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RE: [GZG] [brushfire] Final Summary [long] [SEC=UNCLASSIFIED]

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Mon, 9 Oct 2006 12:36:57 +1000
Subject: RE: [GZG] [brushfire] Final Summary [long] [SEC=UNCLASSIFIED]

Helps to send this to the list instead...

I'll do a final narrative to resolve things shortly (John estimated his
forces were insufficient to continue the attack).
***

To summarise what was about to happen (and what I originally envisioned
afterwards):

Secret info from deployment:  Laserlight had a stormwater tunnel running
from K into Beggars canyon.  He also had one cannister of nerve gas
(which I
had envisioned as a "doomsday" option if everything else failed).  John
had
some satellite survillance (which became available right after that last
firefight for 8 hours) and his vehicles were chem resistant (which
should
have been a clue as to what may turn up later).  
	Laserlight surprised me a bit by deploying so many forces away
from
his base of operations.  As soon as John got through them, there was
little
left to stop his armoured forces.
	Admittedly, John was a little hamstrung by high command (ie: me)
in
that he had a 2 more units (1 heavy tank + 1 light AFV) that did not
arrive
with the initial drop.	Unknown to him, they were going to turn up
tomorrow
or the next day as reinforcements as operations cleared elsewhere.

	Location of forces as of this point had Laserlights two tanks
hidden
on the highway between Q & K.  John had 3 light AFVs hidden in ambush a
few
miles behind them, with 3-man scout teams pushing forward in recon (and
they
would have found them later today).  The tanks spotted the AFVs moving
behind, but were unable to engage due to geography.  The AFVs did not
engage
the SUV that drove by as per orders (they were waiting for the
inevitable
retreat of Hudak's forces).  Behind *them* (all the way back near K)
there
was a roadblock manned by Hudak forces stopping civilian traffic (and
"protecting" important persons they found).
	John had also dropped infantry into Beggars Canyon, so even if
Laserlight had used the tunnel, they would have walked strait into an
ambush
(within range of artillery support).  There weren't a *lot* there, but
enough to see and engage if necessary.
	Meanwhile back in K, Sgt Laszlo got sidetracked and robbed the
local
bank of about $7M and change (whether they got away with it in the end
depends on when their employer or the NAC found out about it).

	With regards to what happened with the nerve gas it was always a
wild card in how I would write it in.  In the end, I had one of the
first
captured PA troopers crack under interrogation (as Hudak had the PA
responsible for it).  Right after that, Hudak had arranged for it to be
transferred forward.  Not sure how I would have resolved things if he
had
chosen to actually *use* it (as only his PA would have survived it).

	If John had chosen to consolidate and move onto K, it *probably*
would have been an easy run due to:
1.  Active Satellite recon showing exactly where Hudak troops were
moving;
2.  Scouts having located the ambushing tanks;
3.  Armoured vehicles in open terrain vs infantry;
4.  Most of Hudak's PA being rendered ineffective by that last fight.
There was always the random factor; including Hudak was laying ambush
sections of 30-40 round metal plates on chokepoint road sections and
other
sneaky infantry tricks.

How I sketched out the game (before orders came in) was as follows:
1.  John drops and sends out scouts.
2.  Laserlight's forward scouts gather intel when John moves into Q and
reports back.
3.  Laserlight sets up a series of "hit and fade" strikes any time
laserlight sends his vehicles forward.
4.  Main engagement occurs in K (as the natural geographical choke
point).
5.  Hudak escapes down the tunnel (or leads a flanking attack by his PA
up
Beggars Canyon).

	Of course, no plan survives contact with actual players.

	Back to the casualty figures; it seemed a natural point to
include
public knowledge (and both sides would have a general view of the other
from
recon and interrogation of captives).  How accurate it would have proven
depends on re-organisation and the morale of units.

	To let you know, most of Hudaks surviving infantry that had
engaged
was down to Shaken (with a few Broken or Steady squads left), while
John's
forces were nearly all Steady (mostly due to the all or nothing nature
of
vehicle kills).  This would have been a telling factor for the next day
or
so.

	As for GM mistakes; as noted previously I seemed to have mixed
up
attacker and defender in the second and third reports, which may have
led to
different decisions by the commanders if I had written them correctly.
There was also a bit of mixing of SG and DS in combat resolution which
favoured the infantry in some spots and the vehicles in others.  If
gamed
out, its debatable whether there would have been *more* vehicle kills or
not, as most of them were only size 2-3 and armour 2 (under DS2 rules).

