (in line of site), of one another to simulate this.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">battalion</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">mortar</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> platoon may be employed by platoon, by section (half a platoon), or squad. The versatility of these various combinations gives the battalion commander the flexibility to provide anywhere from 2 to 8 tubes worth of mortar rounds on a target or series of targets impressive when you consider that massing 8 tubes on a target in Squad Battles equates to around 24 rounds on target per turn.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">If firing by sections or squads, the elements do not have to be positioned near one another for the platoon to be employed as a platoon. The battalion mortar platoon has the necessary radios, equipment and personnel to conduct such fire missions from distinctly different locales by sections. If broken down into squads (a set of two tubes), the mortars are sometimes doled out to the various Company Commander(s) to employ at their discretion in the Direct Support role.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-4. TECHNICAL DATA &amp; RELATION TO SQUAD BATTLES</span></span></span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">To understand mortars, and how and why they are employed the way they are, we must first dive into some technical info.</span></span></div>
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<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">1) Hexes in Squad Battles are about 40 meters across; this 40 x 40 size equates to 1600 square meters of area in a hex. </span></span><br />
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<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">2) Individual mortars in Squad Battles usually fire 3 rounds per turn.</span></span><br />
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<li><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">3) A 60mm mortar has a lethal bursting area of 20 meters - this does not mean it will kill everything within 20 meters, but simply that anything in that range from the blast </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">could be killed. </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Beyond this range, you will usually only wound someone. </span></span></span><br />
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<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">4) 81mm &amp; 120mm mortars have lethal bursting radii of 30 meters and 60 meters each. By inference, this means they have greater killing power round for round, but it is not exponentially greater; likewise, they usually only wound beyond these ranges.</span></span><br />
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<li><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">5) In World War II all mortars fired ground burst HE rounds (no airburst, which is significantly more lethal to troops in the open or open top trenches airburst was not available until late ’44, and even then only to US troops).</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">I will show you what this means in Squad Battle terms.</span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">If a flat, open hex is 40 x 40 meters, ideally a player must fire four rounds of 60mm fire (or two rounds of 81mm) just to blanket the entire hex with any chance of lethality (to picture this, draw a square box 40 x 40 meters, then cut the box in half length-wise and in half height-wise. You should see four small boxes. Each is a 20 x 20 meter box). One can see that a single 60mm mortar cannot blanket a hex in one turn on its own (remember 3 shots per turn). Likewise, an 81mm mortar cannot expect to blanket a whole platoon area (7-10 hexes). The 120mm mortars can cover a platoon sized area just barely.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In fact, the US Army Mortar Manual FM 7-90 states that “</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Against a standing, platoon-size enemy unit in the open, a 60-mm mortar </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">squad</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"> (two tubes) that fires six rounds per mortar should inflict about 20 percent casualties. If the enemy is prone, these fires should inflict 8 - 10 percent casualties. Thus a light mortar section's FFE should seldom consist of any less than six rounds for each mortar, and often will require more to significantly affect the enemy platoon, especially in un-open terrain.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">”</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Integrating the US Army’s figures in Squad Battles, after the first 60mm round, an enemy squad goes to ground (prone). So we must assume we only get one round per hex out of 12 using the 20% figure, and the follow-on 11 rounds use the 10% casualty figure. One twelfth of 20% is 1.66%. Using a 30 man platoon as the target, 1.66% of 30 equals .48 of a man…so we should see, on the first round, anywhere from zero to one casualty per squad targeted. The follow-on 11 rounds now using the ‘prone 10% figure’ can expect to kill one or two additional men). </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">So what does all this mean in wargaming? It confirms that mortars are best employed as a mass group all firing on the same target. For two 60mm mortars firing on a squad, expect to fire two turns (12 rounds total) to get one to three kills. Any additional turns will only kill, on average, one man every two to three turns.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">For two 81mm or 120mm mortars firing on a platoon, expect to get three to six kills (the same ratio per squad as the 60mm) per platoon, or 2 to 5 kills on an individually targeted squad (remember once they go prone they are harder to kill). Any additional turns should kill one man about every two to three turns. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Not great numbers for the 60mm, and only marginally better for the larger guns. Put the enemy in improved positions, and the casualty rate drops 10% of the prone 10% figure, or to 1%; expect one kill every 4 to 8 turns with any size mortar. Put them in a house or bunker and your chances of a kill are slim.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">When it comes to suppression, however, mortars start to play a significant role. In fact, according to FM 7-90, after one 60mm round, an area 35m around (basically one hex) will have about a 50% chance of suffering suppression (suppression defined as the effect produced in the mind of the enemy that prevents him from returning fire or carrying on his duties). We see this immediately when a fired on unit must go to ground. Within three or four rounds we start to find enemy units ‘pinned’. Likewise, with the 81mm and 120 mm mortars, we should see a platoon (7-10 hexes) go to ground in one or two rounds and some units in the area become ‘pinned’ in a few more rounds.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">What this shows us is that as in real life, the purpose of SB mortar fire is two fold in the attack, it helps keep the enemy suppressed and fixed so your troops can close with his positions and destroy him, and in the defense it is used to break up enemy troop concentrations (with suppression) and canalize and force the enemy into engagement zones where full direct and indirect fires can destroy them.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-5. IN THE OFFENSE</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In a </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">movement to contact</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">, sections will be</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"> ‘leap frogged’</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> forward so that at any one time, one section is available for support for the battalion and the other is moving. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In a </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">deliberate attack</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">, the mortars are moved as close as possible to the front lines, while still maintaining cover, to provide additional firepower. As a rule of thumb, position them so the target is around one-half the mortar’s max range. Having mortar firing positions with good cover is often more important than the one-half maximum range rule. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Since mortar fire is so accurate, keep your tubes firing on the enemy during your attack until the last possible moment; then shift your fires to the backside of the enemy positions to prevent enemy reinforcements from reaching them. This is called isolation.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-6. IN THE DEFENSE</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">defense</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">, mortars are plotted just like artillery, having targets plotted and identified along the likely enemy avenues of approach. In particular, a location where direct fire weapons cannot shoot is where mortars should be targeted, to get enemy units that are hiding in dead space.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Any obstacle not covered by both direct and indirect fires can be obscured and breached. High explosive mortar fires can </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">effectively prevent</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> enemy forces from breaching an obstacle. Mortar fire is preferred for this task since it is always available as DS to the battalion commander. Its use permits the field artillery to concentrate destructive fires against enemy formations backed up behind the obstacle.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Closely coordinated mortar fire can increase the effectiveness and survivability of </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">antitank weapons</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> significantly. The antitank unit commander can be given priority of mortar fires or even control of the mortars. Mortar squads, sections and platoons support the anti-armor battle in many ways. The HE fires force tank crews to button up. This reduces their field of view and their ability to detect friendly forces. The larger mortar tubes can even immobilize vehicles. Mortar smoke rounds can also be fired to isolate the lead element of an advancing enemy force from the main body. The antitank guns can then attack this isolated element, free from enemy fires. Mortar smoke can be placed between the antitank guns and the enemy to aid the guns in their displacement out of initial firing positions to alternate ones. As the smoke clears, the enemy will be hit from previously ‘undetected’ (new) positions.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-7. DISPLACEMENT </span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Since mortars have such a high trajectory and slow speed, the firing location can be pinpointed quickly by enemy counter-battery radar. Mortar units will usually fire a volley and then displace to a new location. Similar to the ‘leap frog’ style of movement, when one section is displacing, another should be already set-up ready to provide fire. In this way, there is continuous coverage, while increasing the life expectancy of the mortar units.</span></span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-8. OBSCURATION (SMOKE) &amp; ILLUMINATION</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mortars are excellent for employing smoke and illumination rounds. They are accurate (compared to artillery), and can build a good screen quickly, especially when fired as a group. Illumination rounds can be placed right where the player wants with mortars, and since they are fired one round at a time with a mortar, there is less ‘waste’ of precious ‘illum’rounds.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">During an enemy attack, mortar smoke should be fired in front of the enemy overwatch or Base of Fire position, so that his supporting fires are masked. Smoke may also be used to obscure obstacles from attacking enemy forces, so as the smoke clears, your direct fire units can slaughter the stalled forces.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the attack, smoke can cover your movement, as well as cover any obstacle breaching you must do. </span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-9. FINAL THOUGHTS</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Hopefully the player has a better appreciation of how mortars work and how to employ them on the war-game battlefield. Employed in multi-tube groups, all firing on the same target, mortars provide excellent results, especially considering the small number of rounds expended to achieve those results.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mortar fire, being much more accurate and suffering less scatter than artillery, is excellent for close indirect support. Mortars can truly be an asset, ultimately reducing the amount of casualties a player incurs by helping suppress the enemy.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sources:</span></span></span></span> </span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">SH 20-19 Artillery Employment and Capabilities, US Army, 1994</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">TM-E 30-451 The German Armed Forces, US Army, 1945</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 71-1 The Tank &amp; Mechanized Inf Cbt Tm, US Army, 1988</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">US Army Infantry School CATD training supplements, US Army, 1995</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 7-90 Tactical Employment of the Mortar, US Army, 1992</span></span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">MORTARS</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">By Marc “Bayonet” Bellizzi</span></span></span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">In the little world of each combat commander, mortars represent another gem in ‘their empire’. The fact that ‘my mortars’ as my commander once put it, were always ready and available to fire at his whim, was a priceless fire support commodity. </span></span></span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-1. FUNDAMENTALS </span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A successful commander understands that effective use of all available weapon systems will determine the outcome of a battle. Mortars are a combat commander’s primary source of responsive, accurate indirect fire support. Their rapid, high-angle, plunging fires are invaluable against targets in defilade (dug in), which are not vulnerable to attack by direct fire. They are especially effective at suppression, obscuration (smoke) and illumination on the battlefield.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the attack, mortars suppress and fix the enemy. In the defense, mortars force attacking enemy vehicles to button-up, cause attacking troops to go to ground, break up attack formations, and canalize attacking forces into engagement areas where direct fire weapons can concentrate and kill them. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mortars are particularly effective against soft skinned vehicles and unprotected personnel, </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">causing nearly half of all casualties in WWII</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. So why do they seem so ineffective on the ‘virtual battlefield’?</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In wargames, mortars are often misunderstood and misused. With each tube individually controlled and fired by the player, they are lobbed haphazardly across the battlefield, one round here, one round there, and the resulting lack of visible casualties quickly leads to frustration. This frustration eventually results in the mortars ‘sitting it out’ in the rear, taking little or no part in the battle. If you follow the precepts of doctrine I lay out below, you should start to see your mortars play a more important role in your wargaming.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-2. ORGANIZATION</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mortars are </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">organic</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> to foot infantry, mechanized infantry, airborne and armored companies and battalions. Assigned to the headquarters element, or the weapons company (or both), they are organized into their own platoon.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">A </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">company’s</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> mortar platoon typically consists of 2 squads with 2 x small caliber tubes each, for a total of 4 tubes (sometimes a third tube was added to each squad, or a third squad of 2 tubes was added that brought the total to 6 tubes in a company). These small caliber tubes have to be light and man-portable, so they usually are not bigger than 80mm.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">This support is always considered </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">‘DS’ </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(direct support) to the company and on call for the company commander to provide support to the platoon (or platoons) engaged in combat. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">At the </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">battalion</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> level, a mortar platoon consists of 2 to 4 squads with two tubes each of larger caliber guns (80mm to 120mm). In the larger 4 squad platoon, 2 squads can be combined to give two sections of 4 tubes each. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">This support is always considered </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">DS</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> to the battalion and on call for the battalion commander to provide support to the company (or companies) engaged in combat. </span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-3. EMPLOYMENT</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Company</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">mortars</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> are usually employed as a single platoon, all firing at the same target. They typically move and deploy in close proximity to each other since fire missions are simply ‘yelled’ across the group (rarely does anyone other than the mortar platoon leader have a radio). Many times the company mortars simply use</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"> line of site</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> (direct fire) to fire at their targets. On the wargame battlefield, a player should have his company’s mortars either adjacent, or one hex apart (in line of site), of one another to simulate this.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">battalion</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">mortar</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> platoon may be employed by platoon, by section (half a platoon), or squad. The versatility of these various combinations gives the battalion commander the flexibility to provide anywhere from 2 to 8 tubes worth of mortar rounds on a target or series of targets impressive when you consider that massing 8 tubes on a target in Squad Battles equates to around 24 rounds on target per turn.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">If firing by sections or squads, the elements do not have to be positioned near one another for the platoon to be employed as a platoon. The battalion mortar platoon has the necessary radios, equipment and personnel to conduct such fire missions from distinctly different locales by sections. If broken down into squads (a set of two tubes), the mortars are sometimes doled out to the various Company Commander(s) to employ at their discretion in the Direct Support role.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-4. TECHNICAL DATA &amp; RELATION TO SQUAD BATTLES</span></span></span></span></div>
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">To understand mortars, and how and why they are employed the way they are, we must first dive into some technical info.</span></span></div>
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<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">1) Hexes in Squad Battles are about 40 meters across; this 40 x 40 size equates to 1600 square meters of area in a hex. </span></span><br />
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<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">2) Individual mortars in Squad Battles usually fire 3 rounds per turn.</span></span><br />
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<li><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">3) A 60mm mortar has a lethal bursting area of 20 meters - this does not mean it will kill everything within 20 meters, but simply that anything in that range from the blast </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">could be killed. </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Beyond this range, you will usually only wound someone. </span></span></span><br />
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<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">4) 81mm &amp; 120mm mortars have lethal bursting radii of 30 meters and 60 meters each. By inference, this means they have greater killing power round for round, but it is not exponentially greater; likewise, they usually only wound beyond these ranges.</span></span><br />
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<li><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">5) In World War II all mortars fired ground burst HE rounds (no airburst, which is significantly more lethal to troops in the open or open top trenches airburst was not available until late ’44, and even then only to US troops).</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">I will show you what this means in Squad Battle terms.</span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">If a flat, open hex is 40 x 40 meters, ideally a player must fire four rounds of 60mm fire (or two rounds of 81mm) just to blanket the entire hex with any chance of lethality (to picture this, draw a square box 40 x 40 meters, then cut the box in half length-wise and in half height-wise. You should see four small boxes. Each is a 20 x 20 meter box). One can see that a single 60mm mortar cannot blanket a hex in one turn on its own (remember 3 shots per turn). Likewise, an 81mm mortar cannot expect to blanket a whole platoon area (7-10 hexes). The 120mm mortars can cover a platoon sized area just barely.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In fact, the US Army Mortar Manual FM 7-90 states that “</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Against a standing, platoon-size enemy unit in the open, a 60-mm mortar </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">squad</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"> (two tubes) that fires six rounds per mortar should inflict about 20 percent casualties. If the enemy is prone, these fires should inflict 8 - 10 percent casualties. Thus a light mortar section's FFE should seldom consist of any less than six rounds for each mortar, and often will require more to significantly affect the enemy platoon, especially in un-open terrain.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">”</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Integrating the US Army’s figures in Squad Battles, after the first 60mm round, an enemy squad goes to ground (prone). So we must assume we only get one round per hex out of 12 using the 20% figure, and the follow-on 11 rounds use the 10% casualty figure. One twelfth of 20% is 1.66%. Using a 30 man platoon as the target, 1.66% of 30 equals .48 of a man…so we should see, on the first round, anywhere from zero to one casualty per squad targeted. The follow-on 11 rounds now using the ‘prone 10% figure’ can expect to kill one or two additional men). </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">So what does all this mean in wargaming? It confirms that mortars are best employed as a mass group all firing on the same target. For two 60mm mortars firing on a squad, expect to fire two turns (12 rounds total) to get one to three kills. Any additional turns will only kill, on average, one man every two to three turns.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">For two 81mm or 120mm mortars firing on a platoon, expect to get three to six kills (the same ratio per squad as the 60mm) per platoon, or 2 to 5 kills on an individually targeted squad (remember once they go prone they are harder to kill). Any additional turns should kill one man about every two to three turns. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Not great numbers for the 60mm, and only marginally better for the larger guns. Put the enemy in improved positions, and the casualty rate drops 10% of the prone 10% figure, or to 1%; expect one kill every 4 to 8 turns with any size mortar. Put them in a house or bunker and your chances of a kill are slim.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">When it comes to suppression, however, mortars start to play a significant role. In fact, according to FM 7-90, after one 60mm round, an area 35m around (basically one hex) will have about a 50% chance of suffering suppression (suppression defined as the effect produced in the mind of the enemy that prevents him from returning fire or carrying on his duties). We see this immediately when a fired on unit must go to ground. Within three or four rounds we start to find enemy units ‘pinned’. Likewise, with the 81mm and 120 mm mortars, we should see a platoon (7-10 hexes) go to ground in one or two rounds and some units in the area become ‘pinned’ in a few more rounds.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">What this shows us is that as in real life, the purpose of SB mortar fire is two fold in the attack, it helps keep the enemy suppressed and fixed so your troops can close with his positions and destroy him, and in the defense it is used to break up enemy troop concentrations (with suppression) and canalize and force the enemy into engagement zones where full direct and indirect fires can destroy them.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-5. IN THE OFFENSE</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In a </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">movement to contact</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">, sections will be</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"> ‘leap frogged’</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> forward so that at any one time, one section is available for support for the battalion and the other is moving. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In a </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">deliberate attack</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">, the mortars are moved as close as possible to the front lines, while still maintaining cover, to provide additional firepower. As a rule of thumb, position them so the target is around one-half the mortar’s max range. Having mortar firing positions with good cover is often more important than the one-half maximum range rule. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Since mortar fire is so accurate, keep your tubes firing on the enemy during your attack until the last possible moment; then shift your fires to the backside of the enemy positions to prevent enemy reinforcements from reaching them. This is called isolation.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-6. IN THE DEFENSE</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">defense</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">, mortars are plotted just like artillery, having targets plotted and identified along the likely enemy avenues of approach. In particular, a location where direct fire weapons cannot shoot is where mortars should be targeted, to get enemy units that are hiding in dead space.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Any obstacle not covered by both direct and indirect fires can be obscured and breached. High explosive mortar fires can </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">effectively prevent</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> enemy forces from breaching an obstacle. Mortar fire is preferred for this task since it is always available as DS to the battalion commander. Its use permits the field artillery to concentrate destructive fires against enemy formations backed up behind the obstacle.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Closely coordinated mortar fire can increase the effectiveness and survivability of </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">antitank weapons</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> significantly. The antitank unit commander can be given priority of mortar fires or even control of the mortars. Mortar squads, sections and platoons support the anti-armor battle in many ways. The HE fires force tank crews to button up. This reduces their field of view and their ability to detect friendly forces. The larger mortar tubes can even immobilize vehicles. Mortar smoke rounds can also be fired to isolate the lead element of an advancing enemy force from the main body. The antitank guns can then attack this isolated element, free from enemy fires. Mortar smoke can be placed between the antitank guns and the enemy to aid the guns in their displacement out of initial firing positions to alternate ones. As the smoke clears, the enemy will be hit from previously ‘undetected’ (new) positions.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-7. DISPLACEMENT </span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Since mortars have such a high trajectory and slow speed, the firing location can be pinpointed quickly by enemy counter-battery radar. Mortar units will usually fire a volley and then displace to a new location. Similar to the ‘leap frog’ style of movement, when one section is displacing, another should be already set-up ready to provide fire. In this way, there is continuous coverage, while increasing the life expectancy of the mortar units.</span></span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-8. OBSCURATION (SMOKE) &amp; ILLUMINATION</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mortars are excellent for employing smoke and illumination rounds. They are accurate (compared to artillery), and can build a good screen quickly, especially when fired as a group. Illumination rounds can be placed right where the player wants with mortars, and since they are fired one round at a time with a mortar, there is less ‘waste’ of precious ‘illum’rounds.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">During an enemy attack, mortar smoke should be fired in front of the enemy overwatch or Base of Fire position, so that his supporting fires are masked. Smoke may also be used to obscure obstacles from attacking enemy forces, so as the smoke clears, your direct fire units can slaughter the stalled forces.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the attack, smoke can cover your movement, as well as cover any obstacle breaching you must do. </span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">7-9. FINAL THOUGHTS</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Hopefully the player has a better appreciation of how mortars work and how to employ them on the war-game battlefield. Employed in multi-tube groups, all firing on the same target, mortars provide excellent results, especially considering the small number of rounds expended to achieve those results.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mortar fire, being much more accurate and suffering less scatter than artillery, is excellent for close indirect support. Mortars can truly be an asset, ultimately reducing the amount of casualties a player incurs by helping suppress the enemy.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sources:</span></span></span></span> </span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">SH 20-19 Artillery Employment and Capabilities, US Army, 1994</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">TM-E 30-451 The German Armed Forces, US Army, 1945</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 71-1 The Tank &amp; Mechanized Inf Cbt Tm, US Army, 1988</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">US Army Infantry School CATD training supplements, US Army, 1995</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 7-90 Tactical Employment of the Mortar, US Army, 1992</span></span></div>]]></content:encoded>
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			<title><![CDATA[Deliberate Attack]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73431</link>
			<pubDate>Thu, 07 May 2020 05:51:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73431</guid>
			<description><![CDATA[<div style="text-align: left;" class="mycode_align"> <span style="color: #ffffff;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Tactics Article #6 - The Offense Pt. 2</span></span></span><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Deliberate Attack</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">by</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Marc "Bayonet" Bellizzi</span></span></span></span></span> <br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In our first article on ‘The Offense’, we learned that offensive operations take four forms the Movement to Contact, Attack, Exploitation and Pursuit and we discussed the Movement to Contact at length, while Grunt School #2 &amp; #3 discussed the Attack at the platoon level in good detail. This article carries on with the next higher combat element, the Company in the Attack. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">An </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">attack</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is an offensive operation that destroys or defeats enemy forces, seizes and secures terrain, or both.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Attack consists of two methods the Hasty Attack or Deliberate Attack. As their namesake says, Hasty is when an attacking unit has little time to prepare, usually going into the attack from a movement, or when the exact enemy positions are unknown or vague. Deliberate means the attacking unit has taken at least some opportunity to better set the conditions for an Attack, by knowing exactly where the enemy forces are located, their composition &amp; their strength. The attacker also has taken the time to set up his forces where he wants, and laid on support elements, like Engineers (to breach obstacles and attack fortified positions), Artillery (to pummel the enemy), Air Support (to </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">really</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> pummel the enemy), Tank support (to exploit the attack), etc. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, an Attack requires more than anything else a defined Objective. Whether it is a point, circle or goose egg on a map, prominent terrain feature, a commander’s instruction, or whatever, an Attack requires a clear, concise, identifiable Objective so that success can be measured. In game terms as in war, capturing this Objective should be the player’s overall assignment and mission.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">A quick, important note</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: In game terms it will not be apparent, but in war, the longer an attacker takes to start his deliberate attack, the more time the enemy will have to fortify his positions, set up obstacles, build kill zones and lay on his own support. This double edged sword must be taken into consideration by a combat commander.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Scenario Included with this article</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Taking Eerie 11 June 1952 </span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">by Marc Bellizzi</span></span></span><br />
