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Battle Report

From: Cleats Balentine <kevinbalentine@y...>
Date: Tue, 11 Jul 2000 14:54:52 -0700 (PDT)
Subject: Battle Report

Well, nobody responded to my request for input on the
scenario, but I’m posting the battle report anyway.

All things considered, the battle went very well. Due
to a lack of available figures (the attacker forgot a
tub of miniatures), the respective forces were scaled
back somewhat from what the scenario called for.

The attacker’s misson was to drive the defender out of
a mountain pass overlooking a highway. The terrain
setup was largely light forest, with a few ruins in
the attacker’s initial staging area and a mountain and
smaller hill dominating the defender’s position. A
river ran down the defender’s right flank.

The defender had two command detonated mines and two
dummy counters to deploy. He used the mines in the
middle of the table and placed his dummies along the
flanks.

THE FORCES: The attackers (two players) had at their
command two platoons of size 2 vehicles, three
platoons of infantry, a forward observer element and
three fire missions from a tri-barrell RAM.

The defender selected two platoons of infantry, a
section of power armor and a sniper.

THE SETUP: The attackers split their forces into two
fronts. One would attempt to occupy the defender’s
forces in the middle, while the second force,
including hover tanks, tried to take advantage of the
highway and river to flank the defender’s.

The defender set the majority of his forces down
behind a row of concertina wire in front of the
mountain. A reserve of troops was stationed along a
sandbag line near the base of the mountain. One squad
of power armor and three squads of infantry were
positioned forward, one in the light forest and one
along a ridge line.

THE OPENING MOVES: The attacker took advantage of his
fire missions by dropping mortar shells in one platoon
command squad and two more in the defender’s reserve
area. The opening shells killed the platoon commander
and electronic’s warfare officer. The second salvo
routed a squad in the reserve area. On the next turn,
the FO called arty down again in the reserve area, but
with little affect.

Next came the armored assault. Two tanks streaked
forward to engage the forward power armor squad and
the forward infantry.

A third tank was preparing to enter the fray when its
suspension was blown by a well-placed round from a
Plasma Infantry Gun.

The defenders waited patiently as the attacker brought
his infantry forward. It wasn’t long, however, until
full-bore firefights were raging across the middle.

Early in the game, the defender was plagued by poor
armor rolls and lost most of his long-range anti-tank
weaponry. On the right flank, the defender lost an
IAVR, a GMS/P and an AGL to attacking infantry. On the
left, an IAVR from the defender’s power armor
immobilized another.

It wasn’t long, however, before the attacker’s tanks
were able to move into the defender’s line, rolling
over the concertina wire and causing casualties.

AFTERMATH: The defenders were crushed. In play, the
commander chose to run a World War I style of defense
that has little place on the modern battlefield, much
less that of the future.

Instead of using his mobile elements of power armor to
mount any type of counter-attack, he was content to
stay in position and stationary.

HIGHLIGHTS: The attackers’ plan worked as they had
planned it, although stiff resistance from a squad of
veteran Nuns with Guns did slow an advance on the
right flank. A squad of green Nuns hosed down a squad
of elite NSL Jagers as they advanced on the right
flank, killing the SAW specialist and pinning the
squad down in brush. The PIG blast that immobilized an
attacker’s tank was at extreme long range, the fifth
range band.

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