Thursday, 7 May 2020

After Action Report Scenario 3 Axis of Advance Campaign.

So after a bit of a delay due to real life I finally played out the third scenario in my Axis of Advance Campaign set during the Border War in Southern Angloa and Namibia in the 1980s.

Previous posts outline the scenario and orders of battle.

After receiving one upgrade to a unit each during the political manouevre phase (SADF tank unit from regular to professional; FAPLA mortar unit from militia to regular)  the two sides deployed as follows.



The SADF have used both of their dismounted infantry platoons to secure the two FAPLA objectives and have positioned their other infantry platton, mounted in Ratel MICVs on their left, poised to advance to their objective in the right foreground. Their armour is deployed in support but more centrally.

FAPLA have secured the SADF objective in the right foreground with a dismounted motor rifle platoon and BTR 60s. Their two tank platoons and remaining motor rifle platoon is deployed centrally and could go left or right. The mortar platoon secures the other SADF objective in the right background.



A combination of SADF off table artillery and fire support from the tanks and armoured cars took a heavy toll of the FAPLA platton defending their left flank objective.



SADF did make an error by pushing their armoured cars too far forward during what was otherwise a textbook combined arms assault. The error was the cost them their armoured car troop, all of which was destroyed by FAPLA T55s and RPGs. The pink die denotes the end for the FAPLA infantry platoon however - three morale strikes and they are out.



So with an objective secure and one FAPLA platoon destroyed the game looked like it had gobe to the SADF. Then FAPLA switched focus and after banging away, largely ineffectually, with tanks and mortars against the SADF platoon holding FAPLA's right flank objective the latter mounted a desperate assault. One squad of FAPLA infantry were hit whilst still aboard their BTR 60 but an Oliphant was brewed up by a luck shot from a T 55 and the defending SADF infantry fell prey to two poor morale dies throws meaning they fled. On the last turn of the game FAPLA secured the objective! The pink die shows the FAPLA platoon that won the day was only one morale point from breaking.

So, with the honours even regarding objectives captured the SADF had lost two units to FAPLA's one (although FAPLA had lost a couple of tanks and a BTR 60 with a full squad aboard in its other units). Nevertheless the only stat that counted was the two units to one...

A narrow victory for FAPLA.

Wednesday, 6 May 2020

Narrow win for FAPLA at the Border. SADF mobilises in response.

The Rand Daily Mail 3rd February 1983

Reports from the South West African border of several clashes between SADF and SWAPO terrorists backed by Angolan government forces indicate the long running border war is escalating.

Sources in Pretoria yesterday confirmed that elements of 82 Mechanised Brigade were called on to support 54 Battalion as Angolan army units approached the border.

'The communists were deployed in combat formation and were operating in strength,' stated a SADF source on the condition of anonymity.

'They crossed the border at several points and our troops engaged them in a firefight and inflicted severe casualties, ' he said.

'82 Mechanised Brigade as deployed as a precaution in support of 54 Battalion. Several prisoners were taken by our forces, including some Cuban mercenaries.'

'Fighting is continuing and the SADF will mobilise more forces to eliminate the communist incursion'



Andersson put down the newspaper and took a pull on his beer. Outside it was pandemonium. He'd never seen so much military traffic. 

'Hey Jacob! Another beer, and is that telephone working? I have to call our office in Johannesburg'.

He scribbled a few notes and looked outside again. Now they were shifting the big guns...

'Something's up. I think the commie's might be coming south,' he mused.

FAPLA won a narrow victory and unexpected victory in the latest game in my campaign. Full AAR to follow.

Saturday, 2 May 2020

Border Clash!


Ak47 Campaign 2020

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 >

Scenario 3: Free For All On The Border



Background
FAPLA successfully outflanked elements of SADF 54 battalion at Epembe Junction. They are now pressing forward and have reached the Angolan-South West African Border and show no signs of stopping. The SADF has mobilised heavy armour from 82 Mechanised Brigade to restore the situation.

Terrain
Gently undulating scrub. A metalled road runs perpendicular to the border and crosses it in the centre of the table. There is a small settlement at the border crossing and a native kraal on the Namibian side some way to the south east.
This is the rainy season so:
The scrub is high and provides concealment to infantry.

Victory Conditions & Points
 As per Flames of War 2nd Edition p202. Victory point calculated using AK47 rules p42 excluding objectives and the final six criteria.

Deployment
As per Flames of War 2nd Edition p202.

Game Length
As per AK 47 Rules

FAPLA Briefing

We have broken the racist incursion into our country and have them on the run. Luanda has authorised us to take the fight to the enemy. This means we will cross into Namibia and any fascist force encountered must be dealt with ruthlessly before they stabilise the line. Our victory will demonstrate the superiority of our system over apartheid!