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<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">The Company in the Deliberate Attack</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Rommel is credited with saying something to the effect of, “the battle is won by the quartermaster before the first shot is fired.” I would expand this to say, “the battle is won by the quartermaster getting the right supplies to the right place, by the Personnel Officer getting replacement troops to the units in time, by the Air Liaison Officer getting air-strikes on time and on target, by the Artillery Officer getting rounds on target at the prescribed time, and most of all by the Combat Commander synergizing all these combat multipliers to attack at the right moment.”</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Also having the recommended 3 to 1 odds helps.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Setting the stage</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">:</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> It is 11 June 1952. The Korean War is in its Stalemate phase and both sides are jockeying to capture key terrain that will become the buffer for the next 50+ years. The following scenario is based on a historical action.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">MISSION</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: E Company, 2d Battalion conducts a deliberate attack of OBJ Eerie, 0600 hours, 11 June 52, to seize key terrain. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The enemy has held all the key hills in the "Old Baldy Complex" for too long. Elements of the CCF 38th and 39th Armies control the dominant terrain in the area and in many cases are close enough to the 45th Division's main lines to enjoy excellent observation of the division's activities and to have convenient bases for dispatching their nightly raids and probes. The enemy's advantages have become a matter of concern to Maj. Gen. David L. Ruffner, since he assumed command of the division in late May, for they point up the lack of a strong outpost line of resistance. If the 45th Division could establish a chain of strong outposts across its front, it would deny enemy observers the use of much of the surrounding terrain dominated by the outposts and could also provide additional defensive depth to the division's lines. Thus OPERATION COUNTER is born. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Phase I of OPERATION COUNTER captured Pork Chop Hill, Arrowhead, Alligator Jaws and T-Bone, to the east and west of us. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">As part of Phase II of OPERATION COUNTER, we are Cpt Spalding, Commander of Easy Company (Co), 2d Battalion (Bn), 180th Regiment (Rgt), 45th ID. The enemy has two platoons with some support weapons on OBJ Eerie. Because this attack is so critical to the war, the Battalion Commander, LtC Murphy, has decided to give everything he has to support this effort and requested as much support as possible from Regiment and Division. Col Ritchie and General Ruffner in turn have decided to provide all the support they can muster (and spare) to this attack in point of fact, this is the ‘only game in town’ right now, and this attack has to succeed. Even the I Corps CDR, General Milburn, has shown interest in this attack, and has conducted liaison with the Air Force and Navy for several air strikes. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">You will have available 2d Battalion's of 6 x 4.2in Mortars, 2 x battery's of the 171st Field Artillery Battalion (105mm) in Direct Support, 1 x salvo from one battery of the 45th DivArty (155mm) in General Support. 2 x strike packages of Air Force F-80s and one strike package of 2 F4U's from the Carrier Oriskany.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">There is no covered or concealed route to OBJ Eerie, so smoke has been made available to help screen our movement at the critical moment. Due to the poor terrain on the left and right of Eerie, we are going to have to conduct a frontal assault.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Below is the initial set-up.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%201.jpg" loading="lazy"  alt="[Image: Figure%201.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">It may seem like a lot is going on in this picture, but all those lines are what are known as, “Control Measures”, and they help the various elements define when actions are supposed to occur. The White goose egg at the top left is our objective OBJ Eerie. The Red lettering shows Easy Company in a Company Vee, with Platoons in Wedge. To the side of the company are ‘SBFs’ Support By Fire Positions (or ‘BOFs’, in the Marines), the left, SBF Scott, has the Bn support elements of 4 heavy machineguns and the Bn Fire Support Officer. On the Right, SBF Steve has Easy Company’s mortars. The units in the SBF’s will provide covering fire for Easy Company during this attack. The closest perpendicular line to our company is labeled, ‘LD’ for Line of Departure. This is the front line of our forces. The next line, ‘PL Ted’ is Phase Line Ted. When our forces cross this line, it is the signal for the Smoke to start to fire to cover our final attack. Parallel to our company are two lines that simply show where we are going to be maneuvering in our attack to take OBJ Eerie.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The enemy has on OBJ Eerie one rifle platoon with extra machineguns in trenches along the top of the hill; to the front of them, another platoon is spread out in prepared positions as security. There is one bunker at the center of the hilltop that the Chinese leader and his Fire Support Officer occupy. Wire and a few mines &amp; booby traps have been set up to disrupt an attack, but the enemy has not completed his defensive preparations.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The first phase of this battle will consist of all the air-strikes hitting OBJ Eerie. 3 F-80s with 500lb bombs and 2 F4Us with Napalm will attack. Once they are through, the 155mm salvo will plaster the hilltop to kill anyone who pops their heads up. The SBF’s will each open fire, attempting to gain fire superiority and cover Easy Company’s movement.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%202.jpg" loading="lazy"  alt="[Image: Figure%202.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">We see our SBFs providing suppressive fires on the Objective. Our troops have crossed the road (the‘LD’) and are advancing. Our air-strikes were not as devastating as I wanted (inflicting 6 casualties), but the artillery and SBFs are starting to Pin enemy troops (3 more enemy casualties). Now that we are getting into enemy rifle range, at the end of each turn, Easy Company’s troops will go to ground, and each turn get up, run and get back down. We must trade exposing the men and moving faster upright versus the safer, slow crawling. Sitting in those open fields slow crawling will give the enemy time to target us with artillery.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">By the time Easy Company is at Phase Line Ted, the platoon formations are starting to break up and men are becoming casualties (7 friendly vs 12 enemy so far). The SBFs, being elevated above the battlefield on hillsides, are able to keep up a heavy stream of fire over the heads of Easy Company. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">We must fight the temptation to take Easy Company’s troops and return fire; it is much more important to get across that open ground the enemy kill zone and close with and destroy the enemy. If after moving, a unit still has sufficient movement points to return fire, then do so. Otherwise, drive on!</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%203.jpg" loading="lazy"  alt="[Image: Figure%203.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">What you cannot see at this point is all the officers and NCOs of Easy Company running back and forth to rally pinned troops to keep moving this is where leaders earn their money and prove they are the backbone of the military. In response, since we are at PL Ted, the smoke starts to come in to help obscure us from the Chinese MGs. At first I was going to use the 105mm guns for the smoke missions, but realized those guns scatter the rounds too much; it is much more wise to use the 60mm Mortars line of sight and put the rounds exactly where we need them.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%204.jpg" loading="lazy"  alt="[Image: Figure%204.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Our two lead platoons and Co CDR are over PL Ted, but the swampy ground is as tough an obstacle as mines &amp; wire when it comes to slowing us down. The 60mm smoke is providing concealment so that our fumbling around in the marsh is not resulting in any casualties, thankfully. Most of the enemy squads are pinned at this point. Our mortars have shifted their fires to the hilltop in order to not hit our own forces. The 105mm Guns have shifted their fires to the backside of OBJ Eerie this is to isolate the OBJ from enemy reinforcements.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%205.jpg" loading="lazy"  alt="[Image: Figure%205.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Easy Company is heavily engaged. The two lead platoons and Co CDR are getting online to make their final rush to seize the hill. Ironically, the trailing platoon (3rd is taking serious casualties; the enemy cannot see most of the men of Easy Co down in the marsh because they are in a low spot; so they are concentrating their fires on 3rd Plt and really giving them a hard time. The SBFs and artillery are laying it on heavy; without their cover fire Easy Co would be decimated.</span></span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/8ac/Figure%206.jpg" loading="lazy"  alt="[Image: Figure%206.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">In this picture we have zoomed in on the action; our lead platoons and HQ element are on line and ready to storm the hill. The 3rd Plt is at PL Ted, ready to help in the attack. Every enemy squad has been pinned and is depleted in strength to around 50%. Easy Co has lost 19 men; the enemy 24. However, Easy is about to carry the day.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/8ac/Figure%207.jpg" loading="lazy"  alt="[Image: Figure%207.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Through intense enemy fire, Easy Co drives on; the enemy outposts have cracked and ran and the main battle position is also starting to break. As an aside, the Easy Company HQ element runs through the minefield at the river crossing and is wiped out (5 casualties!).</span></span><br />
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<img src="https://www.theblitz.club/uploads/files/8ac/Figure%208.jpg" loading="lazy"  alt="[Image: Figure%208.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">At this point, the battle is decided, and it is just a matter of time before Easy Company completely seizes OBJ Eerie. In our final picture, we see the two lead platoons and HQ clearing the trenches. The Co CDR has decided that the following 3rd Plt will pass through the two engaged platoons and help establish a perimeter against any potential enemy counterattack on the backside of OBJ Eerie.</span></span></span><br />
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<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Final thoughts</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">I mentioned there are four forms of the Offense Movement to Contact, Attack, Exploitation and Pursuit and we have covered the first two. The last two are forms of attack used once you have achieved victory.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">- Exploitation</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is a type of offensive operation that rapidly follows a successful attack and is designed to disorganize the enemy in depth. The objective of an exploitation is to complete the enemy's disintegration. Tanks racing to the rear to destroy artillery units or supply columns is a good example of Exploitation.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">- A Pursuit</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is an offensive operation designed to catch or cut off a hostile force attempting to escape, with the aim of destroying it. A Pursuit normally follows a successful Exploitation. However, if it is apparent that enemy resistance has broken down entirely and the enemy is fleeing the battlefield, any other type or subordinate form of offensive operation can transition into a Pursuit.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Commanders combine and sequence Movements to Contact, Attacks, Exploitations, and Pursuits to gain the greatest advantage. Commanders recognize that the many types of offensive operations may run together with no discernible break. A successful Attack may lead to an Exploitation, which can lead to a Pursuit. However they are not always in this order; an Attack to complete the enemy's destruction can follow a Pursuit. In other cases, commanders may direct an Attack against the enemy during a Pursuit to slow his withdrawal.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The main point a player needs to keep in mind, is that the offense has a number of indisputable advantages. The principal advantage enjoyed is the possession of the initiative. He who can maintain the initiative makes the enemy react and fight on terms of your choosing. This ultimately leads to victory.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sources: </span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM3-0 Operations, US Army, 2001</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The German Infantry Handbook, A. Buchner, Schiffer Publishing 1987</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">SH 21-76 The Ranger Handbook, US Army 1988</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">TM-E 30-451 The German Armed Forces, US Army, 1945</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 7-7 The Infantry Platoon in Combat, US Army, 1992</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 71-1 The Tank &amp; Mechanized Inf Cbt Tm, US Army, 1988</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">US Army Infantry School CATD training supplements, US Army, 1995</span></span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: left;" class="mycode_align"> <span style="color: #ffffff;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Tactics Article #6 - The Offense Pt. 2</span></span></span><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Deliberate Attack</span></span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">by</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Marc "Bayonet" Bellizzi</span></span></span></span></span> <br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">In our first article on ‘The Offense’, we learned that offensive operations take four forms the Movement to Contact, Attack, Exploitation and Pursuit and we discussed the Movement to Contact at length, while Grunt School #2 &amp; #3 discussed the Attack at the platoon level in good detail. This article carries on with the next higher combat element, the Company in the Attack. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">An </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">attack</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is an offensive operation that destroys or defeats enemy forces, seizes and secures terrain, or both.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Attack consists of two methods the Hasty Attack or Deliberate Attack. As their namesake says, Hasty is when an attacking unit has little time to prepare, usually going into the attack from a movement, or when the exact enemy positions are unknown or vague. Deliberate means the attacking unit has taken at least some opportunity to better set the conditions for an Attack, by knowing exactly where the enemy forces are located, their composition &amp; their strength. The attacker also has taken the time to set up his forces where he wants, and laid on support elements, like Engineers (to breach obstacles and attack fortified positions), Artillery (to pummel the enemy), Air Support (to </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">really</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> pummel the enemy), Tank support (to exploit the attack), etc. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, an Attack requires more than anything else a defined Objective. Whether it is a point, circle or goose egg on a map, prominent terrain feature, a commander’s instruction, or whatever, an Attack requires a clear, concise, identifiable Objective so that success can be measured. In game terms as in war, capturing this Objective should be the player’s overall assignment and mission.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">A quick, important note</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: In game terms it will not be apparent, but in war, the longer an attacker takes to start his deliberate attack, the more time the enemy will have to fortify his positions, set up obstacles, build kill zones and lay on his own support. This double edged sword must be taken into consideration by a combat commander.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Scenario Included with this article</span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Taking Eerie 11 June 1952 </span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">by Marc Bellizzi</span></span></span><br />
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<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">The Company in the Deliberate Attack</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Rommel is credited with saying something to the effect of, “the battle is won by the quartermaster before the first shot is fired.” I would expand this to say, “the battle is won by the quartermaster getting the right supplies to the right place, by the Personnel Officer getting replacement troops to the units in time, by the Air Liaison Officer getting air-strikes on time and on target, by the Artillery Officer getting rounds on target at the prescribed time, and most of all by the Combat Commander synergizing all these combat multipliers to attack at the right moment.”</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Also having the recommended 3 to 1 odds helps.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Setting the stage</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">:</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> It is 11 June 1952. The Korean War is in its Stalemate phase and both sides are jockeying to capture key terrain that will become the buffer for the next 50+ years. The following scenario is based on a historical action.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">MISSION</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: E Company, 2d Battalion conducts a deliberate attack of OBJ Eerie, 0600 hours, 11 June 52, to seize key terrain. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The enemy has held all the key hills in the "Old Baldy Complex" for too long. Elements of the CCF 38th and 39th Armies control the dominant terrain in the area and in many cases are close enough to the 45th Division's main lines to enjoy excellent observation of the division's activities and to have convenient bases for dispatching their nightly raids and probes. The enemy's advantages have become a matter of concern to Maj. Gen. David L. Ruffner, since he assumed command of the division in late May, for they point up the lack of a strong outpost line of resistance. If the 45th Division could establish a chain of strong outposts across its front, it would deny enemy observers the use of much of the surrounding terrain dominated by the outposts and could also provide additional defensive depth to the division's lines. Thus OPERATION COUNTER is born. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Phase I of OPERATION COUNTER captured Pork Chop Hill, Arrowhead, Alligator Jaws and T-Bone, to the east and west of us. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">As part of Phase II of OPERATION COUNTER, we are Cpt Spalding, Commander of Easy Company (Co), 2d Battalion (Bn), 180th Regiment (Rgt), 45th ID. The enemy has two platoons with some support weapons on OBJ Eerie. Because this attack is so critical to the war, the Battalion Commander, LtC Murphy, has decided to give everything he has to support this effort and requested as much support as possible from Regiment and Division. Col Ritchie and General Ruffner in turn have decided to provide all the support they can muster (and spare) to this attack in point of fact, this is the ‘only game in town’ right now, and this attack has to succeed. Even the I Corps CDR, General Milburn, has shown interest in this attack, and has conducted liaison with the Air Force and Navy for several air strikes. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">You will have available 2d Battalion's of 6 x 4.2in Mortars, 2 x battery's of the 171st Field Artillery Battalion (105mm) in Direct Support, 1 x salvo from one battery of the 45th DivArty (155mm) in General Support. 2 x strike packages of Air Force F-80s and one strike package of 2 F4U's from the Carrier Oriskany.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">There is no covered or concealed route to OBJ Eerie, so smoke has been made available to help screen our movement at the critical moment. Due to the poor terrain on the left and right of Eerie, we are going to have to conduct a frontal assault.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Below is the initial set-up.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%201.jpg" loading="lazy"  alt="[Image: Figure%201.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">It may seem like a lot is going on in this picture, but all those lines are what are known as, “Control Measures”, and they help the various elements define when actions are supposed to occur. The White goose egg at the top left is our objective OBJ Eerie. The Red lettering shows Easy Company in a Company Vee, with Platoons in Wedge. To the side of the company are ‘SBFs’ Support By Fire Positions (or ‘BOFs’, in the Marines), the left, SBF Scott, has the Bn support elements of 4 heavy machineguns and the Bn Fire Support Officer. On the Right, SBF Steve has Easy Company’s mortars. The units in the SBF’s will provide covering fire for Easy Company during this attack. The closest perpendicular line to our company is labeled, ‘LD’ for Line of Departure. This is the front line of our forces. The next line, ‘PL Ted’ is Phase Line Ted. When our forces cross this line, it is the signal for the Smoke to start to fire to cover our final attack. Parallel to our company are two lines that simply show where we are going to be maneuvering in our attack to take OBJ Eerie.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The enemy has on OBJ Eerie one rifle platoon with extra machineguns in trenches along the top of the hill; to the front of them, another platoon is spread out in prepared positions as security. There is one bunker at the center of the hilltop that the Chinese leader and his Fire Support Officer occupy. Wire and a few mines &amp; booby traps have been set up to disrupt an attack, but the enemy has not completed his defensive preparations.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The first phase of this battle will consist of all the air-strikes hitting OBJ Eerie. 3 F-80s with 500lb bombs and 2 F4Us with Napalm will attack. Once they are through, the 155mm salvo will plaster the hilltop to kill anyone who pops their heads up. The SBF’s will each open fire, attempting to gain fire superiority and cover Easy Company’s movement.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%202.jpg" loading="lazy"  alt="[Image: Figure%202.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">We see our SBFs providing suppressive fires on the Objective. Our troops have crossed the road (the‘LD’) and are advancing. Our air-strikes were not as devastating as I wanted (inflicting 6 casualties), but the artillery and SBFs are starting to Pin enemy troops (3 more enemy casualties). Now that we are getting into enemy rifle range, at the end of each turn, Easy Company’s troops will go to ground, and each turn get up, run and get back down. We must trade exposing the men and moving faster upright versus the safer, slow crawling. Sitting in those open fields slow crawling will give the enemy time to target us with artillery.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">By the time Easy Company is at Phase Line Ted, the platoon formations are starting to break up and men are becoming casualties (7 friendly vs 12 enemy so far). The SBFs, being elevated above the battlefield on hillsides, are able to keep up a heavy stream of fire over the heads of Easy Company. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">We must fight the temptation to take Easy Company’s troops and return fire; it is much more important to get across that open ground the enemy kill zone and close with and destroy the enemy. If after moving, a unit still has sufficient movement points to return fire, then do so. Otherwise, drive on!</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%203.jpg" loading="lazy"  alt="[Image: Figure%203.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">What you cannot see at this point is all the officers and NCOs of Easy Company running back and forth to rally pinned troops to keep moving this is where leaders earn their money and prove they are the backbone of the military. In response, since we are at PL Ted, the smoke starts to come in to help obscure us from the Chinese MGs. At first I was going to use the 105mm guns for the smoke missions, but realized those guns scatter the rounds too much; it is much more wise to use the 60mm Mortars line of sight and put the rounds exactly where we need them.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%204.jpg" loading="lazy"  alt="[Image: Figure%204.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Our two lead platoons and Co CDR are over PL Ted, but the swampy ground is as tough an obstacle as mines &amp; wire when it comes to slowing us down. The 60mm smoke is providing concealment so that our fumbling around in the marsh is not resulting in any casualties, thankfully. Most of the enemy squads are pinned at this point. Our mortars have shifted their fires to the hilltop in order to not hit our own forces. The 105mm Guns have shifted their fires to the backside of OBJ Eerie this is to isolate the OBJ from enemy reinforcements.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/4d7/Figure%205.jpg" loading="lazy"  alt="[Image: Figure%205.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Easy Company is heavily engaged. The two lead platoons and Co CDR are getting online to make their final rush to seize the hill. Ironically, the trailing platoon (3rd is taking serious casualties; the enemy cannot see most of the men of Easy Co down in the marsh because they are in a low spot; so they are concentrating their fires on 3rd Plt and really giving them a hard time. The SBFs and artillery are laying it on heavy; without their cover fire Easy Co would be decimated.</span></span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/8ac/Figure%206.jpg" loading="lazy"  alt="[Image: Figure%206.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">In this picture we have zoomed in on the action; our lead platoons and HQ element are on line and ready to storm the hill. The 3rd Plt is at PL Ted, ready to help in the attack. Every enemy squad has been pinned and is depleted in strength to around 50%. Easy Co has lost 19 men; the enemy 24. However, Easy is about to carry the day.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/8ac/Figure%207.jpg" loading="lazy"  alt="[Image: Figure%207.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Through intense enemy fire, Easy Co drives on; the enemy outposts have cracked and ran and the main battle position is also starting to break. As an aside, the Easy Company HQ element runs through the minefield at the river crossing and is wiped out (5 casualties!).</span></span><br />
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<img src="https://www.theblitz.club/uploads/files/8ac/Figure%208.jpg" loading="lazy"  alt="[Image: Figure%208.jpg]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">At this point, the battle is decided, and it is just a matter of time before Easy Company completely seizes OBJ Eerie. In our final picture, we see the two lead platoons and HQ clearing the trenches. The Co CDR has decided that the following 3rd Plt will pass through the two engaged platoons and help establish a perimeter against any potential enemy counterattack on the backside of OBJ Eerie.</span></span></span><br />
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<img src="https://www.theblitz.club/uploads/files/8ac/Figure%209.jpg" loading="lazy"  alt="[Image: Figure%209.jpg]" class="mycode_img" /><br />
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<span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Final thoughts</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">I mentioned there are four forms of the Offense Movement to Contact, Attack, Exploitation and Pursuit and we have covered the first two. The last two are forms of attack used once you have achieved victory.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">- Exploitation</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is a type of offensive operation that rapidly follows a successful attack and is designed to disorganize the enemy in depth. The objective of an exploitation is to complete the enemy's disintegration. Tanks racing to the rear to destroy artillery units or supply columns is a good example of Exploitation.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">- A Pursuit</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is an offensive operation designed to catch or cut off a hostile force attempting to escape, with the aim of destroying it. A Pursuit normally follows a successful Exploitation. However, if it is apparent that enemy resistance has broken down entirely and the enemy is fleeing the battlefield, any other type or subordinate form of offensive operation can transition into a Pursuit.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Commanders combine and sequence Movements to Contact, Attacks, Exploitations, and Pursuits to gain the greatest advantage. Commanders recognize that the many types of offensive operations may run together with no discernible break. A successful Attack may lead to an Exploitation, which can lead to a Pursuit. However they are not always in this order; an Attack to complete the enemy's destruction can follow a Pursuit. In other cases, commanders may direct an Attack against the enemy during a Pursuit to slow his withdrawal.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The main point a player needs to keep in mind, is that the offense has a number of indisputable advantages. The principal advantage enjoyed is the possession of the initiative. He who can maintain the initiative makes the enemy react and fight on terms of your choosing. This ultimately leads to victory.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sources: </span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM3-0 Operations, US Army, 2001</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The German Infantry Handbook, A. Buchner, Schiffer Publishing 1987</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">SH 21-76 The Ranger Handbook, US Army 1988</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">TM-E 30-451 The German Armed Forces, US Army, 1945</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 7-7 The Infantry Platoon in Combat, US Army, 1992</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 71-1 The Tank &amp; Mechanized Inf Cbt Tm, US Army, 1988</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">US Army Infantry School CATD training supplements, US Army, 1995</span></span>]]></content:encoded>
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			<title><![CDATA[Movement To Contact]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73430</link>
			<pubDate>Thu, 07 May 2020 05:28:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73430</guid>
			<description><![CDATA[<span style="color: #00ff00;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="color: #333333;" class="mycode_color">The Offense - Movement to Contact</span></span></span></span><br />
By: <span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Marc "Bayonet" Bellizzi</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The previous excellent articles on movement have set the conditions so that the Platoon and Company units can get to the battlefield as quickly, safely and efficiently as possible. Once contact is made, the fighting elements transition to offensive operations.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">There are four forms of The Offense </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">-the Movement to Contact, Attack</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> (including hasty and deliberate), </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Exploitation </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">and</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"> Pursuit. </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Each of these has a time, place and condition for use.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Movement to Contact</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is by nature, an extension of what we have learned so far in movement -this kind of operation is used when only sketchy, or vague information is available about the enemy, or when we have an assignment to 'keep moving and fight only once contact is made'. A force transitions to the more formal Attack (hasty or deliberate) once it is determined that an enemy cannot be brushed aside or once our forces have pinpointed an enemy's main defensive positions.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Examples of when </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Movement to Contact</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> was used historically are; the initial German invasions of Poland, France or Russia, the American's racing across France in '44, the Israelis racing across the Sinai in '67 or the Coalition Offensive into Iraq in 1991. In game terms, a Movement to Contact would consist of forces arriving piecemeal on the battlefield over a period of time. This presents a unique challenge to the commander; he must be prepared to fight with what he has on hand, as well as continuously evaluate what is about to arrive on the map and how to employ it (or how to do without).</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, as we previously learned in Grunt School #3, a player wants to make contact with the smallest element possible; this allows one to 'develop the situation' and 'take the initiative away from the enemy'. This is done by using your engaged element to pin the enemy forces, thus letting the rest of your un-engaged forces swing around and hit the enemy in the flanks, rolling him up.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">The Platoon in the Movement to Contact </span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">For our purposes, we are going to assume both the enemy and friendly forces are conducting movement when they meet and become engaged. Any other situation, such as if our forces come upon a stationary or dug in enemy, would result in a </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Hasty Attack.</span></span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Below you see a platoon in a Wedge as it first encounters an enemy force of two Russian squads. Our German Platoon consists of 3 rifle squads, a Platoon Leader and a 50mm Mortar team trailing. The Germans are moving towards the top of the screen, the Russians, towards the bottom.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><img src="https://www.theblitz.club/uploads/files/807/fig1.jpg" loading="lazy"  alt="[Image: fig1.jpg]" class="mycode_img" /> <img src="https://www.theblitz.club/uploads/files/807/fig2.jpg" loading="lazy"  alt="[Image: fig2.jpg]" class="mycode_img" /></span></span></div>
