Thursday, March 6, 2014

Tutorial 4.0 British Module “Cain and Abel,” Movement to contact with march objectives.

This module was brought to my attention in the forums and I decided to take a stab at it, even though I don’t necessarily like playing countries other than the US.  Most western countries have spent centuries studying warfare from a very formal, educated, philosophical standpoint all their own (most eastern countries, though they have millennia of military philosophy, are relatively new to developing a doctrine of their own).  And it takes years of being immersed in that doctrinal system to really understand what lies behind the decision to carry a certain assault rifle, tracked vehicles vs. wheeled, how they balance the armored tripod of speed, protection and firepower, etc.  While I have no qualms about jumping into a game and playing any nationality, when it comes to a tutorial document such as this I think it’s important I have a firm footing when I start talking about real life doctrine and tactics.  However, the British are probably the closest to US doctrinal thought (which is a rough amalgamation of British and German with a heavy dose of redneck aggression and industrial might thrown in) so I will digress, put on my pips and move out.

The other reason this module appeals to me is it brings to the forefront a very real tactical problem that is missing from the contemporary operating environment but is rampant in CMSF.  That is, of course, the wide spread use of ATGMs by the Syrian conventional AND unconventional forces.  The only army I know of that had to seriously face such a threat was the Israeli Defense Force in Lebanon in the last two decades, particularly in 2006.  And it turned into a political nightmare for them since their answer to the flurry of ATGM that came their way was to light up the countryside with as much firepower as they could bring to bear.  And toward the end they were lighting up the countryside before they started taking ATGM fire, often with detrimental political fallout and very little effect on the enemy.  

It is similar in some respects to the challenge coalition forces have faced in Iraq and Afghanistan re: the IED threat.  A hidden enemy that can attack from hiding with no real clue where he may be until the attack is already initiated.  The ATGM challenge, however, throws in another wrench in that the enemy can be up to 2000 meters away when he initiates the attack.  The Tactics, Techniques, and Procedures (TTPs) developed for the IED threat has changed over time.  Initially everyone just drove as fast as they could down the road, thinking they could throw off the initiator and cause him to set off the bomb either before or after they actually passed over it.  But the enemy adapted and started placing the bombs at choke points or other places where the vehicles were forced to slow or they got really good at marking their triggers in the target area for coalition vehicles traveling at different speeds.

So the TTPs have evolved into what they are today, which is basically drive slow enough to spot anything suspicious in the road and stop to investigate before continuing.  This, coupled with much better intel gathering on IED cells and dedicated route clearance units, has greatly reduced the threat to coalition vehicles.  But it takes a lot of time.  So a drive that might take 30 minutes in the states can turn into hours on the road in Afghanistan.  And that’s if everything else is in your favor and you don’t actually run into any suspected IEDs.
So perhaps together we can start to develop our own set of TTPs for dealing with the ATGM threat in CMSF.  I will start the discussion with this tutorial.

1.  What do I have to do?
Specified Tasks:                1. Movement to contact (route clearance)
                                                2. Seize West Yard (I will call this Objective Jones)
                                                3. Seize Objective Abel
                                                4. Seize Hill Houses (I will call this Objective Smith)
                                                5. Seize Objective Cain
                                                6. Preserve structures on OBJ Cain and Abel

Implied Tasks:                   1. Secure crossing over canal
                                                2. Suppress/destroy likely ATGM locations
                                                3. Protect vehicles from ATGM threat
                                                4. Establish overwatch positions to counter ATGM threat and provide SBF
Purpose: facilitate passage of follow on forces


2.  What do I know about the terrain?

Key terrain



Avenues of approach

                For this analysis the first thing I did was categorize the terrain as “Free Go” (easily traversed by vehicles) and “No Go” (slow or impassable by vehicles, shown in red).  This not only shows terrain unfavorable to mounted movement but also illustrates terrain favorable to dismounts.



Three AOAs are identified.  1 is to the east and hugs the treeline.  2 is to the west and stays in the more open ground of the orchards.  3 breaks from 2 and follows 1 about mid way.  The real challenge is going to be getting across the wadi into OBJ Abel.