	If anyone has the opportunity, I would be interested to see how
this
would play out on a table.  Summary of forces (at start):

Atkinson's Arrow Dragoons
Company HQ:
Col Atkinson (E1-CO) - IFV & HQ
Advanced Command Post (R2-ST)
Field Ambulance (R1-CO)
Forward Observer (V2-CO)
Dragoons:
Lt Dagon (V2-CO) - 3 ACR
Sgt Brock (R1-ST) - IFV (Size 3, RFAC/1 + GMS/H) & 3 ACR + Enh GMS/L 
Cpl Jones (R2-CO) - IFV (Size 3, RFAC/1 + GMS/H) & 6 ACR (3 IAVR) + 2
SAW
Cpl Spaniel (G1-CO) - IFV (Size 3, RFAC/1 + GMS/H) & 6 ACR (3 IAVR) + 2
SAW
Cpl Tellif (R2-CO) - IFV (Size 3, RFAC/1 + GMS/H) & 6 ACR (3 IAVR) + 2
SAW
Heavy Troop:
Lt Rider (R1-CO) - Light Tank (Size 2, HKP/3 + SAW) 
Sgt Vandermeer (V2-CO) - Light Tank (Size 2, HKP/3 + SAW)
Sgt Elvar (R3-ST) - Light Tank (Size 2, HKP/3 + SAW) 
Sgt Foley (V3-SH) - Light Tank (Size 2, HKP/3 + SAW) ** Turret damaged
in
fixed forward
Light Troop:
Lt Neeo (V2-CO) - AFV (Size 2, RFAC/1 + GMS/H) & 3 scouts
Sgt Halverson (R2-CO) - AFV (Size 2, RFAC/1 + GMS/H) & 3 scouts
Sgt Igor (R1-CO) - AFV (Size 2, RFAC/1 + GMS/H) & 3 scouts ** Down for
repairs
Sgt Jepard (R2-CO) - AFV (Size 2, RFAC/1 + GMS/H) & 3 scouts
Mortar Section:
Lt Mallard (V2-CO) - Mortar Carrier (Size 2, Light Mortar), 3 HE, 2 AP,
2
AT, 3 Smoke
Sgt Smith (G2-CO) - Mortar Carrier (Size 2, Light Mortar), 3 HE, 2 AP, 2
AT,
3 Smoke
** Unlimited harassing fire; loads are "maximum rate" fire missions.
Special Events:
Satellite Recon - You may request data via satellite once per week.
Chemical Protection; all your vehicles are chemical gas resistant until
damaged.

(Atkinson has 2 more units on the orbat; another each of AFV and light
tanks). 

Hudak's Hooligans
HQ:
Major Csaba Hudak (V1-CO) + 8 specialists 
Captain Stefan Vencel (V2-CO) - 7 SMG
First Platoon:
Lt Arpad (V2-CO), EW, medic
Cpl (R3-CO) - 3 ACR + GMS/L
Sgt (R2-CO) - 5 ACR (IAVR) + SAW + AGL
Cpl (G2-ST) - 5 ACR (IAVR) + SAW + AGL
Cpl (V3-CO) - 5 ACR (IAVR) + SAW + Flamer
Second Platoon:
Lt Bela (R3-CO), EW, medic
Cpl (G3-CO) - 3 ACR + GMS/L
Sgt (V3-ST) - 5 ACR (IAVR) + SAW + AGL
Cpl (R2-CO) + 5 ACR (IAVR) + SAW + AGL
Cpl (R2-CO) + 5 ACR (IAVR) + SAW + Flamer
Third Platoon:
Lt Cili (V3-ST), EW, medic
Cpl (V2-CO) - 3 ACR + GMS/L
Sgt (R2-CO) - 5 ACR (IAVR) + SAW + AGL
Cpl (G2-ST) + 5 ACR (IAVR) + SAW + AGL
Cpl (G3-CO) + 5 ACR (IAVR) + SAW + Flamer
Support Platoon:
Sgt Miklos (R2-CO) - SUV (Size 1 + Enh GMS/L + SAW)
Sgt (R2-CO) - SUV (Size 1 + Enh GMS/L + SAW)
Sgt Moric (R3-SH) - SUV (Size 1 + Light Mortar) 5 HE, 3 AP, 2 smoke*
Sgt (R2-CO) - SUV (Size 1 + Light Mortar) 5 HE, 3 AP, 2 smoke*
Sgt Virag (E1-CO) - SUV (Size 1 + Sup GMS/L/AA)
* Unlimited harassing fire; loads are "maximum rate" fire missions.
Assault Platoon:
Lt Paulus (V2-CO) - 3 x PA ACR + 1 PA Plasma
Sgt (R2-ST) - 4 PA ACR + 1 PA Flamer
Sgt (R3-CO) - 4 PA ACR + 1 PA Flamer
Sgt (G2-CO) - 4 PA ACR + 1 PA Flamer
Tank Platoon:
Lt Tunde (R3-ST) - NAC FV703 Hunter
Sgt (G2-CO) - FSE AGCI-5B (GMS/L)
Logistics Platoon:
Sgt Laszlo - Variable amount of undesirable bandits.  ** Busy breaking
into
the local bank.
Special Events:
You have 1 canister of NV-17 Nerve Gas... and no chemical suits (except
the
PA). 
Secret Tunnel: you have found an old stormwater drain that leads from H7
into Beggars Canyon at E6 

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

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