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Our German Platoon uses its point squad to establish a Base of Fire (BOF), with both direct fire and the platoon 50mm Mortars (both fires shown in red). Our Platoon Leader moves up to the point squad to assess the situation and direct fires more effectively. All this firepower causes the Russian squads to drop prone, and the Germans thus have gained fire superiority.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/807/fig3.jpg" loading="lazy"  alt="[Image: fig3.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Russians are not going to sit idly by during this firefight; they have decided to maneuver the rear squad on line (shown in blue) to bring more firepower against the German BOF. A serious firefight is developing (German fires in red, Russian in green). The German has decided to flank to the left with both squads (yellow lines) in order to destroy the Russian forces -and the Russians respond with fires against this force as well. Notice, however, that this is splitting the Russian fires, thus preventing the two Russian squads from concentrating fires on the BOF and allowing the Germans to maintain overall fire superiority.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">All is not perfect for the German, however. We see that the German leader has gotten himself stuck with the BOF and cannot attack with the assault force (this is so he could rally the assault force if it falters in the attack). Arguments can be made for either method in this case -by staying with the BOF he ensures the mortars and base squad don't crack which is also very important. It is ultimately up to the player how he commits his attack.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/807/fig4.jpg" loading="lazy"  alt="[Image: fig4.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The German flanking forces have maneuvered into position to conduct their overrun of the Russians; now all that remains is the German needs to ensure the Russians are sufficiently suppressed and attrited so that the German assault force can have a reasonable chance of success. The Russians have continued to move their rear squad forward in an attempt to break the German fire superiority. Both Russian squads become pinned from all the concentrated German fires.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/807/fig5.jpg" loading="lazy"  alt="[Image: fig5.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">With a loud "Hurrah" the two German flank squads rush into the enemy positions and assault through both Russian squads. This causes the Russians to break (in this battle they actually fled </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">towards</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> the BOF), thus ensuring their destruction in a few more turns. In combat, a force that found itself stuck in such a predicament would probably surrender quickly. Notice that our assault squads have taken significant casualties of their own. Chances are if this was our lead platoon in a company movement to contact, it would be rotated to the back of the formation or put in reserve until replacements arrive.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, if the enemy forces were equal to or larger than our Platoon, the Platoon Leader would have signaled this to the Company Commander, and the Platoon would have become a base of fire for the rest of the Company to Maneuver on the enemy in similar fashion.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">The Company in the Movement to Contact </span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">As previously stated in the Company Movement article (Grunt School #3), the formation used during a Movement to Contact is determined by what we know of the current combat situation; if we want to move fast, we use the Company Wedge or any of its variations; if we know contact is eminent, we may use a Vee or Line or Echelon.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">One of the most interesting facets of a Company in the Offense, is there are so many different ways to attain a successful outcome in an attack. A player has at his disposal three or four platoons worth of men; machineguns, mortars, anti-tank weapons, etc. A Company Commander (Co CDR) also has access to assets not available at the Platoon level - mainly the Battalion Mortars and Brigade/Division Artillery, and the means to quickly call for them with an FSO - a dedicated Fire Support Officer from the Artillery.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the following action, our forces are again moving towards the top of the picture, the enemy towards the bottom. A Russian Combat Recon Patrol (CRP) consisting of 3 infantry squads, an Armored Car and a Mortar section (riding in a truck), are moving along a railway. A German Company is conducting a Movement To Contact along the same railway. The German formation is a Company Wedge, with Platoons in Wedge. The Co CDR has decided to keep the Company Machineguns with him in the formation (they could have just as easily been doled out to the combat platoons to enhance their firepower). Remember that this Company is part of a Battalion formation, and as this battle unfolds, other assets will present themselves to support the German effort. On the other hand, the CRP operates 30 to 45 minutes in front of a Russian Battalion, and so the German must act fast or he will be facing a much more formidable force.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/fig6.jpg" loading="lazy"  alt="[Image: fig6.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The 1st Plt must react quickly and decisively. The Platoon Leader (PL) tells his squads to take cover in the woods, get online, and fire on the enemy. He moves his mortars where they can bring effective fire upon the enemy as well. He has thus established the BOF.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">He also must pass on to the Co CDR a report of what he is facing. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Commander has sized up the situation based on what information he has gathered, and starts to maneuver his company to deal with the threat. Our Commander has decided to move forward with the two machinegun teams and FSO to add firepower to the 1st Plt BOF. This is called ‘fixing' the enemy. The 3d Plt is maneuvering to the right with the intention of using the village and woodline to cover their movement, ultimately hitting the enemy with a surprise flank attack. The 2d Plt is swinging around behind the company and will serve as additional firepower/assault capability if 3d Plt encounters problems. As an aside, the commander just as easily could have had his 2d Plt move up on the left and hit the enemy in a double envelopment, or kept 2d Plt in reserve, or put 2d Plt in an echelon to screen his left flank during this attack, or any other tactic he dreamed up; this is what was meant when I referred to how flexible a Company sized element is.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/fig7.jpg" loading="lazy"  alt="[Image: fig7.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Once again, the Russians are not living in a vacuum, and are going to do their best to counter this enemy action. The Mortar team has deployed out of the truck and is firing on the German BOF. The Russian Armored Car with its heavy machine gun, is going to present us with a different challenge. As you will see below, the Germans are continuing to maneuver their two unengaged platoons to the right, while the Co CDR and the MGs are getting into position to add to the BOF. The FSO (pink background German unit) has moved into a copse of trees, and has made a call for a Battalion Mortar fire mission.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/fig8.jpg" loading="lazy"  alt="[Image: fig8.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">While the German BOF has taken a few casualties, the Russians are already starting to Pin. Below we see that the Russians have realized they are exposed and start to maneuver into cover, with one squad entering the woods, while the truck backs out of the area (no reason to lose an expensive truck to small arms fire).</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Off the bottom of our picture, two sections of the German Battalion Mortars have just entered the playing area and are about to add their firepower to the German effort.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Co CDR has moved up online and is directing fires, as well as reporting to Battalion HQ the current situation. If the Battalion CDR, in consult with his Co CDR feels he needs to add more umpf to the German effort, he has at his disposal 3 more Rifle Companies, plus a plethora of additional weapons systems as well.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/fig9.jpg" loading="lazy"  alt="[Image: fig9.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The German plan is coming together. The 1st Plt is gaining fire superiority, while the 2d Plt is getting online in the woods. Their entire movement has gone unnoticed by the Russians, who are about to get a nasty surprise. To try and regain the initiative, the Russian Platoon LDR is running around rallying his troops; but just as he rallies one squad, concentrated BOF fires coupled with the first rounds of 81mm Battalion Mortar fires re-pin his men. In desperation, the Armored Car and a squad are maneuvering through the woods to try and get out of the kill zone, as well as return fires. </span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/figX.jpg" loading="lazy"  alt="[Image: figX.jpg]" class="mycode_img" /></div>
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">These actions by the Russians force the German to launch his assault sooner than planned, but luck is with the Germans who destroy the Armored Car and route the squad in close combat. The Russians are combat ineffective at this point and start to surrender and/or run from the field.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/e86/figXI.jpg" loading="lazy"  alt="[Image: figXI.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">As was mentioned earlier, the Russians were a CRP which is a scout element in front of a larger formation. Realizing contact is now imminent, the German Co CDR and Bn CDR agree that a new formation is needed for this new threat - and the Company moves into a Vee formation, with two Platoon Vee's forward, thus providing massive firepower to the front, while still having one Platoon in reserve to swing into action where needed. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, our 2d Plt in the assault did not take many casualties; the BOF actually had more men lost. Therefore, 1st Plt (the BOF) goes into reserve, whilst 2d Plt and 3d Plt become our new lead elements. The Co CDR has retained the MG's at his side, but will send them forward once the exact disposition of the enemy is determined.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/e86/figXII.jpg" loading="lazy"  alt="[Image: figXII.jpg]" class="mycode_img" /></div>
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/e86/figXIII.jpg" loading="lazy"  alt="[Image: figXIII.jpg]" class="mycode_img" /></div>
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<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Final thoughts</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Characteristics of the Offense</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> - The Army defines four characteristic elements to the Offense. Surprise, Concentration, Tempo and Audacity. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Surprise</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: Critical to a successful Movement to Contact is preventing the enemy from knowing where you are and how your forces are arrayed, while trying to learn as much as possible about his forces. If you can surprise the enemy, say with an ambush, you can quickly tip the odds of success permanently in your favor. In our Company Movement to Contact, we surprised the enemy with our movement along the woods and village, and he was totally unaware of the German platoon in the woods til it was too late.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Concentration: </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">As shown in our examples, a player who can concentrate his fires will achieve fire superiority; a player who concentrates his forces in an attack achieves success.</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Tempo: Put simply, a fast, violent tempo of combat operations helps you keep the initiative. Engage the enemy, establish fire superiority, maneuver your assault elements to the flank and attack, attack, attack. If you hesitate in your tempo, the enemy may be able to get equal fires back on you, break up or stall your assault, or worse, give him the time he needs to call for air support or artillery and destroy you. In both our examples, each picture was taken from each turn; the battle unfolded so quickly, there was no reason to skip any turns.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Audacity:</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Audacity is defined as ‘daring boldness'. It is also possibly the most risk involved of all the characteristics. There is a fine line between beating the enemy, and attacking too soon thus resulting in your forces taking more casualties than necessary. Experience is the best teacher…and some luck helps too.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">How to "cheat" at the movement to contact</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> - a Lieutenant Colonel once told me that, "all a Movement to Contact is, is a race for key terrain." What he meant by this, is that if you have a rough idea where the enemy is and where he is going, then move your forces fast, capture the important ground, set up a defense and let the enemy come to you and have to do all the attacking. Once the enemy is spent, transition back to the offense and continue your attack against a much weaker enemy.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">This method can work if the conditions he mentioned all come in to play at once; but on the vast expanses of Russia, or the Libyan Desert, where units moved huge amounts of miles without contact, finding that key terrain might be a lot harder. Coupled with an enemy that finds you setting up a defense and avoids it, instead racing around you and getting into your rear, and this technique fails.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">However, the Colonel's idea does warrant consideration by a player. What he also meant by this, is that as you move your forces along your chosen attack route, </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">always</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> be looking for key land formations - anything that would give someone an advantage in a fight, like a hill, wooded ambush site, defensible gully or river, etc. The reason for this is simple; by keeping an eye on terrain, you can seize it first, thus preventing the enemy from having a choice defense site, and if you have to transition to the defense because the enemy is more powerful, having already determined where the key terrain is you can quickly occupy it, thus making the enemy ‘come to you' - and that is the most important part of warfare - make the enemy react to you and fight on terms of your choosing.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Sources: </span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The German Infantry Handbook, A. Buchner, Schiffer Publishing 1987</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">SH 21-76 The Ranger Handbook, US Army 1988</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">TM-E 30-451 The German Armed Forces, US Army, 1945</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 7-7 The Infantry Platoon in Combat, US Army, 1992</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 71-1 The Tank &amp; Mechanized Inf Cbt Tm, US Army, 1988</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">US Army Infantry School CATD training supplements, US Army, 1995 </span></span><br />
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<span style="color: #ffffff;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Articles by</span></span></span><br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Frank "Echo-Four" Harmon</span></span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #00ff00;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="color: #333333;" class="mycode_color">The Offense - Movement to Contact</span></span></span></span><br />
By: <span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Marc "Bayonet" Bellizzi</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The previous excellent articles on movement have set the conditions so that the Platoon and Company units can get to the battlefield as quickly, safely and efficiently as possible. Once contact is made, the fighting elements transition to offensive operations.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">There are four forms of The Offense </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">-the Movement to Contact, Attack</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> (including hasty and deliberate), </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Exploitation </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">and</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"> Pursuit. </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Each of these has a time, place and condition for use.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Movement to Contact</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> is by nature, an extension of what we have learned so far in movement -this kind of operation is used when only sketchy, or vague information is available about the enemy, or when we have an assignment to 'keep moving and fight only once contact is made'. A force transitions to the more formal Attack (hasty or deliberate) once it is determined that an enemy cannot be brushed aside or once our forces have pinpointed an enemy's main defensive positions.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Examples of when </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Movement to Contact</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> was used historically are; the initial German invasions of Poland, France or Russia, the American's racing across France in '44, the Israelis racing across the Sinai in '67 or the Coalition Offensive into Iraq in 1991. In game terms, a Movement to Contact would consist of forces arriving piecemeal on the battlefield over a period of time. This presents a unique challenge to the commander; he must be prepared to fight with what he has on hand, as well as continuously evaluate what is about to arrive on the map and how to employ it (or how to do without).</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, as we previously learned in Grunt School #3, a player wants to make contact with the smallest element possible; this allows one to 'develop the situation' and 'take the initiative away from the enemy'. This is done by using your engaged element to pin the enemy forces, thus letting the rest of your un-engaged forces swing around and hit the enemy in the flanks, rolling him up.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">The Platoon in the Movement to Contact </span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">For our purposes, we are going to assume both the enemy and friendly forces are conducting movement when they meet and become engaged. Any other situation, such as if our forces come upon a stationary or dug in enemy, would result in a </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Hasty Attack.</span></span></span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Below you see a platoon in a Wedge as it first encounters an enemy force of two Russian squads. Our German Platoon consists of 3 rifle squads, a Platoon Leader and a 50mm Mortar team trailing. The Germans are moving towards the top of the screen, the Russians, towards the bottom.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><img src="https://www.theblitz.club/uploads/files/807/fig1.jpg" loading="lazy"  alt="[Image: fig1.jpg]" class="mycode_img" /> <img src="https://www.theblitz.club/uploads/files/807/fig2.jpg" loading="lazy"  alt="[Image: fig2.jpg]" class="mycode_img" /></span></span></div>
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Our German Platoon uses its point squad to establish a Base of Fire (BOF), with both direct fire and the platoon 50mm Mortars (both fires shown in red). Our Platoon Leader moves up to the point squad to assess the situation and direct fires more effectively. All this firepower causes the Russian squads to drop prone, and the Germans thus have gained fire superiority.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/807/fig3.jpg" loading="lazy"  alt="[Image: fig3.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Russians are not going to sit idly by during this firefight; they have decided to maneuver the rear squad on line (shown in blue) to bring more firepower against the German BOF. A serious firefight is developing (German fires in red, Russian in green). The German has decided to flank to the left with both squads (yellow lines) in order to destroy the Russian forces -and the Russians respond with fires against this force as well. Notice, however, that this is splitting the Russian fires, thus preventing the two Russian squads from concentrating fires on the BOF and allowing the Germans to maintain overall fire superiority.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">All is not perfect for the German, however. We see that the German leader has gotten himself stuck with the BOF and cannot attack with the assault force (this is so he could rally the assault force if it falters in the attack). Arguments can be made for either method in this case -by staying with the BOF he ensures the mortars and base squad don't crack which is also very important. It is ultimately up to the player how he commits his attack.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/807/fig4.jpg" loading="lazy"  alt="[Image: fig4.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The German flanking forces have maneuvered into position to conduct their overrun of the Russians; now all that remains is the German needs to ensure the Russians are sufficiently suppressed and attrited so that the German assault force can have a reasonable chance of success. The Russians have continued to move their rear squad forward in an attempt to break the German fire superiority. Both Russian squads become pinned from all the concentrated German fires.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/807/fig5.jpg" loading="lazy"  alt="[Image: fig5.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">With a loud "Hurrah" the two German flank squads rush into the enemy positions and assault through both Russian squads. This causes the Russians to break (in this battle they actually fled </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">towards</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> the BOF), thus ensuring their destruction in a few more turns. In combat, a force that found itself stuck in such a predicament would probably surrender quickly. Notice that our assault squads have taken significant casualties of their own. Chances are if this was our lead platoon in a company movement to contact, it would be rotated to the back of the formation or put in reserve until replacements arrive.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, if the enemy forces were equal to or larger than our Platoon, the Platoon Leader would have signaled this to the Company Commander, and the Platoon would have become a base of fire for the rest of the Company to Maneuver on the enemy in similar fashion.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">The Company in the Movement to Contact </span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">As previously stated in the Company Movement article (Grunt School #3), the formation used during a Movement to Contact is determined by what we know of the current combat situation; if we want to move fast, we use the Company Wedge or any of its variations; if we know contact is eminent, we may use a Vee or Line or Echelon.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">One of the most interesting facets of a Company in the Offense, is there are so many different ways to attain a successful outcome in an attack. A player has at his disposal three or four platoons worth of men; machineguns, mortars, anti-tank weapons, etc. A Company Commander (Co CDR) also has access to assets not available at the Platoon level - mainly the Battalion Mortars and Brigade/Division Artillery, and the means to quickly call for them with an FSO - a dedicated Fire Support Officer from the Artillery.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">In the following action, our forces are again moving towards the top of the picture, the enemy towards the bottom. A Russian Combat Recon Patrol (CRP) consisting of 3 infantry squads, an Armored Car and a Mortar section (riding in a truck), are moving along a railway. A German Company is conducting a Movement To Contact along the same railway. The German formation is a Company Wedge, with Platoons in Wedge. The Co CDR has decided to keep the Company Machineguns with him in the formation (they could have just as easily been doled out to the combat platoons to enhance their firepower). Remember that this Company is part of a Battalion formation, and as this battle unfolds, other assets will present themselves to support the German effort. On the other hand, the CRP operates 30 to 45 minutes in front of a Russian Battalion, and so the German must act fast or he will be facing a much more formidable force.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/fig6.jpg" loading="lazy"  alt="[Image: fig6.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The 1st Plt must react quickly and decisively. The Platoon Leader (PL) tells his squads to take cover in the woods, get online, and fire on the enemy. He moves his mortars where they can bring effective fire upon the enemy as well. He has thus established the BOF.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">He also must pass on to the Co CDR a report of what he is facing. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Commander has sized up the situation based on what information he has gathered, and starts to maneuver his company to deal with the threat. Our Commander has decided to move forward with the two machinegun teams and FSO to add firepower to the 1st Plt BOF. This is called ‘fixing' the enemy. The 3d Plt is maneuvering to the right with the intention of using the village and woodline to cover their movement, ultimately hitting the enemy with a surprise flank attack. The 2d Plt is swinging around behind the company and will serve as additional firepower/assault capability if 3d Plt encounters problems. As an aside, the commander just as easily could have had his 2d Plt move up on the left and hit the enemy in a double envelopment, or kept 2d Plt in reserve, or put 2d Plt in an echelon to screen his left flank during this attack, or any other tactic he dreamed up; this is what was meant when I referred to how flexible a Company sized element is.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/fig7.jpg" loading="lazy"  alt="[Image: fig7.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Once again, the Russians are not living in a vacuum, and are going to do their best to counter this enemy action. The Mortar team has deployed out of the truck and is firing on the German BOF. The Russian Armored Car with its heavy machine gun, is going to present us with a different challenge. As you will see below, the Germans are continuing to maneuver their two unengaged platoons to the right, while the Co CDR and the MGs are getting into position to add to the BOF. The FSO (pink background German unit) has moved into a copse of trees, and has made a call for a Battalion Mortar fire mission.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/fig8.jpg" loading="lazy"  alt="[Image: fig8.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">While the German BOF has taken a few casualties, the Russians are already starting to Pin. Below we see that the Russians have realized they are exposed and start to maneuver into cover, with one squad entering the woods, while the truck backs out of the area (no reason to lose an expensive truck to small arms fire).</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Off the bottom of our picture, two sections of the German Battalion Mortars have just entered the playing area and are about to add their firepower to the German effort.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The Co CDR has moved up online and is directing fires, as well as reporting to Battalion HQ the current situation. If the Battalion CDR, in consult with his Co CDR feels he needs to add more umpf to the German effort, he has at his disposal 3 more Rifle Companies, plus a plethora of additional weapons systems as well.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/fig9.jpg" loading="lazy"  alt="[Image: fig9.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The German plan is coming together. The 1st Plt is gaining fire superiority, while the 2d Plt is getting online in the woods. Their entire movement has gone unnoticed by the Russians, who are about to get a nasty surprise. To try and regain the initiative, the Russian Platoon LDR is running around rallying his troops; but just as he rallies one squad, concentrated BOF fires coupled with the first rounds of 81mm Battalion Mortar fires re-pin his men. In desperation, the Armored Car and a squad are maneuvering through the woods to try and get out of the kill zone, as well as return fires. </span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/7dc/figX.jpg" loading="lazy"  alt="[Image: figX.jpg]" class="mycode_img" /></div>
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">These actions by the Russians force the German to launch his assault sooner than planned, but luck is with the Germans who destroy the Armored Car and route the squad in close combat. The Russians are combat ineffective at this point and start to surrender and/or run from the field.</span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/e86/figXI.jpg" loading="lazy"  alt="[Image: figXI.jpg]" class="mycode_img" /></div>
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">As was mentioned earlier, the Russians were a CRP which is a scout element in front of a larger formation. Realizing contact is now imminent, the German Co CDR and Bn CDR agree that a new formation is needed for this new threat - and the Company moves into a Vee formation, with two Platoon Vee's forward, thus providing massive firepower to the front, while still having one Platoon in reserve to swing into action where needed. </span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Finally, our 2d Plt in the assault did not take many casualties; the BOF actually had more men lost. Therefore, 1st Plt (the BOF) goes into reserve, whilst 2d Plt and 3d Plt become our new lead elements. The Co CDR has retained the MG's at his side, but will send them forward once the exact disposition of the enemy is determined.</span></span></span><br />
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/e86/figXII.jpg" loading="lazy"  alt="[Image: figXII.jpg]" class="mycode_img" /></div>
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<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/e86/figXIII.jpg" loading="lazy"  alt="[Image: figXIII.jpg]" class="mycode_img" /></div>
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<div style="text-align: center;" class="mycode_align"><span style="color: #333333;" class="mycode_color"><span style="font-family: Impact;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Final thoughts</span></span></span></div>
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Characteristics of the Offense</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> - The Army defines four characteristic elements to the Offense. Surprise, Concentration, Tempo and Audacity. </span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Surprise</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">: Critical to a successful Movement to Contact is preventing the enemy from knowing where you are and how your forces are arrayed, while trying to learn as much as possible about his forces. If you can surprise the enemy, say with an ambush, you can quickly tip the odds of success permanently in your favor. In our Company Movement to Contact, we surprised the enemy with our movement along the woods and village, and he was totally unaware of the German platoon in the woods til it was too late.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Concentration: </span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">As shown in our examples, a player who can concentrate his fires will achieve fire superiority; a player who concentrates his forces in an attack achieves success.</span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Tempo: Put simply, a fast, violent tempo of combat operations helps you keep the initiative. Engage the enemy, establish fire superiority, maneuver your assault elements to the flank and attack, attack, attack. If you hesitate in your tempo, the enemy may be able to get equal fires back on you, break up or stall your assault, or worse, give him the time he needs to call for air support or artillery and destroy you. In both our examples, each picture was taken from each turn; the battle unfolded so quickly, there was no reason to skip any turns.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Audacity:</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Audacity is defined as ‘daring boldness'. It is also possibly the most risk involved of all the characteristics. There is a fine line between beating the enemy, and attacking too soon thus resulting in your forces taking more casualties than necessary. Experience is the best teacher…and some luck helps too.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">How to "cheat" at the movement to contact</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> - a Lieutenant Colonel once told me that, "all a Movement to Contact is, is a race for key terrain." What he meant by this, is that if you have a rough idea where the enemy is and where he is going, then move your forces fast, capture the important ground, set up a defense and let the enemy come to you and have to do all the attacking. Once the enemy is spent, transition back to the offense and continue your attack against a much weaker enemy.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">This method can work if the conditions he mentioned all come in to play at once; but on the vast expanses of Russia, or the Libyan Desert, where units moved huge amounts of miles without contact, finding that key terrain might be a lot harder. Coupled with an enemy that finds you setting up a defense and avoids it, instead racing around you and getting into your rear, and this technique fails.</span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">However, the Colonel's idea does warrant consideration by a player. What he also meant by this, is that as you move your forces along your chosen attack route, </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">always</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> be looking for key land formations - anything that would give someone an advantage in a fight, like a hill, wooded ambush site, defensible gully or river, etc. The reason for this is simple; by keeping an eye on terrain, you can seize it first, thus preventing the enemy from having a choice defense site, and if you have to transition to the defense because the enemy is more powerful, having already determined where the key terrain is you can quickly occupy it, thus making the enemy ‘come to you' - and that is the most important part of warfare - make the enemy react to you and fight on terms of your choosing.</span></span></span><br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Sources: </span></span></span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The German Infantry Handbook, A. Buchner, Schiffer Publishing 1987</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">SH 21-76 The Ranger Handbook, US Army 1988</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">TM-E 30-451 The German Armed Forces, US Army, 1945</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 7-7 The Infantry Platoon in Combat, US Army, 1992</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">FM 71-1 The Tank &amp; Mechanized Inf Cbt Tm, US Army, 1988</span></span><br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">US Army Infantry School CATD training supplements, US Army, 1995 </span></span><br />
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<span style="color: #ffffff;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Articles by</span></span></span><br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Frank "Echo-Four" Harmon</span></span></span></span>]]></content:encoded>
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			<title><![CDATA[The Company Commander]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73425</link>
			<pubDate>Wed, 06 May 2020 01:39:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73425</guid>
			<description><![CDATA[<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">LESSON #3 The Company Commander</span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><span style="font-size: small;" class="mycode_size">By <span style="font-style: italic;" class="mycode_i">Frank Harmon</span></span></span></span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">OK, now were getting into the hard stuff. Moving and maneuvering a company is not an easy task if done so correctly, but can produce excellent results if applied with skill. It allows a commander to respond to numerous situations with numerous options and allows rapid response and extremely effective fire delivered on target with minimal casualties. However it can get a bit confusing when considering what platoons to place in what formation, what routes to take, etc. After reading this you will understand why such variation exists amongst the quality of infantry officers and it'll make you shake your head at the phrase "dumb grunt". The following material was taken directly from </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">US Army Field Manual FM 7-10, 1990.</span></span></span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">3-1. FUNDAMENTALS</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The CO's estimate of the situation assists him in deciding how to most effectively move his unit. There is no set method for this. The following fundamentals provide guidance for planning effective company movements.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">a. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Do Not Confuse Movement With Maneuver.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Maneuver is defined movement supported by fire to gain a position of advantage over the enemy. At company level, there is considerable overlap between the two. When planning company movements, the CO must ensure the unit is moving in a way that support a rapid transition to maneuver.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">b. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Conduct Reconnaissance.</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Reconnaissance should be conducted by all echelons. The enemy situation and the available planning time may limit the units' reconnaissance, but leaders at every level must aggressively seek information about the terrain and enemy. One effective technique is to send a reconnaissance element forward of the lead platoon. Even if this unit is only a short distance ahead of the company, it can still provide valuable information/reaction time for the company.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">c. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Effectively use the terrain and weather.</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The company should move on covered and concealed routes. Moving during visibility provides more concealment, and the enemy may be less alert during these periods. Plan to avoid known danger areas.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">d. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Move Platoons in Platoon Formations</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">.</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The advantages to moving the company by squads and platoons include:</span></span><ul class="mycode_list"><li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Faster movement. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Better dispersion. The dispersion gained by moving the company by squads makes it much more difficult for the enemy to concentrate his fires against the company, especially indirect fires and CAS. Subordinate units also gain room to maneuver. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Better OPSEC. It is much more difficult for the enemy to determine what the friendly force is doing if all he has are isolated squad-sized spot reports. Although the advantages normally outweigh the disadvantages, when planning decentralized movements, the CO should also consider the following: In the event of enemy contact, massing combat power to support a hasty attack or disengagement may take longer. </span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">e. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Maintain Security During the Movement.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> A primary responsibility of the CO is to protect his unit at all times. This is critical during movement because the company is extremely vulnerable to enemy fire. In addition to the fundamentals listed earlier, the CO provides security for the company by applying the following:</span></span></span><ul class="mycode_list"><li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Use the proper movement formation and technique. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Move as fast as the situation will allow. This may degrade the enemy's ability to detect the unit and the effectiveness of his fires once detected. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Ensure that subordinate units correctly position security elements to the flanks, front, and rear at a distance that prevents enemy direct fire on the main body. (Normally, the company formation and movement technique provides greater security to the front, it is the flanks and rear that must be secured by these security elements. The company SOP should state who is responsible for providing these security elements.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">f. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Make Contact With the Smallest Element Possible.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> By making contact with a small element, the CO maintains the ability to maneuver with the majority of his combat potential. The soldiers who first receive enemy fires are most likely to become casualties. They also are more likely to be suppressed and fixed by the enemy.