LOS

Initial analysis shows that the enemy definitely enjoys some terrain advantages.  For example, seizing OBJ Jones (the West Yard) and then moving laterally across the battlefield to OBJ Abel would expose my units to fire from a number of different positions.  But I also see where I can eliminate each piece of key terrain in sequence without having to worry about fires from all the other pieces of key terrain simultaneously. 



3.  What do I know about the enemy?

Strength/capabilities

Syrian Reserve Infantry Battalion
Three rifle companies pure.  Probably should expect an AT platoon or two with ATGMs and recoilless rifles.

Position



4.  What forces do I have at my disposal?

Recce Platoon – Three Scimitars, Recce Section (2 teams)
2x Sniper Teams
3x Rifle Platoons
1x ENG Platoon
Tank Platoon
Javelin Section
CO HQ, Mtr FSO, FA FSO
Support: 81mm Mtrs, 1 AH-1 CCA, 155mm Batt 

5.  At what point do I begin to win the battle (decisive point)?

                I believe the riskiest part of the operation will be establishing a crossing of the wadi but the point where the battle will turn in my favor is the seizure of OBJ Smith.  It is decisive because once I have seized Smith I will be able to stage an attack on OBJ Cain without a threat to my rear.

6.  How can I most take advantage of the enemy’s weakness?

                I believe I can take advantage the enemy’s dispersal and use the terrain to my favor.  By conducting my attacks from positions that are screened by the terrain from the enemy’s other positions I think I can concentrate combat power against him piecemeal, giving me a local superior advantage.

7.  Can I deceive the enemy to my intentions in any way?

                Due to the screwed up arrival time table and my need to use every asset available to me in each stage of the plan I cannot afford any sort of deception for this mission.

8.  Where do I want to focus my combat power?

                I will focus my available combat power to each stage of the attack, expecting to be able to bring all my assets to bear against OBJ Smith and then OBJ Cain.

9.  What tasks do I need to accomplish?  10.  Which forces can be assigned to accomplish these tasks?

                I will be very tempted to do a lot of waiting in the mission as I try to build combat power.  And I will do that.  As a result I will probably be clearing OBJ Cain as I run out of time.  Hopefully the enemy will surrender or withdraw before I get down to the last minutes.  You will notice I have eliminated OBJ Jones (the West Yard) from my task list.  Intel reports no enemy south of the canal and I see no need to go anywhere near Jones to achieve my mission.

Once again, my task list is completed sequentially:
1.       Establish OP1 to observe OBJ Abel – Recce Section
2.       Scout for hidden enemy positions between OBJ Abel and Smith – AH-1 while I wait for rifle/engineer platoons and tanks.
3.       Establish SBF with tanks near opening in cut to suppress OBJ Abel
4.       If feasible, move up Scimitars to provide additional support to attack on Abel
5.       Seize OBJ Abel – 7 Platoon and Engineers
It is apparent that establishing a foothold in Abel will be a real challenge.  Basically I will have to establish a couple different SBF positions on the southern edge of the wadi (meanwhile trying to minimize their exposure to AT weapons), suppress the buildings on the north side, and then bum rush a platoon across the bridge and into the trees on the south side.  From there I hope to be able to seize the southern buildings through traditional means (suppress, obscure, assault).
6.        Advance along Axis Carp to seize OBJ Adam and Obj Eve – 7 and 8 Platoon


 7.        Establish SBF from OBJ Adams with CSW, Scimitars if feasible – 7 and 8 Platoon, Javelin Sec
8.       Create smoke screen isolating OBJ Cain from OBJ Smith – 155mm Batt
9.       Suppress enemy forces on OBJ Smith with indirect - Mtrs
10.   Advance along Axis Bass and seize OBJ Smith – Tank Platoon and 9 Platoon


11.    Establish SBF at OBJ Eve – 7 and 8 Platoon
12.   Establish SBF at OBJ Smith – Tank Platoon
13.   Advance along Axis Shark and seize OBJ Cain – 9 Platoon and ENG Platoon


Videos of the battle can be viewed here:  http://www.youtube.com/user/tjcmsf

Wednesday, March 5, 2014

Tutorial 5.0 Mech Company Team in the Defense

For this particular game I used "UK Recipe for Disaster."  I replaced the British Warrior Company with a US Bradley Company, the Challenger Platoon with an Abrams Platoon, along with like US supporting arty and two flights of F-16s.  I then started the game and began my mission analysis/planning (answering my ten questions).

