Saturday, 25 April 2020

Contact! Game One of an Axis of Advance Campaign

I used the idea of an Axis of Advance campaign from Flames of War 2nd Edition because a) working out a map movement system and order of battle for two (possibly three) forces was too hard and b) I had a copy of the those rules and they seemed to offer the opportunity of generating battles and providing a narrative.

The Axis looks like this. 


54 Bn Yankee Base: Eenhana
Angolan -Namibian Border
Epembe
Junction
Contact!

Chiede
Evale
PLAN
Bde HQ
Mongua
Township
Xangango
PLAN Front HQ & Airfield
< PLAN/Cuban Axis of Advance – SADF / UNITA Axis of Advance>


If anyone wants to get a idea of what the terrain is like I suggest having a wander around on Google Maps or MilitaryMap . It's pretty sparsely populated and rugged country.


This is a screenshot from MilitaryMap: Okongo is 54 Modular Battalion HQ in my campaign.

The idea is to fight the first battle and then the winner 'advances' along the axis of advance and in the next game is the attacker. I randomly chose the attacker for this scenario and made up a couple of force lists for PLAN (the armed wing of SWAPO) and the SADF. The SADF were the attacker so the scenario was as follows:

Background
A SADF Modular Battalion on an ‘External’ operation in Southern Angola receives reports via aerial reconnaissance of potential hostile activity near a flooded watercourse crossing and trading settlement on their axis of advance. They are instructed to proceed to the area as quickly as possible and conduct a sweep to verify the report and engage any hostile elements.

Terrain
Gently undulating scrub with a waterway running roughly diagonally across the table and bisected by a metalled road running between the short table edges. The crossing point is a bridge and there are three building templates nearby.
This is the rainy season so:
The watercourse is flooded but can be negotiated by men and vehicles. Both use 3 “ movement crossing and vehicles bog on a roll of 1 on a D6 (4+ to unbog in subsequent turns).

Victory Points
As per rules ignoring the final six conditions and any conditions relating to objectives. The SADF receives 5 points for every unit that exits the short table edge opposite its entry edge.

Deployment
The SADF is the attacker and enters on any short table edge of their choosing on turn 1. They roll for and execute movement as per normal rules i.e. they don’t have to ‘wait’ a turn.
The PLAN is the defender and deploys as per the threat generation system. Any destroyed units composed entirely of small arms or RPG teams return via the ‘Guerrilla Reserves’ rules from the Tropic Lightening Supplement to ‘Flames of War’.

Game Length
As per AK 47 Rules

Order of Battle

SADF

Alpha Company 54 Battalion (Modular)
544 Points + 56 political manoeuvre
Command + HQ Support Callsign Sierra 6*
1 x Command team
1 x HQ team
Up to 2 artillery bombardments on call @ 25 points each

1 Platoon: Regular Callsign Sierra 1
3 x Unimog Trucks @ 30 points
6 x small arms teams @ 60 points
3 x RPG teams @ 30 points

2 Platoon: Regular Callsign Sierra 2
3 x Unimog Trucks @ 30 points
6 x small arms teams @ 60 points
3 x RPG teams @ 30 points

Recce Squadron 54 Bn Group: Regular Callsign Sierra 3
3 x Eland Armoured Cars (tank gun) @ 120 points

South West African Specialist Unit: Professional Callsign Charlie 1
2 x Technicals HMG @ 70 points Callsigns Charlie 2 & 3
2 x small arms teams @ 34 points (one of which is nominated Charlie 1)
1 x Technical RR @ 30 points Callsign Charlie 4




PLAN

Command + HQ Support
437 points
88 points political manoeuvre

1 x Command team callsign Delta 6
1 x HQ team
3 x Artillery Bombardments @ 75 points
1 Platoon Militia callsign Delta 1
6 x small arms teams @ 42 points
3 x RPG teams @ 21 points
1 x Cuban small arms team (professional ‘stiffening’) @ 17 points
2 Platoon Militia callsign Delta 2
6 x small arms teams @ 42 points
3 x RPG teams @ 21 points
1 x Cuban small arms team (professional ‘stiffening’) @ 17 points
3 Platoon Militia callsign Delta 3
6 x small arms teams @ 42 points
3 x RPG teams @ 21 points
1 x Cuban small arms team (professional ‘stiffening’) @ 17 points
4 Platoon Militia callsign Delta 4
6 x small arms teams @ 42 points
3 x RPG teams @ 21 points
1 x Cuban small arms team (professional ‘stiffening’) @ 17 points
Mortar Platoon Militia callsign Delta 5
4 x mortar teams @ 80 points
1 x Cuban small arms team (professional ‘stiffening’) @ 17 points

Mobile Platoon Militia callsign Hotel 6
2 x Technicals (HMG) @ 50 points Callsigns Hotel 1 & 2
1 x Technical (AA) @ 30 points Callsign Hotel 3
2 x Technicals (RR) @ 40 points Callsign Hotel 4
1 x Cuban small arms team ‘Hotel 6’ (professional ‘stiffening’) @ 17 points

In the end I didn't bother with the political manoeuvre part and just used the force lists as above. This was because I used Martin England's ingenius 'Threat Generation' system to deploy the PLAN (look it up on Google).

Two things became apparent once I started playing:

1. The SADF would have a tough job exiting the table. The watercourse meant they would lose time crossing it or be funneled onto the bridge. I play AK47 vehicle movement as 2D6 in inches per move across country or 3D6 in inches per move on a road. Even with good die rolls and no resistance they would have their work cut out getting to the opposite table edge.
2. The Threat Generation system meant there was a fair bit of time messing around before contact - this is always going to be the case fighting lengthways down the table - but the PLAN got lucky and three out of four infantry platoons turned up, as did their mortar platoon and all but one of their technicals.

With only four platoons and difficult terrain the SADF were on a hiding to nothing - one of those games best played solo I think.

Anyway here are some action shots:


The SADF have advanced into a swarm of PLAN. In the foreground the Recce armoured cars have hit a Cuban Recoilless Rife Technical and scored one morale hit on the PLAN Technical platoon - that's the pink die. But the PLAN have consolidated a couple of platoons on the settlement and the SADF infantry aren't getting across the bridge. In fact one of their platoon has also suffered a morale hit.

Nevertheless, the SADF pressed on and tried to storm the bridge:


The results are pretty obvious. The shell crater is a pinned marker and the dead guys are destroyed foot groups. They never got over the bridge.

The only real highlight for the SADF was the destruction of a Cuban foot group that was 'stiffening' a PLAN platoon form militia to regular status. This was achieved by the SADF special forces on their ultimately suicidal thunder run as they tried to drive through a mass of PLAN and exit the table.


The dead guy behind the bush to the right of the burning SADF technical is the destroyed Cuban group.

By the time I reached game end the result was embarrasingly bad for the SADF. PLAN will now take the offensive and move towards Epembe junction. FAPLA, alerted to the presence of SADF forces on their turf may get involved...

*The call signs are related to the cards assigned to units/vehicles under the Threat Generation system. Instead of the six of spades I called them  'Sierra 6' and so forth.

I hope you enjoyed this and are inspired to play some similar games yourself!

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