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">3-2. LOCATIONS OF KEY LEADERS AND WEAPONS</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The locations for key leaders and weapons depend on the situation, the movement formation and technique, and the organization of the rifle company. This paragraph provides guidance for the CO in deciding where these assets should locate.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">a. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Company Commander.</span></span></span> </span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The CO locates where he can see and control the company. Normally, he positions the CP at his location, but at times he may move separate from the CP. He may take just his company RTO and travel with one of his platoons. This allows him to move with a platoon without disrupting their formation. Generally, the CO (with the CP) operates just behind the lead platoon.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">b. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Company Command Post</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. The CP consists of the CO, his RTO, the CO HQ and possibly other personnel and attachments (XO, 1SG, or a security element). The company CP is located where it can best support the CO and maintain communications. To maintain communications, the CP may need to locate away from the CO. In this case, the XO would control the CP (or part of it) and maintain communications with higher or adjacent units while the CO locates where he can best control the company. Although the CP can move independently, it is normally located in the company formation where it is secured by the other platoons and sections.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">c. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Company Fire Support Officer</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. The company FSO normally moves with the CO. At times, he may locate elsewhere to control indirect fires or relay calls for fire from the platoon FOs.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">d. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Company Mortars.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> The company mortars are located in the formation where they can provide Responsive fires in the event of enemy contact. They should be positioned where they gain security from the other units in the company. They normally are not positioned last in the company formation, because they have limited capability to provide security and their soldier's load often makes them the slowest element in the company. Also, when last in movement, their ammunition, carried by the other soldiers in the company, is not readily available. The mortar squads may be attached to platoons. This would allow two platoons the ability to provide indirect fires (of reduced effects) when in overmatch without having to shift the mortar section each time.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">e. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Anti armor Section.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> This section may move as a unit or attach its teams to the platoons. Moving as a section allows the CO to more quickly mass his anti armor fires. Attaching teams to the platoons provides some anti armor and thermal capability throughout the company. This also allows alternating overmatch platoons without having to shift the anti armor section from platoon to platoon.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">f. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Other Attachments.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> The locations of other attachments will depend on the situation. CS assets, such as engineers or other support, are positioned where they can best support the company. For example, the engineers may follow the lead platoon where they would be more responsive, and the Stinger team positioned where the terrain best supports engaging enemy aircraft.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">g. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Wheeled Vehicles.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Wheeled vehicle attachments, such as TOWS, the mortar platoon, ambulances, or resupply vehicles, present certain problems to the rifle company commander. The terrain that the infantry company normally moves along will not support wheeled vehicles. It may be possible for the company to secure the roads or traits these vehicles will move on by moving through and securing more restrictive terrain on the flanks.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">3-3. MOVEMENT FORMATIONS</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The company uses six basic movement formations; the column, the line, the vee, the wedge, the file, and the echelon, right or left. These formations describe the locations of the company's platoons and sections in relation to each other. They are guides on how to form the company for movement. Each formation aids control, security, and firepower to varying degrees. The best formation to use depends on the--</span></span><ul class="mycode_list"><li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mission. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Enemy situation. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Terrain. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Weather and visibility conditions (ability to control). </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Speed of movement desired. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Degree of flexibility desired.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">a. When moving cross-country, the distance between soldiers and between platoons varies according to the terrain and the situation. Soldiers should constantly observe their sectors for likely enemy positions, and look for cover that can be reached quickly in case of enemy contact.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">b. The commander may specify the platoon formations to be used within the company formation. If he does not, each platoon leader selects his platoon's formation. For example, the lead platoon leader may select a formation that permits good observation and massing of fire to the front (vee formation). The second platoon leader may select a formation that permits fast movement to overmatch positions and good flank security (Wedge formation). (Squad and platoon movement formations and techniques are discussed in the platoon formation article above.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">c. When moving in a formation, the company normally guides on the base platoon to ease control. This should be the lead platoon. In the line or the vee formation, the CO must specify which is the base platoon. The other platoons key their speed and direction on the base platoon. This permits quick changes and lets the commander control the movement of the entire company by controlling just the base platoon. The commander normally locates himself within the formation where he can best see and direct the movement of the base platoon. Terrain features may be designated, using the control measures for the base platoon to guide on.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Column</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(1) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Column</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This movement formation allows the company to make contact with one platoon and maneuver with the two trail platoons. It is a flexible formation, allowing easy transition to other formations. It provides good all-round security and allows fast movement. It provides good dispersion and aids maneuver and control, especially during limited visibility. The company can deliver a limited volume of fire to the front and to the rear, but a high volume to flanks. Figure 3-2 depicts one version of a company column; it shows the lead platoon in </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">vee</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> formation, middle platoon in a </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">wedge</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> formation, and the last platoon in </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">column.</span></span></span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b"><img src="https://www.theblitz.club/uploads/files/d79/column.jpg" loading="lazy"  alt="[Image: column.jpg]" class="mycode_img" /></span></span></span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Line</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(2) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Company line</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation puts three platoons forward along the same direction of movement and provides for the delivery of maximum fire to the front, but less to the flanks. It is the most difficult formation to control. The company commander should designate a base platoon (normally the center platoon) for the other platoons to guide on. Flank and rear security is generally poor but is improved when the flank platoons use echelon formations. The figure depicts one example of a company line; it shows the left platoon in echelon left, the center platoon in line, and the right platoon in echelon right</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/db5/on%20line.jpg" loading="lazy"  alt="[Image: on%20line.jpg]" class="mycode_img" /></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Wedge</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(3) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Company wedge</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation has two platoons in the rear that can overmatch or trail the lead platoon. It provides for immediate fire to the front of the flanks. The commander can make contact with a small element and still maneuver one or two platoons. If the company is hit from the flank, one platoon is free to maneuver. This formation is hard to control, but it allows faster movement than the company vee formation. The figure depicts one example of the company wedge; it shows the lead platoon in wedge, the left platoon in column, and the right platoon in echelon right.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/b27/Wedge.jpg" loading="lazy"  alt="[Image: Wedge.jpg]" class="mycode_img" /><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Vee</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(4) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Company vee</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation has two platoons forward to provide immediate fire on contact or to flank the enemy. It also has one platoon in the rear, which can either overwatch or trail the others. If the company is hit from either flank, two platoons can provide fire and one is free to maneuver. This formation is hard to control and slows movement. The commander designates one of the forward platoons as the base platoon. The figure depicts one example of a company vee; it shows all platoons in wedge.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/209/Vee.jpg" loading="lazy"  alt="[Image: Vee.jpg]" class="mycode_img" /></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company File</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(5) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Company file</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation is formed by arranging platoon and section files behind the lead element. This is the easiest formation to control. It allows rapid movement in close/restricted terrain or limited visibility and enhances control and concealment. It is also the least secure formation and hardest from which to maneuver. The figure depicts one example of a company file; it shows the lead unit in wedge with all other units in file.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">(a) The commander locates well forward with the lead platoon headquarters or right behind the lead security element. This increases to commander's control by being in position to make critical decisions. The CP can be placed farther back (behind the lead platoon) to avoid interfering with the lead platoon's movement and to aid communications with the other elements.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">(b) The XO or 1st Sgt is placed last, or nearly last, in the company file to provide leadership and to prevent breaks in contact within the file.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">&copy; The company file is vulnerable to breaks in contact and should only be used when necessary and for short periods of time. A company of 120 men will stretch out over 600 meters in a company file with a pass time of more than 20 minutes</span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/7fd/File.jpg" loading="lazy"  alt="[Image: File.jpg]" class="mycode_img" /></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Echelons</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(6) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Echelon right or left</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation is used if the situation is vague and enemy contact to the front or on one of the flanks is likely. Normally, an obstacle or another friendly unit exists on the flank of the company opposite the echeloned flank. This prevents enemy contact on that side. This formation provides a good volume of fire and protection to the echeloned flank. The figure depicts one example of the echelon right formation; it shows the lead platoon in echelon left, the middle platoon in wedge, and the last platoon in column. </span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/303/Echelon.jpg" loading="lazy"  alt="[Image: Echelon.jpg]" class="mycode_img" /></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Formation selection</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. The CO selects the formation that provides the proper control, security, and speed.</span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">LESSON #3 The Company Commander</span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><span style="font-size: small;" class="mycode_size">By <span style="font-style: italic;" class="mycode_i">Frank Harmon</span></span></span></span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">OK, now were getting into the hard stuff. Moving and maneuvering a company is not an easy task if done so correctly, but can produce excellent results if applied with skill. It allows a commander to respond to numerous situations with numerous options and allows rapid response and extremely effective fire delivered on target with minimal casualties. However it can get a bit confusing when considering what platoons to place in what formation, what routes to take, etc. After reading this you will understand why such variation exists amongst the quality of infantry officers and it'll make you shake your head at the phrase "dumb grunt". The following material was taken directly from </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">US Army Field Manual FM 7-10, 1990.</span></span></span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">3-1. FUNDAMENTALS</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The CO's estimate of the situation assists him in deciding how to most effectively move his unit. There is no set method for this. The following fundamentals provide guidance for planning effective company movements.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">a. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Do Not Confuse Movement With Maneuver.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Maneuver is defined movement supported by fire to gain a position of advantage over the enemy. At company level, there is considerable overlap between the two. When planning company movements, the CO must ensure the unit is moving in a way that support a rapid transition to maneuver.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">b. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Conduct Reconnaissance.</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Reconnaissance should be conducted by all echelons. The enemy situation and the available planning time may limit the units' reconnaissance, but leaders at every level must aggressively seek information about the terrain and enemy. One effective technique is to send a reconnaissance element forward of the lead platoon. Even if this unit is only a short distance ahead of the company, it can still provide valuable information/reaction time for the company.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">c. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Effectively use the terrain and weather.</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The company should move on covered and concealed routes. Moving during visibility provides more concealment, and the enemy may be less alert during these periods. Plan to avoid known danger areas.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">d. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Move Platoons in Platoon Formations</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">.</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The advantages to moving the company by squads and platoons include:</span></span><ul class="mycode_list"><li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Faster movement. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Better dispersion. The dispersion gained by moving the company by squads makes it much more difficult for the enemy to concentrate his fires against the company, especially indirect fires and CAS. Subordinate units also gain room to maneuver. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Better OPSEC. It is much more difficult for the enemy to determine what the friendly force is doing if all he has are isolated squad-sized spot reports. Although the advantages normally outweigh the disadvantages, when planning decentralized movements, the CO should also consider the following: In the event of enemy contact, massing combat power to support a hasty attack or disengagement may take longer. </span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">e. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Maintain Security During the Movement.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> A primary responsibility of the CO is to protect his unit at all times. This is critical during movement because the company is extremely vulnerable to enemy fire. In addition to the fundamentals listed earlier, the CO provides security for the company by applying the following:</span></span></span><ul class="mycode_list"><li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Use the proper movement formation and technique. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Move as fast as the situation will allow. This may degrade the enemy's ability to detect the unit and the effectiveness of his fires once detected. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Ensure that subordinate units correctly position security elements to the flanks, front, and rear at a distance that prevents enemy direct fire on the main body. (Normally, the company formation and movement technique provides greater security to the front, it is the flanks and rear that must be secured by these security elements. The company SOP should state who is responsible for providing these security elements.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">f. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Make Contact With the Smallest Element Possible.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> By making contact with a small element, the CO maintains the ability to maneuver with the majority of his combat potential. The soldiers who first receive enemy fires are most likely to become casualties. They also are more likely to be suppressed and fixed by the enemy.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">3-2. LOCATIONS OF KEY LEADERS AND WEAPONS</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The locations for key leaders and weapons depend on the situation, the movement formation and technique, and the organization of the rifle company. This paragraph provides guidance for the CO in deciding where these assets should locate.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">a. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Company Commander.</span></span></span> </span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The CO locates where he can see and control the company. Normally, he positions the CP at his location, but at times he may move separate from the CP. He may take just his company RTO and travel with one of his platoons. This allows him to move with a platoon without disrupting their formation. Generally, the CO (with the CP) operates just behind the lead platoon.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">b. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Company Command Post</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. The CP consists of the CO, his RTO, the CO HQ and possibly other personnel and attachments (XO, 1SG, or a security element). The company CP is located where it can best support the CO and maintain communications. To maintain communications, the CP may need to locate away from the CO. In this case, the XO would control the CP (or part of it) and maintain communications with higher or adjacent units while the CO locates where he can best control the company. Although the CP can move independently, it is normally located in the company formation where it is secured by the other platoons and sections.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">c. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Company Fire Support Officer</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. The company FSO normally moves with the CO. At times, he may locate elsewhere to control indirect fires or relay calls for fire from the platoon FOs.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">d. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Company Mortars.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> The company mortars are located in the formation where they can provide Responsive fires in the event of enemy contact. They should be positioned where they gain security from the other units in the company. They normally are not positioned last in the company formation, because they have limited capability to provide security and their soldier's load often makes them the slowest element in the company. Also, when last in movement, their ammunition, carried by the other soldiers in the company, is not readily available. The mortar squads may be attached to platoons. This would allow two platoons the ability to provide indirect fires (of reduced effects) when in overmatch without having to shift the mortar section each time.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">e. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Anti armor Section.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> This section may move as a unit or attach its teams to the platoons. Moving as a section allows the CO to more quickly mass his anti armor fires. Attaching teams to the platoons provides some anti armor and thermal capability throughout the company. This also allows alternating overmatch platoons without having to shift the anti armor section from platoon to platoon.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">f. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Other Attachments.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> The locations of other attachments will depend on the situation. CS assets, such as engineers or other support, are positioned where they can best support the company. For example, the engineers may follow the lead platoon where they would be more responsive, and the Stinger team positioned where the terrain best supports engaging enemy aircraft.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">g. </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Wheeled Vehicles.</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> Wheeled vehicle attachments, such as TOWS, the mortar platoon, ambulances, or resupply vehicles, present certain problems to the rifle company commander. The terrain that the infantry company normally moves along will not support wheeled vehicles. It may be possible for the company to secure the roads or traits these vehicles will move on by moving through and securing more restrictive terrain on the flanks.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">3-3. MOVEMENT FORMATIONS</span></span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">The company uses six basic movement formations; the column, the line, the vee, the wedge, the file, and the echelon, right or left. These formations describe the locations of the company's platoons and sections in relation to each other. They are guides on how to form the company for movement. Each formation aids control, security, and firepower to varying degrees. The best formation to use depends on the--</span></span><ul class="mycode_list"><li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Mission. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Enemy situation. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Terrain. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Weather and visibility conditions (ability to control). </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Speed of movement desired. </span></span><br />
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<li><span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">Degree of flexibility desired.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">a. When moving cross-country, the distance between soldiers and between platoons varies according to the terrain and the situation. Soldiers should constantly observe their sectors for likely enemy positions, and look for cover that can be reached quickly in case of enemy contact.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">b. The commander may specify the platoon formations to be used within the company formation. If he does not, each platoon leader selects his platoon's formation. For example, the lead platoon leader may select a formation that permits good observation and massing of fire to the front (vee formation). The second platoon leader may select a formation that permits fast movement to overmatch positions and good flank security (Wedge formation). (Squad and platoon movement formations and techniques are discussed in the platoon formation article above.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">c. When moving in a formation, the company normally guides on the base platoon to ease control. This should be the lead platoon. In the line or the vee formation, the CO must specify which is the base platoon. The other platoons key their speed and direction on the base platoon. This permits quick changes and lets the commander control the movement of the entire company by controlling just the base platoon. The commander normally locates himself within the formation where he can best see and direct the movement of the base platoon. Terrain features may be designated, using the control measures for the base platoon to guide on.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Column</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(1) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Column</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This movement formation allows the company to make contact with one platoon and maneuver with the two trail platoons. It is a flexible formation, allowing easy transition to other formations. It provides good all-round security and allows fast movement. It provides good dispersion and aids maneuver and control, especially during limited visibility. The company can deliver a limited volume of fire to the front and to the rear, but a high volume to flanks. Figure 3-2 depicts one version of a company column; it shows the lead platoon in </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">vee</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> formation, middle platoon in a </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">wedge</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> formation, and the last platoon in </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">column.</span></span></span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b"><img src="https://www.theblitz.club/uploads/files/d79/column.jpg" loading="lazy"  alt="[Image: column.jpg]" class="mycode_img" /></span></span></span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Line</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(2) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Company line</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation puts three platoons forward along the same direction of movement and provides for the delivery of maximum fire to the front, but less to the flanks. It is the most difficult formation to control. The company commander should designate a base platoon (normally the center platoon) for the other platoons to guide on. Flank and rear security is generally poor but is improved when the flank platoons use echelon formations. The figure depicts one example of a company line; it shows the left platoon in echelon left, the center platoon in line, and the right platoon in echelon right</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/db5/on%20line.jpg" loading="lazy"  alt="[Image: on%20line.jpg]" class="mycode_img" /></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Wedge</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(3) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Company wedge</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation has two platoons in the rear that can overmatch or trail the lead platoon. It provides for immediate fire to the front of the flanks. The commander can make contact with a small element and still maneuver one or two platoons. If the company is hit from the flank, one platoon is free to maneuver. This formation is hard to control, but it allows faster movement than the company vee formation. The figure depicts one example of the company wedge; it shows the lead platoon in wedge, the left platoon in column, and the right platoon in echelon right.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/b27/Wedge.jpg" loading="lazy"  alt="[Image: Wedge.jpg]" class="mycode_img" /><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Vee</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(4) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Company vee</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation has two platoons forward to provide immediate fire on contact or to flank the enemy. It also has one platoon in the rear, which can either overwatch or trail the others. If the company is hit from either flank, two platoons can provide fire and one is free to maneuver. This formation is hard to control and slows movement. The commander designates one of the forward platoons as the base platoon. The figure depicts one example of a company vee; it shows all platoons in wedge.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/209/Vee.jpg" loading="lazy"  alt="[Image: Vee.jpg]" class="mycode_img" /></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company File</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(5) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Company file</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation is formed by arranging platoon and section files behind the lead element. This is the easiest formation to control. It allows rapid movement in close/restricted terrain or limited visibility and enhances control and concealment. It is also the least secure formation and hardest from which to maneuver. The figure depicts one example of a company file; it shows the lead unit in wedge with all other units in file.</span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">(a) The commander locates well forward with the lead platoon headquarters or right behind the lead security element. This increases to commander's control by being in position to make critical decisions. The CP can be placed farther back (behind the lead platoon) to avoid interfering with the lead platoon's movement and to aid communications with the other elements.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">(b) The XO or 1st Sgt is placed last, or nearly last, in the company file to provide leadership and to prevent breaks in contact within the file.</span></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font">&copy; The company file is vulnerable to breaks in contact and should only be used when necessary and for short periods of time. A company of 120 men will stretch out over 600 meters in a company file with a pass time of more than 20 minutes</span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/7fd/File.jpg" loading="lazy"  alt="[Image: File.jpg]" class="mycode_img" /></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Company Echelons</span></span></span><br />
<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">(6) </span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Echelon right or left</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. This formation is used if the situation is vague and enemy contact to the front or on one of the flanks is likely. Normally, an obstacle or another friendly unit exists on the flank of the company opposite the echeloned flank. This prevents enemy contact on that side. This formation provides a good volume of fire and protection to the echeloned flank. The figure depicts one example of the echelon right formation; it shows the lead platoon in echelon left, the middle platoon in wedge, and the last platoon in column. </span></span></span><br />
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<span style="font-size: large;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/303/Echelon.jpg" loading="lazy"  alt="[Image: Echelon.jpg]" class="mycode_img" /></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Formation selection</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">. The CO selects the formation that provides the proper control, security, and speed.</span></span></span>]]></content:encoded>
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			<title><![CDATA[Platoon Formations]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73424</link>
			<pubDate>Wed, 06 May 2020 00:51:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73424</guid>
			<description><![CDATA[<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">LESSON #2- Platoon Formations </span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font">A Platoon Commander always has control over the initial attack formation for his squads. However, as the situation changes, the commander may change these formations as an attack progresses to meet a changing tactical situation. Available avenues of approach to the target area will heavily effect the success of each chosen formation. Security, control, flexibility and speed are essential to being an effective rifle platoon commander. Below we will touch on each of the basic platoon formations and how to apply them in squad battles. I use these regularly and the effectiveness of each, if applied correctly, is excellent. </span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">It is also important</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> to use dispersion when moving in these following formations as crowding could be costly if indirect fire weapons were brought to bare by the enemy. They are at the intervals presented at in the pictures to decrease the sizes of each image only.</span></span><br />
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<img src="https://www.theblitz.club/uploads/files/90d/Platoon%20Formations_1.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_1.jpg]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon Column-</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">A platoon column is the easiest formation to control and is effective for maintaining one's flanks. It uses minimum firepower in a forward direction and is the most useful when speed and control are vital or when visibility is limited. It is also a preferred method of advancing through narrow and covered avenues of approach.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">This formation is the platoon's primary movement formation . It provides good dispersion both laterally and in depth, and simplifies control. The lead squad is the base squad. The image to the left assumes that the platoon is advancing towards the top of the screen (north). In game aspects one will see that contact to the north-south would be very unfavorable if visibility was high. However, if visibility were low and the enemy was expected to be engaged from the north or south, it would be quite effective. It would also prove useful if the platoon was advancing north while being engaged from either or both flanks.</span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">When contact is made in a low visibility situation, the point element (northern or southern most squad ) acts as a</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b"> base of fire</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> to cover the remaining squads of the platoon while moving into another attack formation.</span></span><br />
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<img src="https://www.theblitz.club/uploads/files/c42/Platoon%20Formations_2.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_2.jpg]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon Wedge</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">The Platoon wedge makes control easier, provides good "all around" security and is extremely flexible. It provides reasonable firepower to the front and the flanks. When the enemy is known to be in the area and his exact location and strength are unknown or not clear, the platoon wedge should be used. The wedge tends to keep the bulk of the platoon from being engaged by the enemy too soon. It also permits flexibility in the deployment of squads once contact is established.</span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font">The image to the right assumes that the platoon is advancing towards the top of the screen (north). A wedge is the "safest" way of advancing towards the enemy. It places one squad forward and two in reserve. The wedge also provides an excellent field of fire for the advancing squads' front and flanks thus making it the premiere patrolling formation for squad battles.</span><br />