1. What do I have to do?  Mission: “Break the enemy’s attack through delay and use of artillery.”  Commander’s Intent: “Destroy as much of the enemy as possible.”  “Break” is not a task I am familiar with.  “Delay” isn’t either but it fits with the doctrinal task of Disrupt.

FM 3-90 Tactics:
Disrupt is a tactical mission task in which a commander integrates direct and indirect fires, terrain, and obstacles to upset an enemy's formation or tempo, interrupt his timetable, or cause his forces to commit prematurely or attack in a piecemeal fashion.

However, “Break” and “Destroy” are the commander’s key terms for the assigned Task.  They could fit into either of the doctrinal tasks of Defeat or Destroy.

FM 3-90 Tactics:
Defeat is a tactical mission task that occurs when an enemy force has temporarily or permanently lost the physical means or the will to fight. The defeated force's commander is unwilling or unable to pursue his adopted course of action, thereby yielding to the friendly commander's will and can no longer interfere to a significant degree with the actions of friendly forces.

Destroy is a tactical mission task that physically renders an enemy force combat-ineffective until it is reconstituted. Alternatively, to destroy a combat system is to damage it so badly that it cannot perform any function or be restored to a usable condition without being entirely rebuilt. 

Destroy is most commonly used when the mission planner has a specific enemy element or formation they want eliminated or significantly attrited.  For example, “Destroy 4 tanks of leading tank company” or “Destroy leading company of attacking Motorized Rifle Regiment.”  Since our S2 is once again on his butt and has failed to give us even the slightest hint to how strong a formation we are facing, we will go with Defeat, since it is vague enough to fit.

Now, how does this affect game play?  It really doesn’t since the game is set up for the victory conditions to be terrain oriented (the simple green box that everyone has come to expect).  From a tactical perspective this is definitely NOT how to fight a defense.  Defenses should be oriented on the enemy, not terrain.  Terrain plays a huge role of course, because where a commander decides to fight his defense will often be very decisive.  But his ultimate goal is to defeat the enemy’s attack, not seize or hold terrain.  So the tasks (or victory conditions) should reflect this.  The scenario designer should determine what level of attrition the attacker could sustain to continue the attack past the defending unit.  Once that casualty rate is achieved the defender wins the scenario.  If the designer decides the attacker’s tank assets would be critical to success then he can award additional points for those vehicles.  But to make a defense terrain oriented is incorrect.  The attacker can certainly have a terrain victory condition, as most offensive tasks are terrain oriented as opposed to enemy focused.

2. What do I know about the terrain?
           a. Key Terrain
           b. Avenues of approach
           c. LOS

Based on my terrain analysis I draw a sketch on a piece of paper (redrawn here with MSPaint):



The pieces of Key Terrain are based on the fact that those hills provide the best points of observation/direct fires into my defensive line.  This makes them key pieces of terrain for me because I will want to deny the use of them to the enemy.