You must seize one of your objectives before the enemy takes one of theirs.

SADF Briefing

54 Battalion encountered unexpected opposition form regular FAPLA units during their external operation against PLAN. All reports indicate they have had to execute a tactical withdrawal. The exact whereabouts of the pursuing FAPLA units is unknown. We have mobilised elements of 82 Mechanised Brigade to support 54 Battalion. FAPLA cannot be allowed to cross the border in any strength – this would be a propaganda disaster and undermine our authority all across South-West Africa.
You must seize one of your objectives before the enemy takes one of theirs.


Order of Battle

SADF 800 points

Charlie Company (-) 54 Battalion (Modular) + elements of 82 Mechanised Brigade

Command + HQ Support 25 points
Political manoeuvre 33 points
1 x Command team
1 x HQ team
Up to 2 artillery bombardments @ 25 points each: 50 points

1 Platoon: Regular 195 points
3 x Ratel APC @ 35 points
6 x small arms teams @ 60 points
3 x RPG teams @ 30 points

2 Platoon: Regular 198 points
3 x Oliphant Tanks @ 66 points

3 Platoon: Regular 90 points
6 x small arms teams @ 60 points
3 x RPG teams @ 30 points

4 Platoon: Regular 90 points
6 x small arms teams @ 60 points
3 x RPG teams @ 30 points

Recce Troop: Regular 120 points
3 x Eland Armoured Cars (tank gun)


FAPLA 800 points

Command + HQ Support 25 points
Political manoeuvre 33 points
1 x Command team
1 x HQ team
1 x Airstrike @ 40 points

1 Platoon Militia 185 points
6 x small arms teams @ 42 points
3 x RPG teams @ 21 points
3 x APC with HMG @ 105
1 x Cuban advisor ‘stiffening’ @ 17 points

2 Platoon Militia 185 points
6 x small arms teams @ 42 points
3 x RPG teams @ 21 points
3 x BTR60 APC with HMG @ 105 points
1 x Cuban advisor small arms team ‘professional stiffening’ @ 17 points

3 Platoon Regular 120 points
2 x T55 @ 120 points

4 Platoon Regular 120 points
2 x T55 @ 120 points

5 Platoon Mortar Militia 92 points
3 x mortar teams @ 60 points
1 x Cuban advisor small arms team ‘professional stiffening’ @ 17 points
1 x URAL truck @ 15 Points



Border crossing seen from the South West African side

And from the Angolan side

Friday, 1 May 2020

FAPLA Victory at Epembe: the drive is on to the border!


Ak47 Campaign 2020

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 >

Scenario 2: Encounter Battle Epembe Junction

Background
A few days ago elements of an  SADF Modular Battalion on an ‘External’ operation in Southern Angola was roughly handled by PLAN. FAPLA has mobilised and is driving south in pursuit of the SADF. The SADF have regrouped and are probing forward. A clash occurs at Epembe Junction.

Terrain
Gently undulating scrub. There is a small settlement at Epembe junction with permanent building and some native huts a short distance to the north.
This is the rainy season so:
The scrub is high and provides concealment to infantry.

Victory Points
 As per Flames of War 2nd Edition p203. Victory point calculated using AK47 rules p42 excluding objectives and the final six criteria.

Deployment
As per Flames of War 2nd Edition p203.

Game Length
As per AK 47 Rules

Order of Battle

SADF

Bravo Company 54 Battalion (Modular)

Command + HQ Support Callsign Sierra 6
1 x Command team
1 x HQ team
720 Up to 3 artillery bombardments on call @ 25 points each; 1 x Airstrike @ 50 points

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

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

4 Platoon: Regular Callsign Sierra 4
2 x HMG Teams @ 40 points
2 x RCL Teams @ 30 points


Recce Troop 54 Bn Group: Regular Callsign Charlie 1
3 x Eland Armoured Cars (tank gun) @ 120 points (Callsigns Charlie 1, 2, 3)

South West African Specialist Unit: Regular Callsign Charlie 4
2 x Technicals RCL @ 40 points Callsigns Charlie 7 & 8
1 x small arms team @ 10 points (one of which is nominated Charlie 4 and may be mounted in Charlie 5)
1 x Technical HMG @ 25 points Callsign Charlie 5

FAPLA

Command + HQ Support
698 points + 25 political manoeuvre 723 points
1 x Command team callsign Delta 6
1 x HQ team

1 Platoon Militia callsign Delta 1
6 x small arms teams @ 42 points
3 x RPG teams @ 21 points
3 x APC with HMG @ 105

2 Platoon Militia callsign Delta 1
6 x small arms teams @ 42 points
3 x RPG teams @ 21 points
3 x BTR60 APC with HMG @ 105 points

3 Platoon Regular callsign Delta 3
3 x T55 @ 180 points

Mortar Platoon Militia callsign Delta 5
3 x mortar teams @ 60 points
1 x Cuban small arms team (professional ‘stiffening’) @ 17 points
1 x URAL truck @ 15 Points

Recce Platoon Regular
3 x BRDM (HMG) @ 90 points

FAPLA achieved a clear victory when the dust settled.