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<img src="https://www.theblitz.club/uploads/files/b99/Platoon%20Formations_3.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_3.jpg]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon Vee</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">This formation has two squads up front to provide a heavy volume of fire on contact. It also has one squad in the rear that can either provide security for or trail the other squads. This formation is hard to control and movement is slow.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">The image to the right assumes that the platoon is advancing towards the top of the screen (north). A Platoon Vee formation is used when you know you are about to rumble. It places two squads to the front and one in the rear. It delivers moderate firepower to you front and flanks and it also leaves a squad in reserve. This is also an ideal formation for those cautious commanders out there, who do not want to commit everything from the start. I rarely use the Vee unless I expect fairly heavy contact and I am uncertain of just how heavy it is going to be.</span><br />
<img src="https://www.theblitz.club/uploads/files/81b/Platoon%20Formations_4.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_4.jpg]" class="mycode_img" />  <img src="https://www.theblitz.club/uploads/files/611/Platoon%20Formations_5.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_5.jpg]" class="mycode_img" />  <img src="https://www.theblitz.club/uploads/files/414/Platoon%20Formations_6.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_6.jpg]" class="mycode_img" /> <br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Platoon Echelons (Left-Right) and Platoon On Line </span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon Echelons</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">are difficult to control: therefore; movements are slow and maneuvering difficult. However, it does provide heavy firepower to the front and in the direction of the echelon. The platoon echelon is used primarily in a protecting an exposed flank.</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon On Line</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"> is also difficult to control and are used to deliver maximum firepower to the front in a coordinated assault of all three squads.</span></span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">The Echelon</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> images assume that the platoons are advancing towards the top of the screen. As mentioned above, echelons are effective for protecting a flank while advancing. Echelons, however are risky formations as they leave the rear of your formation vulnerable. Of course they would not be as vulnerable with your leader stacked, yet this would be a risky maneuver as your leader would be advancing as a point element. One platoon in echelon while moving an entire company forward can protect the designated flank as the remainder of the company moves into cover, position etc.</span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">The On Line image</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> assumes the platoon is advancing toward the upper left hand corner of the screen (NW). On line is used for a few situations, but all of them involve one thing: heavy duty firepower to the front. Bringing your platoon on line is essential in the assault and is also effective when one has to fight through ambush, but one needs to be wary in using this formation. This is due to the fact; although it delivers max firepower to your front, it leaves your flanks exposed and exposes your entire platoon (including your leader) to return enemy fire. Platoon On Line should be used quickly and at closes ranges only. Once the enemy is overwhelmed, the platoon should reform in another formation as rapidly as possible.</span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">THE INFANTRY IN THE ATTACK</span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">(From Grunt School #1) </span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">1. Preparation </span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font">First, you are going to have to come to grips with the fact that you are going to take a lot of casualties when you need to route the enemy out of a prepared defensive position. We're going to teach you how to make this the least number as possible and insure that we take more of the enemy with you when you go. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">When troops move to dislodge the enemy from a prepared position they need an effective base of fire (BOF) covering their advance. Accomplishing this with each individual SB game takes a bit of "trigger time" and usually doesn't happen overnight. A solid BOF and the following assault against your enemy is a "combined arms" type effort.</span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">When we attack what will this entitle to be done so effectively? Our attack should consist of using support strikes to "soften" the enemy defense, knowing what squads and what weapons to use in the BOF's formation, what weapon loads to employ, what units will comprise your advancing elements and what route they will take, when and where to assault, when to commit reserves and when to hold fire for certain weapon types and when to rock and roll with everything we have. This can be a lot to digest for even a veteran player. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Using the above as a reference, I believe once you can assemble an effective BOF for an offensive maneuver against a prepared enemy defense, you have become a well rounded SB player. The better one is at it, the grander their knowledge of basic infantry tactics and the mechanics of the game system over all. If a player is skilled enough to effectively develop the situation, a sound defense will come very easily.</span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">2. Assembling your BOF and assault formation(s)</span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">A solid Base of Fire should consists of units that have been deployed to good observation points with line of sight (LOS) to the entire target area. Ideal in this role are HMGs and other support weapons like mortars or vehicles (tanks, gunships, etc). If rifle squads help compose this BOF, they should be units with lower morale or lower quality leaders than the troops that will compose your advancing formation. (If any variation of morale or leadership quality exists in your command.)</span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Yes, you want your assault force to be "better” troops, and not "fodder". As your advancing force will more than likely take higher casualties than your BOF while engaging the enemy at closer ranges, these men will need to recuperate rapidly from disruption, pinning and demoralization. High morale and good leaders will be essential. Lower quality units in this role will just get shot up and have minimal effects on the enemy with return fire. </span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">As these units are moving into position your support strikes or smoke screens (if available) should be starting to fall onto or in front of the enemy positions. Once you have maneuvered these units into position, it is time to move out and on to the next phase. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">3. The hard part = maneuvering under enemy fire into assault range</span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Having set your attack into motion by opening up with your BOF, caution should now be taken in assuring that your forward elements do not prohibit your BOF from engaging enemy units that may expose themselves in the target area during their advance. This situation is avoidable by choosing a route that does not allow your spearhead to cross your BOF's line of sight (if available). </span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Forward squads should also avoid blocking other advancing units LOS if this is possible. This succeeds in providing as many units as possible with clear fields of fire to potential enemy movement. Assigning a platoon a "field of fire" (FOF) and then designating areas of responsibility to individual squads during your offensive phase (your turn) is often massively effective. If successful in achieving this with advancing squads and in combination with your base units, an extremely high volume of fire is delivered to enemy defenders that may expose themselves during your defensive phase (the enemy turn). If you can accomplish this as described, it will almost absolutely cause enemy units to abandon any plans of occupying positions that are vulnerable to this type of approach by making their lives living hell by causing casualties when trying to enter the target area. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">In the offensive phase (your turn) and as you are closing to the target area, use this combination of BOF and advancing squad fire to disrupt-pin-demoralize enemy units in LOS. Once you have pinned one squad, move on to the next...pin it, then the next...and so forth. What this accomplishes is reducing the effectiveness of the enemy's direct fire while maneuvering towards his position. Casualties will still be taken, yet it will be a far less number than if the enemy where firing at peak efficiency. If this is working as planned, you are now conducting an effective offensive base of fire while advancing to contact. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Insist on taking the shortest routes from covered hex to covered hex if possible and avoid stacking if forced into the open during this "leapfrog" type maneuver. Sometimes, you will get hit hard despite. In this circumstance, you just have to take your lumps to get where you need to be. Once this has been done to your satisfaction and in the time you have allowed yourself to do so, it is time to advance to the next phase.</span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">4. The Main event</span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Now it's time to hook and jab. The only "open" terrain you should cross is in this last stretch to the enemy position. Assaulting is a risky business in SB, yet if done correctly it can be a devastating event. What have you done so far? </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">You have used your BOF and IF weapons to "soften" defenses or lay smoke screens while your forward squads have advanced. You have effectively used target selection to produce desired results on enemy leaders, heavy weapons and machine guns. You followed this up by laying into the remaining non-affected defenders with your advancing squads. Finally, you looked at where your "prep" of the target area has produced the best results in the way of damaging the enemy. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">A good opponent will have moved his forces during his turns to patch holes in his own lines, so now you need to get up there and exploit these weaknesses as quick as possible. Granted, this may be a problem if he has a wealth of reserves. Once maneuvered to the adjacent hexes, exploit the soft spots of the enemies line by assaulting in force against his weak points against pinned or demoralized units. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Assault in prone (on ground status) if possible. An assault cost 8 MP's. A squad that is toggled "on ground" receives the protection benefits of being on the ground and can assault up to 3 times in a single turn (regardless of terrain) if doing so successfully without being pinned. A personal favorite tactic of mine is to pin or demoralize the enemy squads to the direct front and then attack with a stack of fresh squads (a platoon or so) and sweep them down the line in 3 successful assaults. On average, I attempt to out number the enemy at odds of at least 1.75 to 1. Higher ratios along the lines of 2 or 3 to one are ideal, (especially vs. IJA high numbers and morale) but one has to work with what he has at hand at the moment. If units fail in their assault and are pinned, that friendly leader should be close behind. Drop the units back (they demoralize) out of sight, rally them and get them back up in the fight. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Adding extra units to your assaults may be necessary to achieve your desired results. The possibility may also exist that squads "rushing to the aid" of friendly squads may not be able to go prone and assault as well. The decision to commit them in this manner is up to the individual. I usually do it if I control the momentum at which the battle is currently progressing, and if the target squad(s) has suffered decent damage. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Discontinuing the attack at this point may be wise due to your level of recon, yet you should shoot up what you still see with the remaining attacks at your disposal. Close combat can be no fun on the return end...so you need to cause as much damage as you can, while possible. They key is to a successful assault is to "bully your way in" by hitting hard and continuing to hit constantly at close quarters. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">5. Reserves</span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Try to keep a reserve if possible. Avoid committing every thing you have if you don't have to do so to maintain control of the situation. Leave an unspotted and fresh platoon out of site. Pull them up when you need them to regain lost control or when you want to deliver the "killing blow" to an enemy counterattack while in the assault.</span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Frank "Echo-Four" Hamron</span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">LESSON #2- Platoon Formations </span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font">A Platoon Commander always has control over the initial attack formation for his squads. However, as the situation changes, the commander may change these formations as an attack progresses to meet a changing tactical situation. Available avenues of approach to the target area will heavily effect the success of each chosen formation. Security, control, flexibility and speed are essential to being an effective rifle platoon commander. Below we will touch on each of the basic platoon formations and how to apply them in squad battles. I use these regularly and the effectiveness of each, if applied correctly, is excellent. </span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">It is also important</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> to use dispersion when moving in these following formations as crowding could be costly if indirect fire weapons were brought to bare by the enemy. They are at the intervals presented at in the pictures to decrease the sizes of each image only.</span></span><br />
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<img src="https://www.theblitz.club/uploads/files/90d/Platoon%20Formations_1.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_1.jpg]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon Column-</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">A platoon column is the easiest formation to control and is effective for maintaining one's flanks. It uses minimum firepower in a forward direction and is the most useful when speed and control are vital or when visibility is limited. It is also a preferred method of advancing through narrow and covered avenues of approach.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">This formation is the platoon's primary movement formation . It provides good dispersion both laterally and in depth, and simplifies control. The lead squad is the base squad. The image to the left assumes that the platoon is advancing towards the top of the screen (north). In game aspects one will see that contact to the north-south would be very unfavorable if visibility was high. However, if visibility were low and the enemy was expected to be engaged from the north or south, it would be quite effective. It would also prove useful if the platoon was advancing north while being engaged from either or both flanks.</span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">When contact is made in a low visibility situation, the point element (northern or southern most squad ) acts as a</span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b"> base of fire</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> to cover the remaining squads of the platoon while moving into another attack formation.</span></span><br />
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<img src="https://www.theblitz.club/uploads/files/c42/Platoon%20Formations_2.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_2.jpg]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon Wedge</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">The Platoon wedge makes control easier, provides good "all around" security and is extremely flexible. It provides reasonable firepower to the front and the flanks. When the enemy is known to be in the area and his exact location and strength are unknown or not clear, the platoon wedge should be used. The wedge tends to keep the bulk of the platoon from being engaged by the enemy too soon. It also permits flexibility in the deployment of squads once contact is established.</span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font">The image to the right assumes that the platoon is advancing towards the top of the screen (north). A wedge is the "safest" way of advancing towards the enemy. It places one squad forward and two in reserve. The wedge also provides an excellent field of fire for the advancing squads' front and flanks thus making it the premiere patrolling formation for squad battles.</span><br />
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<img src="https://www.theblitz.club/uploads/files/b99/Platoon%20Formations_3.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_3.jpg]" class="mycode_img" /><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon Vee</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">This formation has two squads up front to provide a heavy volume of fire on contact. It also has one squad in the rear that can either provide security for or trail the other squads. This formation is hard to control and movement is slow.</span></span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">The image to the right assumes that the platoon is advancing towards the top of the screen (north). A Platoon Vee formation is used when you know you are about to rumble. It places two squads to the front and one in the rear. It delivers moderate firepower to you front and flanks and it also leaves a squad in reserve. This is also an ideal formation for those cautious commanders out there, who do not want to commit everything from the start. I rarely use the Vee unless I expect fairly heavy contact and I am uncertain of just how heavy it is going to be.</span><br />
<img src="https://www.theblitz.club/uploads/files/81b/Platoon%20Formations_4.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_4.jpg]" class="mycode_img" />  <img src="https://www.theblitz.club/uploads/files/611/Platoon%20Formations_5.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_5.jpg]" class="mycode_img" />  <img src="https://www.theblitz.club/uploads/files/414/Platoon%20Formations_6.jpg" loading="lazy"  alt="[Image: Platoon%20Formations_6.jpg]" class="mycode_img" /> <br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Platoon Echelons (Left-Right) and Platoon On Line </span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon Echelons</span></span></span> <span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">are difficult to control: therefore; movements are slow and maneuvering difficult. However, it does provide heavy firepower to the front and in the direction of the echelon. The platoon echelon is used primarily in a protecting an exposed flank.</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">Platoon On Line</span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"> is also difficult to control and are used to deliver maximum firepower to the front in a coordinated assault of all three squads.</span></span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">The Echelon</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> images assume that the platoons are advancing towards the top of the screen. As mentioned above, echelons are effective for protecting a flank while advancing. Echelons, however are risky formations as they leave the rear of your formation vulnerable. Of course they would not be as vulnerable with your leader stacked, yet this would be a risky maneuver as your leader would be advancing as a point element. One platoon in echelon while moving an entire company forward can protect the designated flank as the remainder of the company moves into cover, position etc.</span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">The On Line image</span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"> assumes the platoon is advancing toward the upper left hand corner of the screen (NW). On line is used for a few situations, but all of them involve one thing: heavy duty firepower to the front. Bringing your platoon on line is essential in the assault and is also effective when one has to fight through ambush, but one needs to be wary in using this formation. This is due to the fact; although it delivers max firepower to your front, it leaves your flanks exposed and exposes your entire platoon (including your leader) to return enemy fire. Platoon On Line should be used quickly and at closes ranges only. Once the enemy is overwhelmed, the platoon should reform in another formation as rapidly as possible.</span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">THE INFANTRY IN THE ATTACK</span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">(From Grunt School #1) </span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">1. Preparation </span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font">First, you are going to have to come to grips with the fact that you are going to take a lot of casualties when you need to route the enemy out of a prepared defensive position. We're going to teach you how to make this the least number as possible and insure that we take more of the enemy with you when you go. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">When troops move to dislodge the enemy from a prepared position they need an effective base of fire (BOF) covering their advance. Accomplishing this with each individual SB game takes a bit of "trigger time" and usually doesn't happen overnight. A solid BOF and the following assault against your enemy is a "combined arms" type effort.</span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">When we attack what will this entitle to be done so effectively? Our attack should consist of using support strikes to "soften" the enemy defense, knowing what squads and what weapons to use in the BOF's formation, what weapon loads to employ, what units will comprise your advancing elements and what route they will take, when and where to assault, when to commit reserves and when to hold fire for certain weapon types and when to rock and roll with everything we have. This can be a lot to digest for even a veteran player. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Using the above as a reference, I believe once you can assemble an effective BOF for an offensive maneuver against a prepared enemy defense, you have become a well rounded SB player. The better one is at it, the grander their knowledge of basic infantry tactics and the mechanics of the game system over all. If a player is skilled enough to effectively develop the situation, a sound defense will come very easily.</span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">2. Assembling your BOF and assault formation(s)</span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">A solid Base of Fire should consists of units that have been deployed to good observation points with line of sight (LOS) to the entire target area. Ideal in this role are HMGs and other support weapons like mortars or vehicles (tanks, gunships, etc). If rifle squads help compose this BOF, they should be units with lower morale or lower quality leaders than the troops that will compose your advancing formation. (If any variation of morale or leadership quality exists in your command.)</span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Yes, you want your assault force to be "better” troops, and not "fodder". As your advancing force will more than likely take higher casualties than your BOF while engaging the enemy at closer ranges, these men will need to recuperate rapidly from disruption, pinning and demoralization. High morale and good leaders will be essential. Lower quality units in this role will just get shot up and have minimal effects on the enemy with return fire. </span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">As these units are moving into position your support strikes or smoke screens (if available) should be starting to fall onto or in front of the enemy positions. Once you have maneuvered these units into position, it is time to move out and on to the next phase. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">3. The hard part = maneuvering under enemy fire into assault range</span></span><br />
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<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font">Having set your attack into motion by opening up with your BOF, caution should now be taken in assuring that your forward elements do not prohibit your BOF from engaging enemy units that may expose themselves in the target area during their advance. This situation is avoidable by choosing a route that does not allow your spearhead to cross your BOF's line of sight (if available). </span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Forward squads should also avoid blocking other advancing units LOS if this is possible. This succeeds in providing as many units as possible with clear fields of fire to potential enemy movement. Assigning a platoon a "field of fire" (FOF) and then designating areas of responsibility to individual squads during your offensive phase (your turn) is often massively effective. If successful in achieving this with advancing squads and in combination with your base units, an extremely high volume of fire is delivered to enemy defenders that may expose themselves during your defensive phase (the enemy turn). If you can accomplish this as described, it will almost absolutely cause enemy units to abandon any plans of occupying positions that are vulnerable to this type of approach by making their lives living hell by causing casualties when trying to enter the target area. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">In the offensive phase (your turn) and as you are closing to the target area, use this combination of BOF and advancing squad fire to disrupt-pin-demoralize enemy units in LOS. Once you have pinned one squad, move on to the next...pin it, then the next...and so forth. What this accomplishes is reducing the effectiveness of the enemy's direct fire while maneuvering towards his position. Casualties will still be taken, yet it will be a far less number than if the enemy where firing at peak efficiency. If this is working as planned, you are now conducting an effective offensive base of fire while advancing to contact. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Insist on taking the shortest routes from covered hex to covered hex if possible and avoid stacking if forced into the open during this "leapfrog" type maneuver. Sometimes, you will get hit hard despite. In this circumstance, you just have to take your lumps to get where you need to be. Once this has been done to your satisfaction and in the time you have allowed yourself to do so, it is time to advance to the next phase.</span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">4. The Main event</span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Now it's time to hook and jab. The only "open" terrain you should cross is in this last stretch to the enemy position. Assaulting is a risky business in SB, yet if done correctly it can be a devastating event. What have you done so far? </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">You have used your BOF and IF weapons to "soften" defenses or lay smoke screens while your forward squads have advanced. You have effectively used target selection to produce desired results on enemy leaders, heavy weapons and machine guns. You followed this up by laying into the remaining non-affected defenders with your advancing squads. Finally, you looked at where your "prep" of the target area has produced the best results in the way of damaging the enemy. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">A good opponent will have moved his forces during his turns to patch holes in his own lines, so now you need to get up there and exploit these weaknesses as quick as possible. Granted, this may be a problem if he has a wealth of reserves. Once maneuvered to the adjacent hexes, exploit the soft spots of the enemies line by assaulting in force against his weak points against pinned or demoralized units. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Assault in prone (on ground status) if possible. An assault cost 8 MP's. A squad that is toggled "on ground" receives the protection benefits of being on the ground and can assault up to 3 times in a single turn (regardless of terrain) if doing so successfully without being pinned. A personal favorite tactic of mine is to pin or demoralize the enemy squads to the direct front and then attack with a stack of fresh squads (a platoon or so) and sweep them down the line in 3 successful assaults. On average, I attempt to out number the enemy at odds of at least 1.75 to 1. Higher ratios along the lines of 2 or 3 to one are ideal, (especially vs. IJA high numbers and morale) but one has to work with what he has at hand at the moment. If units fail in their assault and are pinned, that friendly leader should be close behind. Drop the units back (they demoralize) out of sight, rally them and get them back up in the fight. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Adding extra units to your assaults may be necessary to achieve your desired results. The possibility may also exist that squads "rushing to the aid" of friendly squads may not be able to go prone and assault as well. The decision to commit them in this manner is up to the individual. I usually do it if I control the momentum at which the battle is currently progressing, and if the target squad(s) has suffered decent damage. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Discontinuing the attack at this point may be wise due to your level of recon, yet you should shoot up what you still see with the remaining attacks at your disposal. Close combat can be no fun on the return end...so you need to cause as much damage as you can, while possible. They key is to a successful assault is to "bully your way in" by hitting hard and continuing to hit constantly at close quarters. </span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">5. Reserves</span></span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font">Try to keep a reserve if possible. Avoid committing every thing you have if you don't have to do so to maintain control of the situation. Leave an unspotted and fresh platoon out of site. Pull them up when you need them to regain lost control or when you want to deliver the "killing blow" to an enemy counterattack while in the assault.</span><br />
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<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Frank "Echo-Four" Hamron</span></span></span>]]></content:encoded>
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			<title><![CDATA[Grunt School--Tips for the Squad Battles Beginner]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73423</link>
			<pubDate>Wed, 06 May 2020 00:03:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73423</guid>
			<description><![CDATA[<span style="color: #008000;" class="mycode_color"><span style="font-family: StencilSans;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">GRUNT SCHOOL <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b"> <span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">[i][b]LESSON #1 -Tips for the Squad Battles Beginner.</span></span></span></span><br />
<br />
[/b][/i]</span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 by-Frank "echo-four" Harmon <br />
 Wild Bill's Raiders <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">"All right listen up, you people will not die on me in combat. You freaking new guys will do everything to prove me wrong. You'll walk on trails, kick cans, sleep on post, smoke dope and diddy bop through the bush like you were back on the block. While on guard at night you'll write letters, and think about your girl back home, well forget her. This is Han. You have no worries people, but him... and me" <br />
 Sgt. Frantz "Hamburger Hill" <br />
 <br />
 </span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Foreword <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 A while ago during a PBEM game, I wrote a friend of mine a very detailed message concerning the application of basic infantry tactics to the Squad Battles series of games. Since his "baptism of fire" he has e-mailed me on a few separate occasions asking for a copy of this same text for distribution to other new players. Due to the requests of these people, I am attempting to reproduce this long dead e-mail by turning it into a reference article those progresses from a basic to somewhat detailed reference for all newcomers to the Squad Battles series. <br />
 <br />
 In advance, let it be known that in my own opinion I am not an "expert" at these simulations. Judging myself fairly however, I have grown at least moderately skilled. I have been playing these games with a .650 -.750 win percentage against human opponents by applying the tactics I was taught while in the real world Infantry (USMC- E 2/3) and applying a basic knowledge of the game system. Others who have developed their own styles may tend to disagree with what is written below. This is to be expected and ultimately encouraged. The following words are as much opinions as they are tactics. <br />
 <br />
 This article is basic. A "boot camp" of sorts. In my next article, I plan to cover tactics further by addressing the patrol and contact formations used by US infantry forces in combat. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">The Squad Battles series of games <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 It is keen to remember that while the Squad Battles series uses the same basic rules format, the 4 games cover three separate fronts and three distinct fighting styles during two very different wars. Despite this fact, a basic guideline for conducting Infantry operations does exist. It is up to the individual player to tweak these guidelines to the unique situations that each game may offer. <br />
 <br />
 Vietnam and Tour of Duty, which cover Southeast Asia, are obviously very similar. It is rather safe to assume that tactics that are effective and succeed in one of these games will most likely do the same in the other. <br />
 <br />
 Proud and Few and Eagles Strike while both covering WW2, deal with two completely different theaters and fighting styles. Therefore certain tactics that are effective vs. the IJA in the Pacific may be suicide vs. the Wehrmacht in Western Europe, and vice versa. <br />
 <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Impossible scenarios? <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Newer players often complain that victory is impossible in the majority of Squad Battles scenarios. <br />
 Due to the level of detail of these games this continues to be a common train of thought amongst these types of people. If one expects to jump right in and immediately start laying waste to all he opposes, then this is definitely true. I was one of these people and I thought the same at the same period of involvement. Those of us who have stayed with the games, often come to find ourselves fortunately mistaken. Although a few difficult scenarios do exist that may be near impossible, in all actuality it is a very small number. The point that is often overlooked is; that a good amount of these scenes contain only one possible way to achieve victory. Unlike other wargames where one can basically alter history to achieve a desired result, SB scenes usually require that you to find the only route to this victory that may exist. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">1. Think like a Grunt <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 The best avenue of approach to squad battles tactics as a newer player is to place yourself down on the killing field. Would you advance across open terrain that stretched for 250 meters with an enemy HMG watching your every move? Would you waste 800 of your 1000 rounds firing at a target you could barely see? Would you gaggle your troops together with no dispersion so an enemy shell could take out half a platoon in one shot? <br />
 <br />
 Making it as difficult as possible for the enemy to score kills against your units without taking casualties themselves has always been the status quo in warfare. The question in real combat and its simulation is always concerned with the most effective way to achieve this. Since this article is mainly for the beginner, we will start on page one. <br />
 <br />
 Start by developing what is known as a "warning order" in grunt lingo. Ask yourselves the most obvious questions. Does your planned route of attack or defensive position have cover and concealment? Vantage points? Good observation positions? Rallying points if you cannot effectively reach your goals? Like all things applying to 20th century conflict, going "hey diddle-diddle, straight up the middle" usually doesn't get you anything but dead. <br />
 <br />
 OK, now here is where you start thinking like a 100% bona fide ground pounder. A grunt, 11 Bush, 0311, Boonie Rat, mud roller, dirt eater, whatever you call it. Learn to love that muck on the bottom of your boots because you and old mother earth are going to get real close-like here in the near future. Now that we have this out of the way, stop yer' moanin' and groanin', grab your weapon and your web gear and saddle up. There's a war going on. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">2. Take cover. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 It should be obvious to any aspiring pixel Infantry Officer, SNCO or NCO that leaving troops exposed in areas of little or inadequate cover is not good medicine. However, as trivial as this seems, it is often overlooked at times by newer players. Why is this? <br />