AOA 1 and AOA 2 use the lower hills for cover and then split off just in front of the objective area.  AOA 3 takes the upper route into the objective area.  1 and 2 provide the best covered route but the key take away is that the terrain tends to funnel all movement into a neat box just in front of the objective.
LOS presents a bigger problem after a close look at the ground.  Mainly that the buildings and the protective features in the area (trenches) are in a reverse slope position.  Meaning they can’t see more than 100 meters max to their front.  In an anti-armor fight you want to engage and destroy the enemy vehicles at the max range of your anti-armor weapons (usually ATGMs) because they almost always out range tank main gun capabilities.  That, and a 3 man crew is a lot harder to hit at 2000m than a 70 ton tank is.  In an infantry fight, reverse slope is good, because it means the enemy can’t bring direct supporting fire onto your position until he is very close, protecting your force until the last possible instant.
I, therefore, will have to separate my ATGMs from my main infantry force so that they can engage at max range.  The Spud Farm will become an infantry strongpoint and my armor will play a key role in defeating the enemy’s armor assets before they crest the ridgeline giving them direct fire ability into the objective area.
 3. What do I know about the enemy?  Practically nothing.  Armored force with mounted ATGM assets.  I can expect him to use the identified key terrain to establish firing positions and for observing indirect fires.  He may or may not use the KT as cover for his movement but I will plan for him using it as it’s the most dangerous for me.  I will expect a tank and APC mix with the infantry assets driving hard for the Spud Farm.

4. What forces do I have at my disposal?  Bradley Company with three platoons (12 Bradleys, 9 rifle squads, 9 Javelin Teams).  Tank platoon as counterattack force within 20 minutes.  Arty and light air support.

5. At what point do I begin to win the battle (decisive point)?  This is very hard to answer because I have no idea how large the enemy force is, how long I have to defend for, or what strength I need to possess at mission completion.  Normally, based on the size/type of the enemy force expected, I could establish my decisive point as the destruction of a certain number or type of enemy vehicles.

For this mission I will make possession of the Spud Farm my Decisive Point.  This is a piece of terrain and as I have stated, not the best focus of a defense but we are playing a game.  And the game says I win if I retain control of the Spud Farm.
 
6. How can I most take advantage of the enemy's weakness?  Once again, not enough information. 

7. Can I deceive the enemy to my intentions in any way?  Given my own limited assets I do not believe I can achieve a substantial, beneficial deception this mission.

8. Where do I want to focus my combat power?  Given the terrain, I believe I can identify at least one Engagement Area(EA) that will help focus and control my fires.  Fires, of course, can be directed in other areas, but my defense will be focused on this EA.  If I were in possession of any mines or other obstacles I would use these to funnel enemy forces into this box.  I will attempt to use my arty fires to influence the enemy to use this route by leaving it clear of fires (at least initially).



9. What tasks do I need to accomplish?  As I stated before I will establish a Strongpoint in the Spud Farm.  On each flank I will establish a Battle Position (BP1 left of strongpoint, BP2 to the right) made up of Bradleys and Javelin Teams.  I will push an OP forward that can observe enemy forces while the rest of my force remains masked by terrain.

10. Which forces can be assigned to accomplish these tasks?
            OP: XO team
Air/Arty: Disrupt enemy forces IOT prevent their concentration on the Decisive Operation (DO)
            1 Bradley Platoon: Establish BP1 and Destroy enemy forces entering EA1 IOT prevent enemy massing forces against DO.
            1 Bradley Platoon: Establish BP2 and Destroy enemy forces entering EA1 IOT prevent enemy massing forces against DO.
            1 Bradley Platoon and dismounts: (Decisive Operation) Establish Strongpoint and Retain control of Spud Farm IOT prevent enemy massing forces against Battalion DO.
            Tank Platoon: Occupy Attack by Fire position Alpha and Destroy enemy forces in EA1 IOT prevent enemy massing forces against DO.


Notice in my task and purpose lay down how all the tasks and purposes support (or are "nested") with the decisive operation (the Decisive Point task).  This ensures Unity of Effort and Mass as well as a few other Principles of War.  The exception is the 3rd Bradley platoon which is essentially accomplishing the task from higher (prevent enemy massing against another unit).

My hasty plan as drawn on my planning sheet:




Video of attack is on my YouTube page: 
http://www.youtube.com/user/tjcmsf

Tuesday, March 4, 2014

Tutorial 6.0 German Kampfgruppe in the Attack, Falaise Pocket, AUG, 1944

This is another example of how to apply my "Planning Considerations List" taught in Tutorial 2, this time using a British vs. German scenario from CMBN-CW.  I am the German playing against the AI.  Select an image to make it larger.

Battle highlight reel to follow soon!