 <br />
 Personally, I believe this has to do with the over zealousness of newbies wanting to engage the enemy. Seeming to rate as the number one fault of newer players, this act of being in such a hurry to cause the enemy damage often ends up in causing more harm to themselves. Newer players will leave a squad or squads exposed in uncovered terrain due to having fired their full movement allowance at the first enemy target they see (and often at max ranges). More often than not these same units tend to get chopped to ribbons by enemy return fire and this boot tactic brings the "panic and spray" image to the mind of a vet. <br />
 <br />
 Maneuvering to a location with good cover that is also possible to reach with minimal casualties is usually paramount to victory. When applied to the offense or defense, this same location should be one from which you can strike at the enemy effectively with the means at your disposal <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">3. Hey John Wayne, GET DOWN! <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Yes, squads automatically hit the deck if fired upon. However, this does not take into account the opening volley against these troops. If you expect enemy contact during your defensive phase, grab some deck at the end of your turn. Going prone (toggle on ground) costs 0 MP, so it is wise to use it. (Getting back up costs 3 MP). Many times I have tore into an enemy platoon advancing to contact that is not prone and caused some serious casualties. While under fire, staying prone (crawling) while maneuvering short distances often keeps casualties lower than standing up and running for it. <br />
 <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">4. CEASE FIRE! CEASE FIRE! <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Newbies will fire at anything and everything from any range with any weapon that will reach a spotted unit. If you want to win, you need to tie a knot in that trigger finger. Professional soldiers fire only at what they can hit. The individual rifleman is taught to maintain as much stealth as possible. Utilizing this stealth, most firefights tended (and still do) to happen from very close ranges. At these close ranges, a well trained soldier can annihilate the enemy quickly and thoroughly, if he maintains the element of surprise. <br />
 <br />
 With this in mind, imagine the amount of damage you can cause at very close ranges. Would it not serve you better to lure the enemy to a very close killing proximity where weapons can be applied to a higher level of efficiency? More often than not the answer is yes. The more you exercise this philosophy and the better you become at it, the better pixel infantryman you evolve into. If you have an itchy trigger finger put your mouse on safety.;-) <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">5. Don't spread yourself too thin. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Take a look at the terrain, the objectives, and the routes available to reach these points in minimal time with minimal losses. Next, look to the amount of troops at your command. At this point, come to grasp with what you can effectively defend or attack. Attempting to cover too much with too little can be catastrophic. This may involve sacrificing an objective or two to the enemy. If you can stand to lose a couple 10 point objectives and maintain an equal or favorable position with the enemy, then it is usually in your best interest to do so. Resist in force where you can cause your opponent the most casualties, and attempt to make up for lost points in that aspect. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">6. Change weapon loads when applicable. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 In Vietnam, switch your 40mm GL's to canister when the enemy becomes adjacent. Recoilless rifles, antitank guns, missile launchers, and tank guns should switch back and forth between weapon loads when firing at hard or soft targets in all games. Canister rounds work good against soft targets in most terrain, give buildings and the like. When enemy soft targets units enter a fortified hex, I switch to HE. I fire at all vehicles with AP, if available. <br />
 <br />
 To do this, first highlight the weapon you want to switch loads. Next, go to the bullet icon on the toolbar. When you hit it, it will bring up a dialog. Switch the weapons to the type of round you want them to fire and then fire away. Right clicking on the picture of the weapon in the unit dialog at the bottom of your screen will reveal what load is currently in the weapon. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">7. Dropping and picking up weapons. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 I have a 10 STR squad of Marines armed with M16's, an M60 and an M79 GL's. This squad is in a hex with 3 AK 47's at 98% status and I want to pick them up because my M16's are only at 56%. <br />
 <br />
 First off, I make sure I have at least 8 MP (this is the cost to pick up weapons, dropping them is 0 MP) I select the squad and hit "unload/drop" (arrow pointing to left button) on the toolbar. All weapons will be dropped. Now, I have a squad without weapons, but no need to panic, I'll remedy that. <br />
 <br />
 Secondly, I make sure nothing else is highlighted in the squads hex that I want to pick up the AK's. (The best way to do this is to click off the stack and then back on it). I then highlight the weapons I want to pick up, starting with the AK 47's, then the M60, followed by the M79 GL's and the remaining 4 troops would have to stick with the M16's so I highlight the M16's as well. Lastly, I highlight the squad I want to pick them up. <br />
 <br />
 Finally, I hit "load/pickup" (arrow pointing to right button) on the tool bar and now my squad has picked up the Kalashnikovs, the M60, the M79's and the M16's. At this stage, all of my troops have been rearmed. 8MP's have been used, and the ROF for each weapon is reduced by 1 for this turn only, giving them a max ROF of 2 due to the MP usage. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">8. Toggling hold fire <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Though toggling hold fire can be very effective, it is a touchy subject and is a trial and error type episode when used in certain situations. To hold fire on a weapon or weapons, first select the weapon(s) you want to hold fire. Next go to "command" on the tool bar and choose toggle hold fire. Do the reverse when you want to toggle hold fire off. (Select weapon-go to command-toggle hold fire off) <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">9. Detecting Enemy effectiveness <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Newer players to SB I have combated often relay the fact that it is difficult for them to realize when an enemy squad is at a low number of men and ineffective unless marked with "P" or "D". This is due to the fact that they do not know exactly how many troops they have killed in the target squad. Though all of the following are not 100% reliable, they will usually give you an idea of the level of your enemy’s status. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Tracer length- </span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">if enemy tracers are low in number, the squad is not delivering effective fire. 4 tracers is max effective fire, with 1 tracer being least effective. Ineffective fire (short tracers) may be due to any of the above states or low weapon status due to ammo consumption. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Weapons counters. </span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">If a squad moves from its position and leaves behind a tidy little stack of weapons counters, you have caused some hate and discontent. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Are they dead?</span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"> - When a weapon is fired at you it appears to the right of the enemies character sketch. These units that stay within LOS will continue to display these weapons unless their carriers have been killed and the weapon has been dropped. If you have fired on the unit, highlight the unit that is in question. If these weapons are no longer visible or appear to the left of the character sketch...you have killed the bearers of said weapons, or your enemy has dropped them. (I doubt the latter) <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Well, they're not dead.</span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"> If not hearing these weapons fired after the initial time and then highlighting the enemy squad reveals that they are still present, your opponent may be doing a number of things. The most likely situations are the following: He is waiting for you to get to a closer range to deliver more effective fire. You are out completely out range for said weapons or he is conserving ammunition and status. He may also do this if your own troops are shaken from high casualties and are pinned, demoralized or a combination of both and he feels minimal threat from your presence. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">10. Killing Factors vs. reduced squads <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Choosing one target and attempting to annihilate it to the last man by fire combat does not usually work well in this game. For example, if you have a company of troops with high effectiveness pouring it on to one squad that has been pinned in the open for 3 rounds with seemingly little result, the target squad has probably suffered quite a bit of damage. This is almost guaranteed when the enemy unit in question is delivering ineffective return fire on your units (short tracers). <br />
 <br />
 As a squad suffers casualties in a 40m hex in Squad Battles, the lower the "crowding factor" and the harder it becomes to score kills vs. said unit. An allied squad in Nam usually numbers 10-12 men. A NVA-VC squad can be anywhere from 4-12 troops. Japanese squads can get upwards of 15 men, while USMC squads in WW2 are 8-12 strong. While high numbers are excellent for the assault, all these bodies packed in a small space tend to take higher casualties as a result of fire combat, especially when stacked. <br />
 <br />
 At this stage, highlight the enemy unit and recon it as described in the last section. If so reduced, other than the spotting capabilities of this unit at this strength, the amount of damage it will be able to cause on average is usually considerably low. Wasting rounds on an ineffective enemy unit is exactly that - a waste. <br />
 <br />
 Again, you need to decide for yourself given the situation. If the target squad is scoring kills on your units at low levels of effectiveness, then said squad is very lucky and there is not much you can do short of continuing to attempt to destroy it completely. If the squad becomes a terrible nuisance in the aspect of gathering recon against you or killing your troops, maneuver a squad or two adjacent and assault it. This tactic usually finishes off low strength squads. <br />
 </span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">11. Target selection. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 In this game, officers are usually my number one priority. If the enemy is foolish enough to send an officer into the open, or if he walks into an ambush with an enemy squad(s), or alone, I fire the majority of my weapons at said leader or stack. What this can accomplish is a multitude of things if the officer is killed. <br />
 <br />
 The enemy now has a leaderless platoon and has some serious issues that have to be dealt with. <br />
 As a squad or squads is sometimes pinned when stacked with an officer that becomes a casualty, they may now have an isolated unit in the open and no platoon leader to rally them. If the squad is not pinned...pour fire on them until they are. Once you have achieved this, you can now make the enemy squad a low priority target as their effectiveness has been reduced significantly. The only way for the enemy to reverse this situation is to either retreat and demoralize or bring forth his Company commander to attempt to rally the squad(s). If said CO becomes visible, let him have it just like the Platoon commander. In most cases the enemy has gotten the drift before this happens and the unit(s) will slither away to cover, demoralized and ineffective. <br />
 <br />
 When playing the VC-NVA in SB Nam-TOD an exception exists in the form of the enemy using airborne recon. If I spot enemy choppers, they always take first priority. I usually pop a few shots at a nosy helo with a weapon that has a decent chance of downing it like a 12.7mm, an RPD or an RPG if in range. If the helicopter is not destroyed or made immobile on this turn and stays in LOS, <br />
 I will deliver the highest volume of fire vs. the airborne target as I can possibly muster on the next turn. In the event that this still does not destroy the target, it will usually deter even the most hardcore of the lot from further probes. In most Nam scenes, a downed chopper is quite a few points to swallow if eliminated. <br />
 <br />
 This is especially true, if it is loaded with passengers when it is destroyed. I have lost UH-1's that are fully loaded, at ranges of up to 1,200m from 12.7mm MG's. This was a loss of 31 points (16 for the chopper, 5 Crew+10 grunts). So beware the DshK in SE Asia. <br />
 <br />
 Next on my list of priorities are vehicles and or heavy weaponry. If I am spotted by these unit types, (tanks, etc), I engage only if I have weapons that can damage said targets. If these weapon types are not in my arsenal and I am not dug in, I disengage. <br />
 <br />
 Lastly my fire goes to individual squads. Again an exception of priority exists in the form of being confronted by numerous enemy squads in the adjacent proximity. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">12. Use of leaders. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 A leader with a good rating is an excellent weapon. The ultimate application for myself when using these unit types in fire combat is to leave them one hex behind a platoon and out of enemy LOS if possible. When one or more squads are pinned, I retreat the affected squads (they demoralize) to the adjacent hex with the concealed leader and attempt to rally them. When rallied, I send them forth again to fill the hole in the line. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">13. Direct Fire methods, fact or fiction? <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 I use selective fire at ranges over 200m only with rifle squads. When enemy units close to 4 hexes (160m) or less, I just select the squad(s) and let every weapon rip at once. Mathematically, I do not know if this produces better results, but I swear by it. I have annihilated a fresh 8 man squad with two attacks while using this method. <br />
 <br />
 When I need that critical pin result on an enemy bunker, I totally unload as well. Everything I have goes down range at this point until I get this desired effect. While playing SB Nam and TOD, I usually toggle hold fire on LAW rockets until I need them for this type of attack. The most lethal combo in any of the SB games that I have noticed is to stack a rocket type weapon (Bazooka-Panzerfaust-RPG) with a rifle squad. Select both squads-all weapons and fire like a madman. Now, sit back and watch that yellow P pop up with a quickness, followed by that big red D. Happens more often than not. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">14. How to fire Support Weapons, Mortars, Artillery, Naval Guns and Air Strikes "blind" without sending your own troops home in a bag in the process. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Firing "blind" may be necessary if a leader or FO (Forward Observer) with a radio cannot achieve LOS to the target area. Indirect fire (IF) weapons with an effective casualty radius (ECR) of 80m (2 hexes) or more can cause as much damage to friendly troops as the enemy. The safest way to deliver fire with these types of IF weapons, when forced to fire in this mode, is to "fire-long". Firing long in artillery lingo and in game terms constitutes plotting support strikes a varying number of meters (hexes) behind what one want to shell with them. This is done in hopes of catching them in the shells' blast radius while avoiding hitting your own troops. The bigger the ECR, the "longer" you should fire. The reverse of this, "firing-short" can be disastrous when a shell from a 5" Naval gun (for instance) lands directly in the center of a company of your own men. Blind artillery fire is dangerous and maneuvering an FO with a radio into LOS of the target area before the strike is available is the preferred method of calling in support. This method I have mentioned above is for the situations when it seems that the same FO cannot obtain this LOS, due to constant enemy relocation. <br />
 <br />
 It is also critical that you pay attention to the delay of your support missions. When you are starting to think about needing support, you need to check the minimum-maximum delays. For instance, if it is turn 4 and you realize that you need to hit the target area by turn 8 with an F4's 500lb. bomb, you had better get on the horn if the minimum delay is 2-3 or higher. That mission may not come as soon as you hope and this simulation one turn can win or lose or a scenario. I usually make a mental note of my support missions and try to pre determine a turn I am going to call them despite my FO's position. I would rather take my chances "firing blind" than pass up the opportunity to use these weapons in the game. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">15. Spotting, getting spotted, holding fire <br />
 <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">Personally, when in the defense and when attempting to spot the enemy, I often place a few single squads in covered hexes with good LOS over the battlefield. I also place a leader close to this unit if available and out of enemy LOS. If the spotting unit becomes pinned or demoralized, I pull them back out of sight, rally them and send them back out to recon once again like mentioned above. This keeps the unit fresh and keeps the leader alive by keeping him out of sight. <br />
 <br />
 In the defense and in general (unless against helos) I usually avoid taking pot shots at the enemy with support weapons at longer ranges. Using these important weapons in this "plinking" role and at these ranges usually results in high ammo expenditure with low results. When the enemy closes to assault objectives or terrain at close range, friendly units that have chewed through 1/2 of their ammo "spraying and praying" from extreme range can cause serious problems due to their lowered status. <br />
 <br />
 Since the defense usually grants you the advantage of choosing your terrain, leaving the bulk of ones force out of sight and in reserve until the enemy shows in force is a sound practice. Toggling hold fire on Assault and Battle Rifles until the enemy closes to where they will be very effective (3-4 or less) is usually a good plan. Toggling hold fire on all weapons until the enemy is "danger close" can spawn some vicious ambushes. In close quarters, I attempt to leave a light "screening force" out in front of my defense to be spotted as "bait". When the enemy comes forth to destroy these units, your reserves are ready and waiting to cause serious damage. If he catches on, and starts to destroy these units "piecemeal" then it is wise to move to other options. <br />
 <br />
 </span><span style="color: #008000;" class="mycode_color"><span style="font-family: StencilSans;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">FINAL EXAM <br />
 </span></span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">The Infantry in the attack vs. a fortified enemy position <br />
 </span></span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">1. Preparation <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 First, you are going to have to come to grips with the fact that you are going to take a lot of casualties when you need to route the enemy out of a prepared defensive position. We're going to teach you how to make this the least number as possible and insure that we take more of the enemy with you when you go. <br />
 <br />
 When troops move to dislodge the enemy from a prepared position they need an effective base of fire (BOF) covering their advance. Accomplishing this with each individual SB game takes a bit of "trigger time" and usually doesn't happen overnight. A solid BOF and the following assault against your enemy is a "combined arms" type effort and consists of the application of everything we have covered above. <br />
 <br />
 When we attack what will this entitle to be done so effectively? Our attack should consist of using support strikes to "soften" the enemy defense, knowing what squads and what weapons to use in the BOF's formation, what weapon loads to employ, what units will comprise your advancing elements and what route they will take, when and where to assault, when to commit reserves and when to hold fire for certain weapon types and when to rock and roll with everything we have. This can be a lot to digest for even a veteran player. <br />
 <br />
 Using the above as a reference, I believe once you can assemble an effective BOF for an offensive maneuver against a prepared enemy defense, you have become a well rounded SB player. The better one is at it, the grander their knowledge of basic infantry tactics and the mechanics of the game system over all. If a player is skilled enough to effectively develop the situation, a sound defense will come very easily. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">2.Assembling your BOF and assault formation(s) <br />
 <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">A solid Base of Fire should consists of units that have been deployed to good observation points with line of sight (LOS) to the entire target area. Ideal in this role are HMGs and other support weapons like mortars or vehicles (tanks, gunships, etc). If rifle squads help compose this BOF, they should be units with lower morale or lower quality leaders than the troops that will compose your advancing formation. (If any variation of morale or leadership quality exists in your command.) <br />
 <br />
 Yes, you want your assault force to be "better” troops, and not "fodder". As your advancing force will more than likely take higher casualties than your BOF while engaging the enemy at closer ranges, these men will need to recuperate rapidly from disruption, pinning and demoralization. High morale and good leaders will be essential. Lower quality units in this role will just get shot up and have minimal effects on the enemy with return fire. <br />
 <br />
 As these units are moving into position your support strikes or smoke screens (if available) should be starting to fall onto or in front of the enemy positions. Once you have maneuvered these units into position, it is time to move out and on to the next phase. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">3. The hard part = maneuvering under enemy fire into assault range <br />
 <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">Having set your attack into motion by opening up with your BOF, caution should now be taken in assuring that your forward elements do not prohibit your BOF from engaging enemy units that may expose themselves in the target area during their advance. This situation is avoidable by choosing a route that does not allow your spearhead to cross your BOF's line of sight (if available). <br />
 <br />
 Forward squads should also avoid blocking other advancing units LOS if this is possible. This succeeds in providing as many units as possible with clear fields of fire to potential enemy movement. Assigning a platoon a "field of fire" (FOF) and then designating areas of responsibility to individual squads during your offensive phase (your turn) is often massively effective. If successful in achieving this with advancing squads and in combination with your base units, an extremely high volume of fire is delivered to enemy defenders that may expose themselves during your defensive phase (the enemy turn). If you can accomplish this as described, it will almost absolutely cause enemy units to abandon any plans of occupying positions that are vulnerable to this type of approach by making their lives living hell by causing casualties when trying to enter the target area. <br />
 <br />
 In the offensive phase (your turn) and as you are closing to the target area, use this combination of BOF and advancing squad fire to disrupt-pin-demoralize enemy units in LOS. Once you have pinned one squad, move on to the next...pin it, then the next...and so forth. What this accomplishes is reducing the effectiveness of the enemy’s direct fire while maneuvering towards his position. Casualties will still be taken, yet it will be a far less number than if the enemy where firing at peak efficiency. If this is working as planned, you are now conducting an effective offensive base of fire while advancing to contact. <br />
 <br />
 Insist on taking the shortest routes from covered hex to covered hex if possible and avoid stacking if forced into the open during this "leapfrog" type maneuver. Sometimes, you will get hit hard despite. In this circumstance, you just have to take your lumps to get where you need to be. Once this has been done to your satisfaction and in the time you have allowed yourself to do so, it is time to advance to the next phase. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">4. The Main event <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Now it's time to hook and jab. The only "open" terrain you should cross is in this last stretch to the enemy position. Assaulting is a risky business in SB, yet if done correctly it can be a devastating event. What have you done so far? <br />
 <br />
 You have used your BOF and IF weapons to "soften" defenses or lay smoke screens while your forward squads have advanced. <br />
 <br />
 You have effectively used target selection to produce desired results on enemy leaders, heavy weapons and machine guns. <br />
 <br />
 You followed this up by laying into the remaining non-affected defenders with your advancing squads. <br />
 <br />
 Finally, you looked at where your "prep" of the target area has produced the best results in the way of damaging the enemy. <br />
 <br />
 A good opponent will have moved his forces during his turns to patch holes in his own lines, so now you need to get up there and exploit these weaknesses as quick as possible. Granted, this may be a problem if he has a wealth of reserves. Once maneuvered to the adjacent hexes, exploit the soft spots of the enemies line by assaulting in force against his weak points against pinned or demoralized units. <br />
 <br />
 Assault in prone (on ground status) if possible. An assault cost 8 MP's. A squad that is toggled "on ground" receives the protection benefits of being on the ground and can assault up to 3 times in a single turn (regardless of terrain) if doing so successfully without being pinned. A personal favorite tactic of mine is to pin or demoralize the enemy squads to the direct front and then attack with a stack of fresh squads (a platoon or so) and sweep them down the line in 3 successful assaults. On average, I attempt to out number the enemy at odds of at least 1.75 to 1. Higher ratios along the lines of 2 or 3 to one are ideal, (especially vs. IJA high numbers and morale) but one has to work with what he has at hand at the moment. If units fail in their assault and are pinned, that friendly leader should be close behind. Drop the units back (they demoralize) out of sight, rally them and get them back up in the fight. <br />
 <br />
 Adding extra units to your assaults may be necessary to achieve your desired results. The possibility may also exist that squads "rushing to the aid" of friendly squads may not be able to go prone and assault as well. The decision to commit them in this manner is up to the individual. I usually do it if I control the momentum at which the battle is currently progressing, and if the target squad(s) has suffered decent damage. <br />
 <br />
 Discontinuing the attack at this point may be wise due to your level of recon, yet you should shoot up what you still see with the remaining attacks at your disposal. Close combat can be no fun on the return end...so you need to cause as much damage as you can, while possible. They key is to a successful assault is to "bully your way in" by hitting hard and continuing to hit constantly at close quarters. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">5. Reserves <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Try to keep a reserve if possible. Avoid committing every thing you have if you don't have to do so to maintain control of the situation. Leave an unspotted and fresh platoon out of site. Pull them up when you need them to regain lost control or when you want to deliver the "killing blow" to an enemy counterattack while in the assault. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">In closing... <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Always attempt to leave yourself an alternative option and avoid putting "all your cookies in one bag". Weigh the situation as it progresses and attempt to stay in control. If the enemy is responding to your initiative, then that is exactly what you have; so you need to exploit it to the fullest. If you are responding to the enemy’s movements, then he is in control of the battlefield. At this point, you need to think of what avenues of approach you need to take to reverse this. One of my gamer friends once said that playing wargames is like being a Police Officer in a potentially hostile situation. "Take charge of the situation and stay in charge." Yes sir, that pretty much sums it all up. <br />
 <br />
 Well that's going to wrap it up for this session, troops. Now you're half a grunt. When you can make what was discussed happen for you while playing PBEM, you'll be a 100% bona fide pixel ground pounder. I can only hope this offers a guiding hand to newer players of SB, (and vets as well) as the amount of frustration I have seen on a few MB's have lead me to attempt to put the fun back into a great game for those who may have been led astray by a sound gut stomping or two, or ten for that matter. In closing, you have to want to be good at this game, because it takes a bit of homework, but you are a "grognard" aren't ya'? You want the real deal, right? <br />
 <br />
 Finally, the best and quickest way to learn the system is to play vs. a skilled opponent and ask for help. Most vets will be very willing to assist you. Try things on a trial and error basis. Players who seek an adversary that they can annihilate with relative ease does nothing to improve their skills. Though a win here and there is good for the ego, it rarely does much to improve one's prowess if against an opponent less skilled than yourself. When you do find that formula that works time and time again versus an opponent that you had found nearly impossible to beat before, this is when you are starting to get an excellent grasp of the game(s), and when you need to stay away from my troops. Now get out there and get a body count worth telling HQ about. <br />
 </span><br />
<br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Frank L. Harmon Jr.</span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #008000;" class="mycode_color"><span style="font-family: StencilSans;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">GRUNT SCHOOL <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b"> <span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size">[i][b]LESSON #1 -Tips for the Squad Battles Beginner.</span></span></span></span><br />
<br />
[/b][/i]</span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 by-Frank "echo-four" Harmon <br />
 Wild Bill's Raiders <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">"All right listen up, you people will not die on me in combat. You freaking new guys will do everything to prove me wrong. You'll walk on trails, kick cans, sleep on post, smoke dope and diddy bop through the bush like you were back on the block. While on guard at night you'll write letters, and think about your girl back home, well forget her. This is Han. You have no worries people, but him... and me" <br />
 Sgt. Frantz "Hamburger Hill" <br />
 <br />
 </span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Foreword <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 A while ago during a PBEM game, I wrote a friend of mine a very detailed message concerning the application of basic infantry tactics to the Squad Battles series of games. Since his "baptism of fire" he has e-mailed me on a few separate occasions asking for a copy of this same text for distribution to other new players. Due to the requests of these people, I am attempting to reproduce this long dead e-mail by turning it into a reference article those progresses from a basic to somewhat detailed reference for all newcomers to the Squad Battles series. <br />
 <br />
 In advance, let it be known that in my own opinion I am not an "expert" at these simulations. Judging myself fairly however, I have grown at least moderately skilled. I have been playing these games with a .650 -.750 win percentage against human opponents by applying the tactics I was taught while in the real world Infantry (USMC- E 2/3) and applying a basic knowledge of the game system. Others who have developed their own styles may tend to disagree with what is written below. This is to be expected and ultimately encouraged. The following words are as much opinions as they are tactics. <br />
 <br />
 This article is basic. A "boot camp" of sorts. In my next article, I plan to cover tactics further by addressing the patrol and contact formations used by US infantry forces in combat. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">The Squad Battles series of games <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 It is keen to remember that while the Squad Battles series uses the same basic rules format, the 4 games cover three separate fronts and three distinct fighting styles during two very different wars. Despite this fact, a basic guideline for conducting Infantry operations does exist. It is up to the individual player to tweak these guidelines to the unique situations that each game may offer. <br />
 <br />
 Vietnam and Tour of Duty, which cover Southeast Asia, are obviously very similar. It is rather safe to assume that tactics that are effective and succeed in one of these games will most likely do the same in the other. <br />
 <br />
 Proud and Few and Eagles Strike while both covering WW2, deal with two completely different theaters and fighting styles. Therefore certain tactics that are effective vs. the IJA in the Pacific may be suicide vs. the Wehrmacht in Western Europe, and vice versa. <br />
 <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Impossible scenarios? <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Newer players often complain that victory is impossible in the majority of Squad Battles scenarios. <br />
 Due to the level of detail of these games this continues to be a common train of thought amongst these types of people. If one expects to jump right in and immediately start laying waste to all he opposes, then this is definitely true. I was one of these people and I thought the same at the same period of involvement. Those of us who have stayed with the games, often come to find ourselves fortunately mistaken. Although a few difficult scenarios do exist that may be near impossible, in all actuality it is a very small number. The point that is often overlooked is; that a good amount of these scenes contain only one possible way to achieve victory. Unlike other wargames where one can basically alter history to achieve a desired result, SB scenes usually require that you to find the only route to this victory that may exist. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">1. Think like a Grunt <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 The best avenue of approach to squad battles tactics as a newer player is to place yourself down on the killing field. Would you advance across open terrain that stretched for 250 meters with an enemy HMG watching your every move? Would you waste 800 of your 1000 rounds firing at a target you could barely see? Would you gaggle your troops together with no dispersion so an enemy shell could take out half a platoon in one shot? <br />
 <br />
 Making it as difficult as possible for the enemy to score kills against your units without taking casualties themselves has always been the status quo in warfare. The question in real combat and its simulation is always concerned with the most effective way to achieve this. Since this article is mainly for the beginner, we will start on page one. <br />
 <br />
 Start by developing what is known as a "warning order" in grunt lingo. Ask yourselves the most obvious questions. Does your planned route of attack or defensive position have cover and concealment? Vantage points? Good observation positions? Rallying points if you cannot effectively reach your goals? Like all things applying to 20th century conflict, going "hey diddle-diddle, straight up the middle" usually doesn't get you anything but dead. <br />
 <br />
 OK, now here is where you start thinking like a 100% bona fide ground pounder. A grunt, 11 Bush, 0311, Boonie Rat, mud roller, dirt eater, whatever you call it. Learn to love that muck on the bottom of your boots because you and old mother earth are going to get real close-like here in the near future. Now that we have this out of the way, stop yer' moanin' and groanin', grab your weapon and your web gear and saddle up. There's a war going on. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">2. Take cover. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 It should be obvious to any aspiring pixel Infantry Officer, SNCO or NCO that leaving troops exposed in areas of little or inadequate cover is not good medicine. However, as trivial as this seems, it is often overlooked at times by newer players. Why is this? <br />
 <br />
 Personally, I believe this has to do with the over zealousness of newbies wanting to engage the enemy. Seeming to rate as the number one fault of newer players, this act of being in such a hurry to cause the enemy damage often ends up in causing more harm to themselves. Newer players will leave a squad or squads exposed in uncovered terrain due to having fired their full movement allowance at the first enemy target they see (and often at max ranges). More often than not these same units tend to get chopped to ribbons by enemy return fire and this boot tactic brings the "panic and spray" image to the mind of a vet. <br />
 <br />
 Maneuvering to a location with good cover that is also possible to reach with minimal casualties is usually paramount to victory. When applied to the offense or defense, this same location should be one from which you can strike at the enemy effectively with the means at your disposal <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">3. Hey John Wayne, GET DOWN! <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Yes, squads automatically hit the deck if fired upon. However, this does not take into account the opening volley against these troops. If you expect enemy contact during your defensive phase, grab some deck at the end of your turn. Going prone (toggle on ground) costs 0 MP, so it is wise to use it. (Getting back up costs 3 MP). Many times I have tore into an enemy platoon advancing to contact that is not prone and caused some serious casualties. While under fire, staying prone (crawling) while maneuvering short distances often keeps casualties lower than standing up and running for it. <br />
 <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">4. CEASE FIRE! CEASE FIRE! <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Newbies will fire at anything and everything from any range with any weapon that will reach a spotted unit. If you want to win, you need to tie a knot in that trigger finger. Professional soldiers fire only at what they can hit. The individual rifleman is taught to maintain as much stealth as possible. Utilizing this stealth, most firefights tended (and still do) to happen from very close ranges. At these close ranges, a well trained soldier can annihilate the enemy quickly and thoroughly, if he maintains the element of surprise. <br />
 <br />
 With this in mind, imagine the amount of damage you can cause at very close ranges. Would it not serve you better to lure the enemy to a very close killing proximity where weapons can be applied to a higher level of efficiency? More often than not the answer is yes. The more you exercise this philosophy and the better you become at it, the better pixel infantryman you evolve into. If you have an itchy trigger finger put your mouse on safety.;-) <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">5. Don't spread yourself too thin. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Take a look at the terrain, the objectives, and the routes available to reach these points in minimal time with minimal losses. Next, look to the amount of troops at your command. At this point, come to grasp with what you can effectively defend or attack. Attempting to cover too much with too little can be catastrophic. This may involve sacrificing an objective or two to the enemy. If you can stand to lose a couple 10 point objectives and maintain an equal or favorable position with the enemy, then it is usually in your best interest to do so. Resist in force where you can cause your opponent the most casualties, and attempt to make up for lost points in that aspect. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">6. Change weapon loads when applicable. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 In Vietnam, switch your 40mm GL's to canister when the enemy becomes adjacent. Recoilless rifles, antitank guns, missile launchers, and tank guns should switch back and forth between weapon loads when firing at hard or soft targets in all games. Canister rounds work good against soft targets in most terrain, give buildings and the like. When enemy soft targets units enter a fortified hex, I switch to HE. I fire at all vehicles with AP, if available. <br />
 <br />
 To do this, first highlight the weapon you want to switch loads. Next, go to the bullet icon on the toolbar. When you hit it, it will bring up a dialog. Switch the weapons to the type of round you want them to fire and then fire away. Right clicking on the picture of the weapon in the unit dialog at the bottom of your screen will reveal what load is currently in the weapon. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">7. Dropping and picking up weapons. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 I have a 10 STR squad of Marines armed with M16's, an M60 and an M79 GL's. This squad is in a hex with 3 AK 47's at 98% status and I want to pick them up because my M16's are only at 56%. <br />
 <br />
 First off, I make sure I have at least 8 MP (this is the cost to pick up weapons, dropping them is 0 MP) I select the squad and hit "unload/drop" (arrow pointing to left button) on the toolbar. All weapons will be dropped. Now, I have a squad without weapons, but no need to panic, I'll remedy that. <br />
 <br />
 Secondly, I make sure nothing else is highlighted in the squads hex that I want to pick up the AK's. (The best way to do this is to click off the stack and then back on it). I then highlight the weapons I want to pick up, starting with the AK 47's, then the M60, followed by the M79 GL's and the remaining 4 troops would have to stick with the M16's so I highlight the M16's as well. Lastly, I highlight the squad I want to pick them up. <br />
 <br />
 Finally, I hit "load/pickup" (arrow pointing to right button) on the tool bar and now my squad has picked up the Kalashnikovs, the M60, the M79's and the M16's. At this stage, all of my troops have been rearmed. 8MP's have been used, and the ROF for each weapon is reduced by 1 for this turn only, giving them a max ROF of 2 due to the MP usage. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">8. Toggling hold fire <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Though toggling hold fire can be very effective, it is a touchy subject and is a trial and error type episode when used in certain situations. To hold fire on a weapon or weapons, first select the weapon(s) you want to hold fire. Next go to "command" on the tool bar and choose toggle hold fire. Do the reverse when you want to toggle hold fire off. (Select weapon-go to command-toggle hold fire off) <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">9. Detecting Enemy effectiveness <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Newer players to SB I have combated often relay the fact that it is difficult for them to realize when an enemy squad is at a low number of men and ineffective unless marked with "P" or "D". This is due to the fact that they do not know exactly how many troops they have killed in the target squad. Though all of the following are not 100% reliable, they will usually give you an idea of the level of your enemy’s status. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Tracer length- </span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">if enemy tracers are low in number, the squad is not delivering effective fire. 4 tracers is max effective fire, with 1 tracer being least effective. Ineffective fire (short tracers) may be due to any of the above states or low weapon status due to ammo consumption. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Weapons counters. </span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">If a squad moves from its position and leaves behind a tidy little stack of weapons counters, you have caused some hate and discontent. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Are they dead?</span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"> - When a weapon is fired at you it appears to the right of the enemies character sketch. These units that stay within LOS will continue to display these weapons unless their carriers have been killed and the weapon has been dropped. If you have fired on the unit, highlight the unit that is in question. If these weapons are no longer visible or appear to the left of the character sketch...you have killed the bearers of said weapons, or your enemy has dropped them. (I doubt the latter) <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Well, they're not dead.</span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"> If not hearing these weapons fired after the initial time and then highlighting the enemy squad reveals that they are still present, your opponent may be doing a number of things. The most likely situations are the following: He is waiting for you to get to a closer range to deliver more effective fire. You are out completely out range for said weapons or he is conserving ammunition and status. He may also do this if your own troops are shaken from high casualties and are pinned, demoralized or a combination of both and he feels minimal threat from your presence. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">10. Killing Factors vs. reduced squads <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Choosing one target and attempting to annihilate it to the last man by fire combat does not usually work well in this game. For example, if you have a company of troops with high effectiveness pouring it on to one squad that has been pinned in the open for 3 rounds with seemingly little result, the target squad has probably suffered quite a bit of damage. This is almost guaranteed when the enemy unit in question is delivering ineffective return fire on your units (short tracers). <br />
 <br />
 As a squad suffers casualties in a 40m hex in Squad Battles, the lower the "crowding factor" and the harder it becomes to score kills vs. said unit. An allied squad in Nam usually numbers 10-12 men. A NVA-VC squad can be anywhere from 4-12 troops. Japanese squads can get upwards of 15 men, while USMC squads in WW2 are 8-12 strong. While high numbers are excellent for the assault, all these bodies packed in a small space tend to take higher casualties as a result of fire combat, especially when stacked. <br />
 <br />
 At this stage, highlight the enemy unit and recon it as described in the last section. If so reduced, other than the spotting capabilities of this unit at this strength, the amount of damage it will be able to cause on average is usually considerably low. Wasting rounds on an ineffective enemy unit is exactly that - a waste. <br />
 <br />
 Again, you need to decide for yourself given the situation. If the target squad is scoring kills on your units at low levels of effectiveness, then said squad is very lucky and there is not much you can do short of continuing to attempt to destroy it completely. If the squad becomes a terrible nuisance in the aspect of gathering recon against you or killing your troops, maneuver a squad or two adjacent and assault it. This tactic usually finishes off low strength squads. <br />
 </span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">11. Target selection. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 In this game, officers are usually my number one priority. If the enemy is foolish enough to send an officer into the open, or if he walks into an ambush with an enemy squad(s), or alone, I fire the majority of my weapons at said leader or stack. What this can accomplish is a multitude of things if the officer is killed. <br />
 <br />
 The enemy now has a leaderless platoon and has some serious issues that have to be dealt with. <br />
 As a squad or squads is sometimes pinned when stacked with an officer that becomes a casualty, they may now have an isolated unit in the open and no platoon leader to rally them. If the squad is not pinned...pour fire on them until they are. Once you have achieved this, you can now make the enemy squad a low priority target as their effectiveness has been reduced significantly. The only way for the enemy to reverse this situation is to either retreat and demoralize or bring forth his Company commander to attempt to rally the squad(s). If said CO becomes visible, let him have it just like the Platoon commander. In most cases the enemy has gotten the drift before this happens and the unit(s) will slither away to cover, demoralized and ineffective. <br />
 <br />
 When playing the VC-NVA in SB Nam-TOD an exception exists in the form of the enemy using airborne recon. If I spot enemy choppers, they always take first priority. I usually pop a few shots at a nosy helo with a weapon that has a decent chance of downing it like a 12.7mm, an RPD or an RPG if in range. If the helicopter is not destroyed or made immobile on this turn and stays in LOS, <br />
 I will deliver the highest volume of fire vs. the airborne target as I can possibly muster on the next turn. In the event that this still does not destroy the target, it will usually deter even the most hardcore of the lot from further probes. In most Nam scenes, a downed chopper is quite a few points to swallow if eliminated. <br />
 <br />
 This is especially true, if it is loaded with passengers when it is destroyed. I have lost UH-1's that are fully loaded, at ranges of up to 1,200m from 12.7mm MG's. This was a loss of 31 points (16 for the chopper, 5 Crew+10 grunts). So beware the DshK in SE Asia. <br />
 <br />
 Next on my list of priorities are vehicles and or heavy weaponry. If I am spotted by these unit types, (tanks, etc), I engage only if I have weapons that can damage said targets. If these weapon types are not in my arsenal and I am not dug in, I disengage. <br />
 <br />
 Lastly my fire goes to individual squads. Again an exception of priority exists in the form of being confronted by numerous enemy squads in the adjacent proximity. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">12. Use of leaders. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 A leader with a good rating is an excellent weapon. The ultimate application for myself when using these unit types in fire combat is to leave them one hex behind a platoon and out of enemy LOS if possible. When one or more squads are pinned, I retreat the affected squads (they demoralize) to the adjacent hex with the concealed leader and attempt to rally them. When rallied, I send them forth again to fill the hole in the line. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">13. Direct Fire methods, fact or fiction? <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 I use selective fire at ranges over 200m only with rifle squads. When enemy units close to 4 hexes (160m) or less, I just select the squad(s) and let every weapon rip at once. Mathematically, I do not know if this produces better results, but I swear by it. I have annihilated a fresh 8 man squad with two attacks while using this method. <br />
 <br />
 When I need that critical pin result on an enemy bunker, I totally unload as well. Everything I have goes down range at this point until I get this desired effect. While playing SB Nam and TOD, I usually toggle hold fire on LAW rockets until I need them for this type of attack. The most lethal combo in any of the SB games that I have noticed is to stack a rocket type weapon (Bazooka-Panzerfaust-RPG) with a rifle squad. Select both squads-all weapons and fire like a madman. Now, sit back and watch that yellow P pop up with a quickness, followed by that big red D. Happens more often than not. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">14. How to fire Support Weapons, Mortars, Artillery, Naval Guns and Air Strikes "blind" without sending your own troops home in a bag in the process. <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Firing "blind" may be necessary if a leader or FO (Forward Observer) with a radio cannot achieve LOS to the target area. Indirect fire (IF) weapons with an effective casualty radius (ECR) of 80m (2 hexes) or more can cause as much damage to friendly troops as the enemy. The safest way to deliver fire with these types of IF weapons, when forced to fire in this mode, is to "fire-long". Firing long in artillery lingo and in game terms constitutes plotting support strikes a varying number of meters (hexes) behind what one want to shell with them. This is done in hopes of catching them in the shells' blast radius while avoiding hitting your own troops. The bigger the ECR, the "longer" you should fire. The reverse of this, "firing-short" can be disastrous when a shell from a 5" Naval gun (for instance) lands directly in the center of a company of your own men. Blind artillery fire is dangerous and maneuvering an FO with a radio into LOS of the target area before the strike is available is the preferred method of calling in support. This method I have mentioned above is for the situations when it seems that the same FO cannot obtain this LOS, due to constant enemy relocation. <br />
 <br />
 It is also critical that you pay attention to the delay of your support missions. When you are starting to think about needing support, you need to check the minimum-maximum delays. For instance, if it is turn 4 and you realize that you need to hit the target area by turn 8 with an F4's 500lb. bomb, you had better get on the horn if the minimum delay is 2-3 or higher. That mission may not come as soon as you hope and this simulation one turn can win or lose or a scenario. I usually make a mental note of my support missions and try to pre determine a turn I am going to call them despite my FO's position. I would rather take my chances "firing blind" than pass up the opportunity to use these weapons in the game. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">15. Spotting, getting spotted, holding fire <br />
 <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">Personally, when in the defense and when attempting to spot the enemy, I often place a few single squads in covered hexes with good LOS over the battlefield. I also place a leader close to this unit if available and out of enemy LOS. If the spotting unit becomes pinned or demoralized, I pull them back out of sight, rally them and send them back out to recon once again like mentioned above. This keeps the unit fresh and keeps the leader alive by keeping him out of sight. <br />
 <br />
 In the defense and in general (unless against helos) I usually avoid taking pot shots at the enemy with support weapons at longer ranges. Using these important weapons in this "plinking" role and at these ranges usually results in high ammo expenditure with low results. When the enemy closes to assault objectives or terrain at close range, friendly units that have chewed through 1/2 of their ammo "spraying and praying" from extreme range can cause serious problems due to their lowered status. <br />
 <br />
 Since the defense usually grants you the advantage of choosing your terrain, leaving the bulk of ones force out of sight and in reserve until the enemy shows in force is a sound practice. Toggling hold fire on Assault and Battle Rifles until the enemy closes to where they will be very effective (3-4 or less) is usually a good plan. Toggling hold fire on all weapons until the enemy is "danger close" can spawn some vicious ambushes. In close quarters, I attempt to leave a light "screening force" out in front of my defense to be spotted as "bait". When the enemy comes forth to destroy these units, your reserves are ready and waiting to cause serious damage. If he catches on, and starts to destroy these units "piecemeal" then it is wise to move to other options. <br />
 <br />
 </span><span style="color: #008000;" class="mycode_color"><span style="font-family: StencilSans;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">FINAL EXAM <br />
 </span></span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">The Infantry in the attack vs. a fortified enemy position <br />
 </span></span></span></span><br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">1. Preparation <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 First, you are going to have to come to grips with the fact that you are going to take a lot of casualties when you need to route the enemy out of a prepared defensive position. We're going to teach you how to make this the least number as possible and insure that we take more of the enemy with you when you go. <br />
 <br />
 When troops move to dislodge the enemy from a prepared position they need an effective base of fire (BOF) covering their advance. Accomplishing this with each individual SB game takes a bit of "trigger time" and usually doesn't happen overnight. A solid BOF and the following assault against your enemy is a "combined arms" type effort and consists of the application of everything we have covered above. <br />
 <br />
 When we attack what will this entitle to be done so effectively? Our attack should consist of using support strikes to "soften" the enemy defense, knowing what squads and what weapons to use in the BOF's formation, what weapon loads to employ, what units will comprise your advancing elements and what route they will take, when and where to assault, when to commit reserves and when to hold fire for certain weapon types and when to rock and roll with everything we have. This can be a lot to digest for even a veteran player. <br />
 <br />
 Using the above as a reference, I believe once you can assemble an effective BOF for an offensive maneuver against a prepared enemy defense, you have become a well rounded SB player. The better one is at it, the grander their knowledge of basic infantry tactics and the mechanics of the game system over all. If a player is skilled enough to effectively develop the situation, a sound defense will come very easily. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">2.Assembling your BOF and assault formation(s) <br />
 <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">A solid Base of Fire should consists of units that have been deployed to good observation points with line of sight (LOS) to the entire target area. Ideal in this role are HMGs and other support weapons like mortars or vehicles (tanks, gunships, etc). If rifle squads help compose this BOF, they should be units with lower morale or lower quality leaders than the troops that will compose your advancing formation. (If any variation of morale or leadership quality exists in your command.) <br />
 <br />
 Yes, you want your assault force to be "better” troops, and not "fodder". As your advancing force will more than likely take higher casualties than your BOF while engaging the enemy at closer ranges, these men will need to recuperate rapidly from disruption, pinning and demoralization. High morale and good leaders will be essential. Lower quality units in this role will just get shot up and have minimal effects on the enemy with return fire. <br />
 <br />
 As these units are moving into position your support strikes or smoke screens (if available) should be starting to fall onto or in front of the enemy positions. Once you have maneuvered these units into position, it is time to move out and on to the next phase. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">3. The hard part = maneuvering under enemy fire into assault range <br />
 <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font">Having set your attack into motion by opening up with your BOF, caution should now be taken in assuring that your forward elements do not prohibit your BOF from engaging enemy units that may expose themselves in the target area during their advance. This situation is avoidable by choosing a route that does not allow your spearhead to cross your BOF's line of sight (if available). <br />
 <br />
 Forward squads should also avoid blocking other advancing units LOS if this is possible. This succeeds in providing as many units as possible with clear fields of fire to potential enemy movement. Assigning a platoon a "field of fire" (FOF) and then designating areas of responsibility to individual squads during your offensive phase (your turn) is often massively effective. If successful in achieving this with advancing squads and in combination with your base units, an extremely high volume of fire is delivered to enemy defenders that may expose themselves during your defensive phase (the enemy turn). If you can accomplish this as described, it will almost absolutely cause enemy units to abandon any plans of occupying positions that are vulnerable to this type of approach by making their lives living hell by causing casualties when trying to enter the target area. <br />
 <br />
 In the offensive phase (your turn) and as you are closing to the target area, use this combination of BOF and advancing squad fire to disrupt-pin-demoralize enemy units in LOS. Once you have pinned one squad, move on to the next...pin it, then the next...and so forth. What this accomplishes is reducing the effectiveness of the enemy’s direct fire while maneuvering towards his position. Casualties will still be taken, yet it will be a far less number than if the enemy where firing at peak efficiency. If this is working as planned, you are now conducting an effective offensive base of fire while advancing to contact. <br />
 <br />
 Insist on taking the shortest routes from covered hex to covered hex if possible and avoid stacking if forced into the open during this "leapfrog" type maneuver. Sometimes, you will get hit hard despite. In this circumstance, you just have to take your lumps to get where you need to be. Once this has been done to your satisfaction and in the time you have allowed yourself to do so, it is time to advance to the next phase. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">4. The Main event <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Now it's time to hook and jab. The only "open" terrain you should cross is in this last stretch to the enemy position. Assaulting is a risky business in SB, yet if done correctly it can be a devastating event. What have you done so far? <br />
 <br />
 You have used your BOF and IF weapons to "soften" defenses or lay smoke screens while your forward squads have advanced. <br />
 <br />
 You have effectively used target selection to produce desired results on enemy leaders, heavy weapons and machine guns. <br />
 <br />
 You followed this up by laying into the remaining non-affected defenders with your advancing squads. <br />
 <br />
 Finally, you looked at where your "prep" of the target area has produced the best results in the way of damaging the enemy. <br />
 <br />
 A good opponent will have moved his forces during his turns to patch holes in his own lines, so now you need to get up there and exploit these weaknesses as quick as possible. Granted, this may be a problem if he has a wealth of reserves. Once maneuvered to the adjacent hexes, exploit the soft spots of the enemies line by assaulting in force against his weak points against pinned or demoralized units. <br />
 <br />
 Assault in prone (on ground status) if possible. An assault cost 8 MP's. A squad that is toggled "on ground" receives the protection benefits of being on the ground and can assault up to 3 times in a single turn (regardless of terrain) if doing so successfully without being pinned. A personal favorite tactic of mine is to pin or demoralize the enemy squads to the direct front and then attack with a stack of fresh squads (a platoon or so) and sweep them down the line in 3 successful assaults. On average, I attempt to out number the enemy at odds of at least 1.75 to 1. Higher ratios along the lines of 2 or 3 to one are ideal, (especially vs. IJA high numbers and morale) but one has to work with what he has at hand at the moment. If units fail in their assault and are pinned, that friendly leader should be close behind. Drop the units back (they demoralize) out of sight, rally them and get them back up in the fight. <br />
 <br />
 Adding extra units to your assaults may be necessary to achieve your desired results. The possibility may also exist that squads "rushing to the aid" of friendly squads may not be able to go prone and assault as well. The decision to commit them in this manner is up to the individual. I usually do it if I control the momentum at which the battle is currently progressing, and if the target squad(s) has suffered decent damage. <br />
 <br />
 Discontinuing the attack at this point may be wise due to your level of recon, yet you should shoot up what you still see with the remaining attacks at your disposal. Close combat can be no fun on the return end...so you need to cause as much damage as you can, while possible. They key is to a successful assault is to "bully your way in" by hitting hard and continuing to hit constantly at close quarters. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">5. Reserves <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Try to keep a reserve if possible. Avoid committing every thing you have if you don't have to do so to maintain control of the situation. Leave an unspotted and fresh platoon out of site. Pull them up when you need them to regain lost control or when you want to deliver the "killing blow" to an enemy counterattack while in the assault. <br />
 <br />
 </span><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">In closing... <br />
 </span></span></span></span><span style="font-family: Times New Roman, serif;" class="mycode_font"><br />
 Always attempt to leave yourself an alternative option and avoid putting "all your cookies in one bag". Weigh the situation as it progresses and attempt to stay in control. If the enemy is responding to your initiative, then that is exactly what you have; so you need to exploit it to the fullest. If you are responding to the enemy’s movements, then he is in control of the battlefield. At this point, you need to think of what avenues of approach you need to take to reverse this. One of my gamer friends once said that playing wargames is like being a Police Officer in a potentially hostile situation. "Take charge of the situation and stay in charge." Yes sir, that pretty much sums it all up. <br />
 <br />
 Well that's going to wrap it up for this session, troops. Now you're half a grunt. When you can make what was discussed happen for you while playing PBEM, you'll be a 100% bona fide pixel ground pounder. I can only hope this offers a guiding hand to newer players of SB, (and vets as well) as the amount of frustration I have seen on a few MB's have lead me to attempt to put the fun back into a great game for those who may have been led astray by a sound gut stomping or two, or ten for that matter. In closing, you have to want to be good at this game, because it takes a bit of homework, but you are a "grognard" aren't ya'? You want the real deal, right? <br />
 <br />
 Finally, the best and quickest way to learn the system is to play vs. a skilled opponent and ask for help. Most vets will be very willing to assist you. Try things on a trial and error basis. Players who seek an adversary that they can annihilate with relative ease does nothing to improve their skills. Though a win here and there is good for the ego, it rarely does much to improve one's prowess if against an opponent less skilled than yourself. When you do find that formula that works time and time again versus an opponent that you had found nearly impossible to beat before, this is when you are starting to get an excellent grasp of the game(s), and when you need to stay away from my troops. Now get out there and get a body count worth telling HQ about. <br />
 </span><br />
<br />
<span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Frank L. Harmon Jr.</span></span></span>]]></content:encoded>
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			<title><![CDATA[US Morale in Vietnam in Aspect to Squad Battles]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73422</link>
			<pubDate>Tue, 05 May 2020 23:59:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73422</guid>
			<description><![CDATA[<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Realistic morale ratings in the Vietnam War</span></span></span></span><br />
<br />
By <span style="font-style: italic;" class="mycode_i">Frank Harmon</span><br />
<span style="font-style: italic;" class="mycode_i">*05/05/20 Original document could not be transferred in its entirety due to coding issues.  99% of article is found below.</span><br />
<br />
Every Marine is a Rifleman, says the Corps, but a cook is a cook in the Army. The Army of the United States is not less; the United States Marine Corps is simply... different. Micheal Rodriguez.<br />
<br />
An Army Vietnam Combat Officers' opinion on US Army morale in combat in SE Asia. <br />
<br />
Back on "Elite" troops in the Light, Paratroop and Mech Infantry roles.. Again these men were a different subject. Speaking outside bias ( and boy this hurts..lol ) Army Airborne Infantry-Air Cav-Marine Corps Infantry are equivalent. One needs remember that the Army is so large that a lot of variation exists. Variations exist in the Marine Corps as well, but not as drastically due to it's small size. <br />
<br />
Craig Deaton and myself got together and had a sit down on morale in Squad battles. We personally came to a couple conclusions. First off you have to separate the War into 2 Categories. 1965-mid 68' the feeling remained with many that the war was still winnable, Mid-68 to 75 was a different story all together. Why mid 68? Because all vets know that wind of what is going down in the real world takes about 6-8 Months to work it's way to Soldiers in the field, and 1968 was a was a traumatic year back here in the States. That said, and with the draft, drug use, etc.. morale suffered as troops who didn't believe in the War were drafted and assimilated into the ranks in multitude. We also had a very realistic discussion on the morale of Spec Ops units from the Battalion level up to Div-Corps and came up with the following conclusions, concerning morale. <br />
<br />
To correctly perceive morale one must also apply the situation and the unit's capacity for violence. Training can fail at the "moment of truth". Low Morale ( in the aspect of the game ) doesn't necessarily make a man a coward, in actuality it makes him a kinder human being. However, Soldiers and Marines don't get paid to be "kind" human beings, they get paid to kill without remorse. <br />
<br />
Nam Morale in aspect to a game like Squad Battles. <br />
Well, I guess it depends on just how realistic you like your games and ultimately how much of a grognard you really are. Playing a bunch of stoned Riflemen in 1971 with D morale would probably make it pretty hard to pull off a win as the Allies, but that was the reality of it all some times. Anyway, here is a researched opinion on morale in SE Asia. <br />
A+ Morale A leader with A+ Morale is a machine. A guy who walks upright in combat. He is usually a stone hearted SOB, a blind patriot, VERY convinced that what he is doing is right, or a very devout religious man. Only these personas can usually grant a man the moral justification for being such an efficient killer. If he doesn't die or win a Medal of Honor-Navy Cross ( or both ) the scenario or hasn't already won either or, or at least written up for them on numerous occasions, or achieve a spectacular feat, then he should not be given an A+ rating. A+ Morale is borderline to full blown insanity and a super healthy dose of luck. NO amount of training can give a Soldier A+ morale. He is born with it. <br />
<br />
A Morale This rating should be given only to Spec Ops, LRRP's, Div. Recon, or B rating troops in rare form that lives in infamy in the pages of history, Khe Sanh for example. A Morale is fanatical. <br />
<br />
B Morale This rating is for TOP OF THE LINE regular troops on any given day. Not fanatics, but highly trained "regular" units. Marine Infantry, 1st Air Cav, Army Airborne Inf. etc. <br />
<br />
C Morale C is actually above average when the ratings go to F. They wont hesitate to get into a scrap. However, like most Combat troops, they quickly become disillusioned if they start getting their asses kicked and may even become B Morale if they are kicking some themselves. I would say this level of morale is typical of regular army infantry. <br />
<br />
D Morale Realistically, D Morale is not as bad as one thinks. They'll fight if they have to, but they are in no big hurry to get into the mix. They just want to do what they have<br />
<br />
<br />
US Troops in Squad Battles Vietnam and Tour of Duty. An overview. <br />
<br />
Morale is a reflection of many things. Training, welfare, fatigue and the willingness to kill while accepting your own casualties and achieving the mission. Although basic training in certain branches of the US Armed Forces attempts to train you significantly, keep you well fed, rested and remove the threads of morality and fear, it only does so to an extent and to even a far, far lesser extent in combat. Many wargamers have this false perception; once a Marine or Soldier graduates Boot Camp and then enters combat, he then becomes a perfect example of how the program is supposed to work. This may be true prior to the first fire fight he ever sees. Let's check with him again after a few months, if he makes it that long.<br />
<br />
Of course men still did their jobs and they still marched on. Of all the conflicts in American Military History, the Vietnam war made a point very obvious: The conflict was extremely psychological given the nature of the mission and the enemies fighting style; a style which used terror tactics to their fullest and was very demoralizing for many. In previous wars of US involvement, Marines and Soldiers took geographical objectives and their enemy fought for them..In Southeast Asia, the mission was to find the enemy and kill him wherever he may be. Due to this nature of war and inadequate manpower to hold every position that was taken, ground was given back to the enemy regularly and the feeling of doing it " all for nothing " was felt very often. Again, morale suffered accordingly. <br />
<br />
The only way to combat this demoralizing effect was to "keep ones eyes in the boat" and focus on the mission. Troops of prestigious and special units, who are trained and disciplined more intensely, maintained the ability through various methods ( `Elan and Espirit de' Corps, etc ) to achieve this. Therefore the men who volunteered for certain Branches of the military and MOS' fields, ( Airborne, Marine Infantry, Air Cavalry, Spec Ops etc...) and thus believed in the mission and regularly maintained a higher morale than draftees and recruits involuntarily placed in "Regular" Infantry and combat units. I am not saying ALL Army Infantrymen were unmotivated. Yet I believe; given the standards of Army recruitment and the amount of draftees in the Reg. Army Infantry in Vietnam, the for mentioned were significantly below the quality of Air Cav, Airborne and Marines on average. Exceptions to the rule exist. <br />
<br />
An Observation by a Nam Veteran If the recent traffic on an Internet discussion list shows anything, it demonstrates that Marines are perceived as different from the rest of the combat arms of the United States armed forces. Detractors (none on the list in question) said that Marines are different only because they think they are. I say, the effect is the same. I take from no man the performance of individual rifle companies during the war in Vietnam. I do question, however, the dedication of the "higher-highers" to their people in that same war. But I digress... <br />
<br />
"Elite" is a term often thrown about, carelessly, and with little thought to its ultimate application. The term implies specialized training, esprit de corps, and the constant motivation that we are different. The United States Army builds huge divisions of men, then creates Special Forces, Airborne divisions, Ranger companies, LRRP companies, and Cavalry divisions and labels them all as elite. What then happens is that the regular divisions are seen as less than elite and at the same time that they send their people to perform their duties, who, of course, now see themselves as Grunts, less than noteworthy, less than spectacular, l to get through it all and get home. <br />
<br />
A D is still a passing grade. Just below average for expectations of one's command. I hate to break it to most but when life is the cost, most people are not in a big hurry to do anything and this rating may be a bit more common than one may enjoy believing. <br />
<br />
E Morale E troops have either suffered a serious butt kicking or they are just ill suited for combat and they know it. Things look pretty grim to troops with E Morale. <br />
<br />
F Morale These guys want the hell out of Dodge as quick as possible. <br />
<br />
Every unit has their slackers, or guys who squeeze through in the need for fresh bodies. REPEAT every unit, and this brings down the overall quality of a Squad as a whole. Also, a Soldier who might be an A quality type in a rifle battalion or a BLT in the standard grunt role, may only be a B if he ends up in Recon somewhere down the line. One man can seriously effect a squad's performance. His weight must be pulled by another and jobs don't get done to capacity. Units also have Troops that have started their tour optimistic only to become seriously jaded. These troops could bring the morale of a unit down significantly if they had gained enough Rank to be in leadership positions. These feelings effect ones' performance drastically, and spread like wildfire amongst newer troops who are subjected to it as well. Very common in the later war years. A boot or an FNG is a lot like an infant, wide open and carved by the upbringing of their "parents". In this instance their parents would be Squad Leaders and Platoon Sgt's. <br />
<br />
The US Army and the US Marine Corps organized their Rifle Battalions-Companies a bit differently. In 1966, the Marine Corps altered the formation of it's Rifle Battalions, straying away from the old school WWII-Korea type to a newer org. with the loss of the M14 and M14E2's firepower.<br />
<br />
 This formation stood until the 70's when it gave way to the type that exists today with the Weapons Company being a separate formation from H&amp;S Company ( HQ and Services ). <br />
    Battalion               Company                    Platoon            Squad               <br />
H&amp;S CompanyHQ SectionHQ Section ( 5 )Squad Leader Line Company  1st Platoon 1st Squad  ( 13 )1st Fire Team ( 4 )Line Company2nd Platoon 2nd Squad  ( 13 )2nd Fire Team ( 4 )Line Company3rd Platoon  3rd Squad   ( 13 )3rd Fire Team  ( 4 )Line CompanyWpns. PlatoonAttachments ( ? )Attachments ( ? )<br />
<br />
General Composition- In Vietnam a Marine Rifle Battalion consisted of 4 Line Companies (One was technically a "Reserve Company" ) and an H&amp;S (Weapons Company). Respectively, the Line Companies in 1st Battalion of a Regt. would be lettered like an Army infantry battalion. 1st -A ,B, C, D. 2nd Battalion E, F, G, H. 3rd Battalion I, K, L, M.<br />
Headquarters and Services Company- H&amp;S Company for the Marine rifle battalion in Vietnam was a combination HQ and support formation as no separate Weapons company existed as does in the contemporary Marine Corps. (Although H&amp;S Company was called "Weapons Company" by many. This probably stems from HW Infantrymen being "put out" by people teasing them about being in an HQ unit, and saying "no, I'm not in HQ, I'm in weapons").<br />
<br />
In Vietnam, H&amp;S Companies were rather large formations. The non Combat support elements existed as the following. S-1 Section ( Administration ) S-2 section (Intelligence ) S-3 section ( Training ) S-4 section ( Supply ) Communications Platoon Field Wiremen, etc.  Battalion Aid Station ( BAS ) US Navy Medical, and overall parent formation for all Corpsmen in the Battalion. Motor Transport Platoon ( Truckers ) Cooks Platoon ( Marines' gotta eat.. ;-) <br />
<br />
<span style="font-weight: bold;" class="mycode_b">H&amp;S COMBAT FORMATIONS </span><br />
81mm Mortar Platoon-HQ Section consisted of the Platoon CO, an RTO  ( Radio Telephone Operator ) Section, and a Forward Observer Section. The Mortar Platoon consisted of  4 sections ( squads ) with ( 2 ) 81mm M29 Mortars each ( 8 ). An 81mm Mortar Section consisted of  6-10 men. A Gun Leader, Gunner, A Gunner, and 3 Ammo men was by the book per gun and rarely represented. The Section Leader, The Gunner and Asst. Gunner were armed with M1911A1 ( .45 pistol  ) and will be assigned no weapons in the game (However they were known to "stash " rifles ). Each Ammo man did carry a rifle. An FO team ( 2 ) was detached with each section. One Mortar Section was traditionally attached to each Line Company, However was basically up to the Battalion Commander where he placed his "Hip Pocket Artillery".  In SbV a historical 81mm Section could appear as follows,  7 Men, 3 M14 ( 16 ), 2 M19 81mm Mortar.  A two man FO Squad would also be present for each section detached and appear as follows. 2 Men, 2 M14 ( 16 ), PRC 25 Radio.<br />
<br />
106 Platoon- 106mm Recoilless Rifle Platoon. HQ Section. Platoon Leader ( Rifle ) ( Sgt-SSgt ) + RTO ( PRC 25= Rifle ). 6 Guns, 4 Man Crews. Gunner-A Gunner ( Pistols ) 2 Ammo Men ( Rifles ). Marine 106's on average were not mounted on jeeps. They were usually mounted on Mechanical Mules and were detached where needed. 106 Squad  4 Men, 106mm Recoilless, 2 M14 ( 16 )<br />
<br />
Flame Section- HQ Section as 106 Platoon. 3 Flame Sections. 4 Men each. 1 team Leader ( Rifle ) 1 Flame Man ( Flame thrower ) 2 Assistants ( Rifles ). Detached as needed. Flame Unit 4 Men, Flame thrower, 3 M14 ( 16 )<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MARINE RIFLE COMPANIES</span><br />
( 3x Rifle Platoons + Weapons Platoon + HQ Section = Rifle Company )<br />
* It is critical to remember that formations were VERY rarely at TOE at any time.<br />
Rifle Platoons - 3 Squads Infantry- 1965-66  early war squads still used the old school 3 Fire team setup-ala Korean War. 13 Man Squads. Squad Leader ( M14 ) Fire team Leaders 3 ( M14 ) 1 Grenadier ( M79 ) 6 Rifleman ( M14 ) 3 Auto Riflemen ( M14E2 ). 10 Men, M14 ( 7 ) M14E2 ( 2 ) M79 ( 1 ) + LAWs. <br />
<br />
In 1967 Squads were reorganized with the loss of the M14E2. To Increase Firepower, 1 more Grenade Launcher ( 2 Per squad ). 13 Men M14 ( 11 ) M79GL ( 2 ) + LAWs.  In 68' The Marines finally had to give their Battle proven M14's. Squads were organized like the fore mentioned with M16's. 1968-1975- 13 Men M16 ( 11 ) M79GL ( 2 ) + LAW's. Marine Rifle Squads had no M60's. M60 Machine gun teams were detached from Weapons Platoon at the Squad Level. A Marine Machine gun Team if correctly done at the Platoon level should be a separate counter ( one team supporting each squad ) and represented as follows. MG Team 3 Men M60mg ( 1 ) M14-16 ( 2 ). <br />
<br />
Weapons Platoons  3 Sections support weapons .60mm Mortar Section - Section Leader- RTO. ( Pistol, Rifle, PRC 25 ). Each Gun had 3 Crew. Gunner, A Gunner, ( Pistols ) and an Ammo Man ( Rifle ). 60mm Mortar Section- 11 Men 3 M19 60mm, 4 M14 ( 16 ). 60mm Mortars were very rarely detached to platoons, the majority of the time they were present with Company CP, as a single entity. 60mm Mortars had an attached FO unit like 81mm Mortars which consisted of 1 FO ( Rifle ) and 1 RTO ( Rifle ) FO Section 2 Men 2 M14 ( 16 ) PRC-25 radio . <br />
<br />
The Machine gun Section has been dealt with. <br />
<br />
Assault Section - 3 Sections. Led by a SNCO ( Rifle ). Assault Sections were usually detached at the Platoon Level. Later in the War when the bazooka was phased out; many units switched to 90mm Recoilless Rifles. They followed the same .org minus the M20, add a 90mm. Assault Section 6 Men 2 M20 Bazookas, 2 M14 ( 16 ).<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Conclusion</span>- If one wants to game historically with a formation at TOE strength, then a 10 man squad is fiction. A understrengthed Marine Rifle squad with only 2 active fire teams + a detached MG team would still put it's strength at 12. Squad Leader, 2 ( 4  ) man Fire teams and a 3 man MG crew.]]></description>
			<content:encoded><![CDATA[<span style="color: #000000;" class="mycode_color"><span style="font-family: Times New Roman, serif;" class="mycode_font"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Realistic morale ratings in the Vietnam War</span></span></span></span><br />
<br />
By <span style="font-style: italic;" class="mycode_i">Frank Harmon</span><br />
<span style="font-style: italic;" class="mycode_i">*05/05/20 Original document could not be transferred in its entirety due to coding issues.  99% of article is found below.</span><br />
<br />
Every Marine is a Rifleman, says the Corps, but a cook is a cook in the Army. The Army of the United States is not less; the United States Marine Corps is simply... different. Micheal Rodriguez.<br />
<br />
An Army Vietnam Combat Officers' opinion on US Army morale in combat in SE Asia. <br />
<br />
Back on "Elite" troops in the Light, Paratroop and Mech Infantry roles.. Again these men were a different subject. Speaking outside bias ( and boy this hurts..lol ) Army Airborne Infantry-Air Cav-Marine Corps Infantry are equivalent. One needs remember that the Army is so large that a lot of variation exists. Variations exist in the Marine Corps as well, but not as drastically due to it's small size. <br />
<br />
Craig Deaton and myself got together and had a sit down on morale in Squad battles. We personally came to a couple conclusions. First off you have to separate the War into 2 Categories. 1965-mid 68' the feeling remained with many that the war was still winnable, Mid-68 to 75 was a different story all together. Why mid 68? Because all vets know that wind of what is going down in the real world takes about 6-8 Months to work it's way to Soldiers in the field, and 1968 was a was a traumatic year back here in the States. That said, and with the draft, drug use, etc.. morale suffered as troops who didn't believe in the War were drafted and assimilated into the ranks in multitude. We also had a very realistic discussion on the morale of Spec Ops units from the Battalion level up to Div-Corps and came up with the following conclusions, concerning morale. <br />
<br />
To correctly perceive morale one must also apply the situation and the unit's capacity for violence. Training can fail at the "moment of truth". Low Morale ( in the aspect of the game ) doesn't necessarily make a man a coward, in actuality it makes him a kinder human being. However, Soldiers and Marines don't get paid to be "kind" human beings, they get paid to kill without remorse. <br />
<br />
Nam Morale in aspect to a game like Squad Battles. <br />
Well, I guess it depends on just how realistic you like your games and ultimately how much of a grognard you really are. Playing a bunch of stoned Riflemen in 1971 with D morale would probably make it pretty hard to pull off a win as the Allies, but that was the reality of it all some times. Anyway, here is a researched opinion on morale in SE Asia. <br />
A+ Morale A leader with A+ Morale is a machine. A guy who walks upright in combat. He is usually a stone hearted SOB, a blind patriot, VERY convinced that what he is doing is right, or a very devout religious man. Only these personas can usually grant a man the moral justification for being such an efficient killer. If he doesn't die or win a Medal of Honor-Navy Cross ( or both ) the scenario or hasn't already won either or, or at least written up for them on numerous occasions, or achieve a spectacular feat, then he should not be given an A+ rating. A+ Morale is borderline to full blown insanity and a super healthy dose of luck. NO amount of training can give a Soldier A+ morale. He is born with it. <br />
<br />
A Morale This rating should be given only to Spec Ops, LRRP's, Div. Recon, or B rating troops in rare form that lives in infamy in the pages of history, Khe Sanh for example. A Morale is fanatical. <br />
<br />
B Morale This rating is for TOP OF THE LINE regular troops on any given day. Not fanatics, but highly trained "regular" units. Marine Infantry, 1st Air Cav, Army Airborne Inf. etc. <br />
<br />
C Morale C is actually above average when the ratings go to F. They wont hesitate to get into a scrap. However, like most Combat troops, they quickly become disillusioned if they start getting their asses kicked and may even become B Morale if they are kicking some themselves. I would say this level of morale is typical of regular army infantry. <br />
<br />
D Morale Realistically, D Morale is not as bad as one thinks. They'll fight if they have to, but they are in no big hurry to get into the mix. They just want to do what they have<br />
<br />
<br />
US Troops in Squad Battles Vietnam and Tour of Duty. An overview. <br />
<br />
Morale is a reflection of many things. Training, welfare, fatigue and the willingness to kill while accepting your own casualties and achieving the mission. Although basic training in certain branches of the US Armed Forces attempts to train you significantly, keep you well fed, rested and remove the threads of morality and fear, it only does so to an extent and to even a far, far lesser extent in combat. Many wargamers have this false perception; once a Marine or Soldier graduates Boot Camp and then enters combat, he then becomes a perfect example of how the program is supposed to work. This may be true prior to the first fire fight he ever sees. Let's check with him again after a few months, if he makes it that long.<br />
<br />
Of course men still did their jobs and they still marched on. Of all the conflicts in American Military History, the Vietnam war made a point very obvious: The conflict was extremely psychological given the nature of the mission and the enemies fighting style; a style which used terror tactics to their fullest and was very demoralizing for many. In previous wars of US involvement, Marines and Soldiers took geographical objectives and their enemy fought for them..In Southeast Asia, the mission was to find the enemy and kill him wherever he may be. Due to this nature of war and inadequate manpower to hold every position that was taken, ground was given back to the enemy regularly and the feeling of doing it " all for nothing " was felt very often. Again, morale suffered accordingly. <br />
<br />
The only way to combat this demoralizing effect was to "keep ones eyes in the boat" and focus on the mission. Troops of prestigious and special units, who are trained and disciplined more intensely, maintained the ability through various methods ( `Elan and Espirit de' Corps, etc ) to achieve this. Therefore the men who volunteered for certain Branches of the military and MOS' fields, ( Airborne, Marine Infantry, Air Cavalry, Spec Ops etc...) and thus believed in the mission and regularly maintained a higher morale than draftees and recruits involuntarily placed in "Regular" Infantry and combat units. I am not saying ALL Army Infantrymen were unmotivated. Yet I believe; given the standards of Army recruitment and the amount of draftees in the Reg. Army Infantry in Vietnam, the for mentioned were significantly below the quality of Air Cav, Airborne and Marines on average. Exceptions to the rule exist. <br />
<br />
An Observation by a Nam Veteran If the recent traffic on an Internet discussion list shows anything, it demonstrates that Marines are perceived as different from the rest of the combat arms of the United States armed forces. Detractors (none on the list in question) said that Marines are different only because they think they are. I say, the effect is the same. I take from no man the performance of individual rifle companies during the war in Vietnam. I do question, however, the dedication of the "higher-highers" to their people in that same war. But I digress... <br />
<br />
"Elite" is a term often thrown about, carelessly, and with little thought to its ultimate application. The term implies specialized training, esprit de corps, and the constant motivation that we are different. The United States Army builds huge divisions of men, then creates Special Forces, Airborne divisions, Ranger companies, LRRP companies, and Cavalry divisions and labels them all as elite. What then happens is that the regular divisions are seen as less than elite and at the same time that they send their people to perform their duties, who, of course, now see themselves as Grunts, less than noteworthy, less than spectacular, l to get through it all and get home. <br />
<br />
A D is still a passing grade. Just below average for expectations of one's command. I hate to break it to most but when life is the cost, most people are not in a big hurry to do anything and this rating may be a bit more common than one may enjoy believing. <br />
<br />
E Morale E troops have either suffered a serious butt kicking or they are just ill suited for combat and they know it. Things look pretty grim to troops with E Morale. <br />
<br />
F Morale These guys want the hell out of Dodge as quick as possible. <br />
<br />
Every unit has their slackers, or guys who squeeze through in the need for fresh bodies. REPEAT every unit, and this brings down the overall quality of a Squad as a whole. Also, a Soldier who might be an A quality type in a rifle battalion or a BLT in the standard grunt role, may only be a B if he ends up in Recon somewhere down the line. One man can seriously effect a squad's performance. His weight must be pulled by another and jobs don't get done to capacity. Units also have Troops that have started their tour optimistic only to become seriously jaded. These troops could bring the morale of a unit down significantly if they had gained enough Rank to be in leadership positions. These feelings effect ones' performance drastically, and spread like wildfire amongst newer troops who are subjected to it as well. Very common in the later war years. A boot or an FNG is a lot like an infant, wide open and carved by the upbringing of their "parents". In this instance their parents would be Squad Leaders and Platoon Sgt's. <br />
<br />
The US Army and the US Marine Corps organized their Rifle Battalions-Companies a bit differently. In 1966, the Marine Corps altered the formation of it's Rifle Battalions, straying away from the old school WWII-Korea type to a newer org. with the loss of the M14 and M14E2's firepower.<br />
<br />
 This formation stood until the 70's when it gave way to the type that exists today with the Weapons Company being a separate formation from H&amp;S Company ( HQ and Services ). <br />
    Battalion               Company                    Platoon            Squad               <br />
H&amp;S CompanyHQ SectionHQ Section ( 5 )Squad Leader Line Company  1st Platoon 1st Squad  ( 13 )1st Fire Team ( 4 )Line Company2nd Platoon 2nd Squad  ( 13 )2nd Fire Team ( 4 )Line Company3rd Platoon  3rd Squad   ( 13 )3rd Fire Team  ( 4 )Line CompanyWpns. PlatoonAttachments ( ? )Attachments ( ? )<br />
<br />
General Composition- In Vietnam a Marine Rifle Battalion consisted of 4 Line Companies (One was technically a "Reserve Company" ) and an H&amp;S (Weapons Company). Respectively, the Line Companies in 1st Battalion of a Regt. would be lettered like an Army infantry battalion. 1st -A ,B, C, D. 2nd Battalion E, F, G, H. 3rd Battalion I, K, L, M.<br />
Headquarters and Services Company- H&amp;S Company for the Marine rifle battalion in Vietnam was a combination HQ and support formation as no separate Weapons company existed as does in the contemporary Marine Corps. (Although H&amp;S Company was called "Weapons Company" by many. This probably stems from HW Infantrymen being "put out" by people teasing them about being in an HQ unit, and saying "no, I'm not in HQ, I'm in weapons").<br />
<br />
In Vietnam, H&amp;S Companies were rather large formations. The non Combat support elements existed as the following. S-1 Section ( Administration ) S-2 section (Intelligence ) S-3 section ( Training ) S-4 section ( Supply ) Communications Platoon Field Wiremen, etc.  Battalion Aid Station ( BAS ) US Navy Medical, and overall parent formation for all Corpsmen in the Battalion. Motor Transport Platoon ( Truckers ) Cooks Platoon ( Marines' gotta eat.. ;-) <br />
<br />
<span style="font-weight: bold;" class="mycode_b">H&amp;S COMBAT FORMATIONS </span><br />
81mm Mortar Platoon-HQ Section consisted of the Platoon CO, an RTO  ( Radio Telephone Operator ) Section, and a Forward Observer Section. The Mortar Platoon consisted of  4 sections ( squads ) with ( 2 ) 81mm M29 Mortars each ( 8 ). An 81mm Mortar Section consisted of  6-10 men. A Gun Leader, Gunner, A Gunner, and 3 Ammo men was by the book per gun and rarely represented. The Section Leader, The Gunner and Asst. Gunner were armed with M1911A1 ( .45 pistol  ) and will be assigned no weapons in the game (However they were known to "stash " rifles ). Each Ammo man did carry a rifle. An FO team ( 2 ) was detached with each section. One Mortar Section was traditionally attached to each Line Company, However was basically up to the Battalion Commander where he placed his "Hip Pocket Artillery".  In SbV a historical 81mm Section could appear as follows,  7 Men, 3 M14 ( 16 ), 2 M19 81mm Mortar.  A two man FO Squad would also be present for each section detached and appear as follows. 2 Men, 2 M14 ( 16 ), PRC 25 Radio.<br />
<br />
106 Platoon- 106mm Recoilless Rifle Platoon. HQ Section. Platoon Leader ( Rifle ) ( Sgt-SSgt ) + RTO ( PRC 25= Rifle ). 6 Guns, 4 Man Crews. Gunner-A Gunner ( Pistols ) 2 Ammo Men ( Rifles ). Marine 106's on average were not mounted on jeeps. They were usually mounted on Mechanical Mules and were detached where needed. 106 Squad  4 Men, 106mm Recoilless, 2 M14 ( 16 )<br />
<br />
Flame Section- HQ Section as 106 Platoon. 3 Flame Sections. 4 Men each. 1 team Leader ( Rifle ) 1 Flame Man ( Flame thrower ) 2 Assistants ( Rifles ). Detached as needed. Flame Unit 4 Men, Flame thrower, 3 M14 ( 16 )<br />
<br />
<span style="font-weight: bold;" class="mycode_b">MARINE RIFLE COMPANIES</span><br />
( 3x Rifle Platoons + Weapons Platoon + HQ Section = Rifle Company )<br />
* It is critical to remember that formations were VERY rarely at TOE at any time.<br />
Rifle Platoons - 3 Squads Infantry- 1965-66  early war squads still used the old school 3 Fire team setup-ala Korean War. 13 Man Squads. Squad Leader ( M14 ) Fire team Leaders 3 ( M14 ) 1 Grenadier ( M79 ) 6 Rifleman ( M14 ) 3 Auto Riflemen ( M14E2 ). 10 Men, M14 ( 7 ) M14E2 ( 2 ) M79 ( 1 ) + LAWs. <br />
<br />
In 1967 Squads were reorganized with the loss of the M14E2. To Increase Firepower, 1 more Grenade Launcher ( 2 Per squad ). 13 Men M14 ( 11 ) M79GL ( 2 ) + LAWs.  In 68' The Marines finally had to give their Battle proven M14's. Squads were organized like the fore mentioned with M16's. 1968-1975- 13 Men M16 ( 11 ) M79GL ( 2 ) + LAW's. Marine Rifle Squads had no M60's. M60 Machine gun teams were detached from Weapons Platoon at the Squad Level. A Marine Machine gun Team if correctly done at the Platoon level should be a separate counter ( one team supporting each squad ) and represented as follows. MG Team 3 Men M60mg ( 1 ) M14-16 ( 2 ). <br />
<br />
Weapons Platoons  3 Sections support weapons .60mm Mortar Section - Section Leader- RTO. ( Pistol, Rifle, PRC 25 ). Each Gun had 3 Crew. Gunner, A Gunner, ( Pistols ) and an Ammo Man ( Rifle ). 60mm Mortar Section- 11 Men 3 M19 60mm, 4 M14 ( 16 ). 60mm Mortars were very rarely detached to platoons, the majority of the time they were present with Company CP, as a single entity. 60mm Mortars had an attached FO unit like 81mm Mortars which consisted of 1 FO ( Rifle ) and 1 RTO ( Rifle ) FO Section 2 Men 2 M14 ( 16 ) PRC-25 radio . <br />
<br />
The Machine gun Section has been dealt with. <br />
<br />
Assault Section - 3 Sections. Led by a SNCO ( Rifle ). Assault Sections were usually detached at the Platoon Level. Later in the War when the bazooka was phased out; many units switched to 90mm Recoilless Rifles. They followed the same .org minus the M20, add a 90mm. Assault Section 6 Men 2 M20 Bazookas, 2 M14 ( 16 ).<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Conclusion</span>- If one wants to game historically with a formation at TOE strength, then a 10 man squad is fiction. A understrengthed Marine Rifle squad with only 2 active fire teams + a detached MG team would still put it's strength at 12. Squad Leader, 2 ( 4  ) man Fire teams and a 3 man MG crew.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Armored Ambushes in Vietnam]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=73420</link>
			<pubDate>Tue, 05 May 2020 19:59:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6407">Compass Rose</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=73420</guid>
			<description><![CDATA[Armored Ambushes in Vietnam - An Australian Overview<br />
By Neil Stalker<br />
<br />
Vietnam would not be thought of as the most ideal place to use armor with its thick jungles, rice paddies, mud in the rain season and dry dusty tracts during the dry season. The heat, terrain and humidity would play hell with the vehicles and with the men who manned the armor. The reasons for sending armor to Vietnam after Australia increased its deployment of troops was to provide mobility, firepower, communications and protection to the infantry. <br />
<br />
A total of 60 M113 APCs armed with 30mm and 50mm machineguns were initially deployed with a HQ and 4 troops. The APCs were multifunctional being troops carriers, ambulances, command centers, mortar carriers and maintenance vehicles.  The APCs had a manning of a driver and a vehicle crew commander. Then they came under a section commander (a senior NCO who had 3 vehicles under his control and the section came under a troop leader (captain) who had 13 vehicles under his control. The Troop leader had as assistants a Lieutenant and Troop Sergeant.  A section could lift a rifle platoon.  Commanding all the troops was a Squadron Commander. <br />
<br />
<br />
The Australian forces were impressed with the fire support that the American Pattons provided during operations. Even after refitting most tracked vehicles with Cadillac Gage M47C turret with twin .3-inch Brownings it was decided that the APCs could not provide the level of support they needed. The elderly Mark 5 Centurion tanks with its 20-pounder gun and weighing in at 50 tons would be sent to Vietnam. The Centurion underwent many modifications before it was sent to Vietnam additional 50 mm machine gun, infrared system and up scaled the armor.  Two troops of 4 vehicles each were to be deployed these vehicles were slow and more suited to the open plains of Europe and not where they were going.  Working in the Centurion in Vietnam was like working in an overheated sauna and the worst job was the driver. <br />
<br />
Ambush<br />
<br />
A couple of the key elements in carrying out an ambush, which is described as an unexpected overwhelming concentration of force against a enemy, is surprise, concealment, sufficient force and a knowledge that your enemy will pass this way. Concealment of a 12.5 tonne vehicle approx 6 feet tall by 6 feet wide powered by diesel and with a distinct smell was surprisingly easy. If done on a really dull night and with decent camouflage the vehicle was hard to detect. Also by the time the ambush is sprung the engine is cooled down and less of an odour is detectable. The noise of the vehicle when going to the ambush site was hard to pick in a large area and normally you could use the drop of tactic that is a troop of vehicles and a section would drop of while the troop motored on. Tracks also could be covered so that their location wasn't given away. Then it was a matter of sitting quietly sometimes for days trying to avoid detection by enemy or civilians.<br />
<br />
The normal place to lay ambushes was on tracks leading to villages, near food caches or any signs of troops movements. The favoured time to carry out an ambush was a night so that the large vehicle would be concealed and also that civilian movement would be minimal. The APCs machine guns, personal weapons and the field of claymores are laid out so that the greatest force is propelled towards the target area. Normally in a section of 3 APCs you would have a reverse triangle with two APCs at the front, an APC deployed at the rear for security. 6 to 8 men would man the section. Then across the top of the triangle say 20 claymores and more claymores laid down the two sides of the triangle. A claymore when triggered fires out 700 ball bearings and shreds anything in its path and if you're standing behind one can cause some damage with blowback. After the claymores are fired you would fire illumination flares so that the target ground is lit up. <br />
<br />
The most dangerous part of the ambush is after the trap is sprung and you have to go and inspect the enemy dead or wounded. Normal procedure unless they were definitely wounded was to apply a shot to the head. The wounded were recovered and the bodies searched for anything that intelligence could use.  <br />
<br />
A troop ambush would take place over a larger area and had a number of main ambush sites plus support using some of the force as spotters and to cut off the enemy.  This would normally consist of 13 vehicles although with maintenance and breakdowns this would be variable. <br />
<br />
The noisiest and smelliest beast in the jungle would definitely beside the buffalo be a Centurion tank. Tanks used similar techniques used by the APCs although tanks were better utilised if there were long-range targets. They were used against sampans making night runs on rivers with spotlights they pinpointed their target and using AP rounds. The AP rounds sunk them by shock waves more than direct hits. Normally 3 tanks were used with a company of infantry as protection and a section of APCs. <br />
<br />
When the tanks were used in normal ambushes an anti personnel canister was used. This consisted of 20 pound canister which effectively destroyed anything 150 feet away from the barrel in a ten foot arc. <br />
<br />
As with all ambushes there is the possibility that the enemy will be told about it or a scout will reveal the ambush site. Then the enemy could do a counter ambush and with your crews and claymores pointing in one direction with minimal rear protection the unit could be routed.<br />
<br />
Another type of ambush was the area ambush where say a village was suspected of harbouring the enemy so under cover of dark the area was surrounded leaving no gaps. This took timing a careful planning as at night your forces had to move in from several directions and take up the correct positions and also not reveal you where there. With the infantry then going it at dawn and doing a house-to-house search all the people where then moved into a controlled area where they were screened for VC. The armored vehicles provide teeth if there was a large formation of VC hiding in the village area. Also with the advantage of high observation platform escaping enemy could be detected. <br />
<br />
Ambushes proved one of the most effective ways of controlling the VC. <br />
<br />
Source : Jungle Tracks by Gary McKay and Graeme Nicholas published by Allen and Unwin.<br />
I would recommend this book to anyone who wanted to get a feel of how armor was used in Vietnam. NS<br />
<br />
Associated Scenarios - Duck Season  and Waiting, Waiting.]]></description>
			<content:encoded><![CDATA[Armored Ambushes in Vietnam - An Australian Overview<br />
By Neil Stalker<br />
<br />
Vietnam would not be thought of as the most ideal place to use armor with its thick jungles, rice paddies, mud in the rain season and dry dusty tracts during the dry season. The heat, terrain and humidity would play hell with the vehicles and with the men who manned the armor. The reasons for sending armor to Vietnam after Australia increased its deployment of troops was to provide mobility, firepower, communications and protection to the infantry. <br />
<br />
A total of 60 M113 APCs armed with 30mm and 50mm machineguns were initially deployed with a HQ and 4 troops. The APCs were multifunctional being troops carriers, ambulances, command centers, mortar carriers and maintenance vehicles.  The APCs had a manning of a driver and a vehicle crew commander. Then they came under a section commander (a senior NCO who had 3 vehicles under his control and the section came under a troop leader (captain) who had 13 vehicles under his control. The Troop leader had as assistants a Lieutenant and Troop Sergeant.  A section could lift a rifle platoon.  Commanding all the troops was a Squadron Commander. <br />
<br />
<br />
The Australian forces were impressed with the fire support that the American Pattons provided during operations. Even after refitting most tracked vehicles with Cadillac Gage M47C turret with twin .3-inch Brownings it was decided that the APCs could not provide the level of support they needed. The elderly Mark 5 Centurion tanks with its 20-pounder gun and weighing in at 50 tons would be sent to Vietnam. The Centurion underwent many modifications before it was sent to Vietnam additional 50 mm machine gun, infrared system and up scaled the armor.  Two troops of 4 vehicles each were to be deployed these vehicles were slow and more suited to the open plains of Europe and not where they were going.  Working in the Centurion in Vietnam was like working in an overheated sauna and the worst job was the driver. <br />
<br />
Ambush<br />
<br />
A couple of the key elements in carrying out an ambush, which is described as an unexpected overwhelming concentration of force against a enemy, is surprise, concealment, sufficient force and a knowledge that your enemy will pass this way. Concealment of a 12.5 tonne vehicle approx 6 feet tall by 6 feet wide powered by diesel and with a distinct smell was surprisingly easy. If done on a really dull night and with decent camouflage the vehicle was hard to detect. Also by the time the ambush is sprung the engine is cooled down and less of an odour is detectable. The noise of the vehicle when going to the ambush site was hard to pick in a large area and normally you could use the drop of tactic that is a troop of vehicles and a section would drop of while the troop motored on. Tracks also could be covered so that their location wasn't given away. Then it was a matter of sitting quietly sometimes for days trying to avoid detection by enemy or civilians.<br />
<br />
The normal place to lay ambushes was on tracks leading to villages, near food caches or any signs of troops movements. The favoured time to carry out an ambush was a night so that the large vehicle would be concealed and also that civilian movement would be minimal. The APCs machine guns, personal weapons and the field of claymores are laid out so that the greatest force is propelled towards the target area. Normally in a section of 3 APCs you would have a reverse triangle with two APCs at the front, an APC deployed at the rear for security. 6 to 8 men would man the section. Then across the top of the triangle say 20 claymores and more claymores laid down the two sides of the triangle. A claymore when triggered fires out 700 ball bearings and shreds anything in its path and if you're standing behind one can cause some damage with blowback. After the claymores are fired you would fire illumination flares so that the target ground is lit up. <br />
<br />
The most dangerous part of the ambush is after the trap is sprung and you have to go and inspect the enemy dead or wounded. Normal procedure unless they were definitely wounded was to apply a shot to the head. The wounded were recovered and the bodies searched for anything that intelligence could use.  <br />
<br />
A troop ambush would take place over a larger area and had a number of main ambush sites plus support using some of the force as spotters and to cut off the enemy.  This would normally consist of 13 vehicles although with maintenance and breakdowns this would be variable. <br />
<br />
The noisiest and smelliest beast in the jungle would definitely beside the buffalo be a Centurion tank. Tanks used similar techniques used by the APCs although tanks were better utilised if there were long-range targets. They were used against sampans making night runs on rivers with spotlights they pinpointed their target and using AP rounds. The AP rounds sunk them by shock waves more than direct hits. Normally 3 tanks were used with a company of infantry as protection and a section of APCs. <br />
<br />
When the tanks were used in normal ambushes an anti personnel canister was used. This consisted of 20 pound canister which effectively destroyed anything 150 feet away from the barrel in a ten foot arc. <br />
<br />
As with all ambushes there is the possibility that the enemy will be told about it or a scout will reveal the ambush site. Then the enemy could do a counter ambush and with your crews and claymores pointing in one direction with minimal rear protection the unit could be routed.<br />
<br />
Another type of ambush was the area ambush where say a village was suspected of harbouring the enemy so under cover of dark the area was surrounded leaving no gaps. This took timing a careful planning as at night your forces had to move in from several directions and take up the correct positions and also not reveal you where there. With the infantry then going it at dawn and doing a house-to-house search all the people where then moved into a controlled area where they were screened for VC. The armored vehicles provide teeth if there was a large formation of VC hiding in the village area. Also with the advantage of high observation platform escaping enemy could be detected. <br />
<br />
Ambushes proved one of the most effective ways of controlling the VC. <br />
<br />
Source : Jungle Tracks by Gary McKay and Graeme Nicholas published by Allen and Unwin.<br />
I would recommend this book to anyone who wanted to get a feel of how armor was used in Vietnam. NS<br />
<br />
Associated Scenarios - Duck Season  and Waiting, Waiting.]]></content:encoded>
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