It was however, in some ways a lucky one.

Firstly the SADF largely didn't turn up - or rather three of their six platoons didn't show and crucially these were three of the four infantry platoons - one of which was the heavy weapons platoon.

Put this down to the vagaries of the threat generation system, which creates 'friction' and 'fog of war' very well. There was one dramatic development three turns from the end of the game (itself an event that is partly determined randomly) when a motorised infantry platoon arrived on table very close to one of their objectives - the one marked by the blue Mercedes model near the Kraal or native village. 

This unit, which must have been lost but then had driven hard towards the sounds of battle - and doubtless the columns of smoke from burning tanks and armoured cars (about which more anon)  - successfully disembarked from their soft skin transports and almost took the objective. The FAPLA Recce platoon engaged them with their BRDM armoured cars but one fell prey to an SADF RPG and another was pinned by determined infantry. The SADF then had to engage a platoon of FAPLA motorised infantry and were getting the better of them (2 morale fails to 1) by game end. The FAPLA unit also lost its three BTR-60 APCs.

Until this point the SADF had been fighting a losing battle. They had only three armoured cars and three technicals on table taking on the eventual full strength of the FAPLA force all of whom arrived by turn six.

Three Eland armoured cars versus three T55s was always going to be a fight stacked in the tanks favour and so it proved. Both sides lost two AFVs but the sole surviving T55 secured the objective on the SADF left flank. The SADF had the advantage of air and artillery support but couldn't make it count. One tank was destroyed in an air strike but the remaining T55 wasn't budging. 

Two Elands were brewed up by the FAPLA tanks but the survivor wasn't giving up - in fact it shot up a FAPLA APC and almost caught the FAPLA mortar platoon aboard their Ural truck but missed at point blank range. That miss was costly, as the loss of a FAPLA platoon would have probably justified the result being called a draw as FAPLA losses were higher than the SADF overall - not an unusual result in this war - and a whole platoon being being wiped out in addition to the losses endured up to that point would have swung the pendulum in the SADF's favour.

As it was it ended with a narrow but clear win for the FAPLA.

I'm unsure about the Threat Generation system as there is a fair bit of messing around and AK47 is pretty well suited to solo play with the random game length, alternative unit activation and political manoeuvre. It is a good idea though and I want to try it with other rule systems.

Some pictures follow. They should be self-explanatory from the above:












Saturday, 25 April 2020

Encounter at Epembe Junction

FAPLA Orders:

"The successful action at Chiede meant we've advanced rapidly this past week but the fascists have decided to make a stand here at Epembe junction. Reinforcements are on their way but the Boers are no fools - they will have help on the way too. We must attack now while they are still weak.

You have to crush them and seize key terrain here so we can take the initiative once more and strike a decisive blow"

SADF Orders:

"Errors were made at Chiede and now the commies' tails are up. We have to stop them here. They're advancing in strength but support is on its way. You have to be fast and aggressive and dominate the battefield here at Epembe Junction!"

Next battle in my Axis of Advance solo AK$& campaign - Encounter (from the Flames of War 2nd Ed rules)

The Battlefield

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!

Wednesday, 22 April 2020

Contact!



'Photos from this mornings aerial reconnaissance over sector King Zulu King east of Chiede.

Three hostile vehicles identified confirms ELINT that PLAN is present and on the move.

Elements of ALPHA Company 54 Battalion will sweep the area from south to north, and engage and neutralise any hostile forces.'





It's been a while but COVID19 has meant I'm playing some solo games and even campaigns - see my other blog here that details operations in Northern Italy in 1796 - and so I decided to resurrect this blog.

I've drafted a 'Border War' Supplement for the first edition of AK47 by Peter Pig that covers the fighting along the Angolan-Namibian border from 1975 to the early nineties. I have special rules, army lists and political flowcharts for SADF, PLAN (the military wing of SWAPO), UNITA, the Cubans and some freelance mercenaries. You're not going to get to see those yet but may do eventually when I playtest and amend them.

As far as scenarios go I've sourced background information and orders of battle and intend to use an axis of advance mapless style campaign. The basic scenario ideas come from Flames of War 2nd Edition and the Vietnam Tropic Lightning Supplement. Why those, well they are sitting on my bookshelf here in lockdown. I'll also be using Martin England's intriguing 'Threat Generation' system to add some solo spice (if you haven't come across this Google it, you'll thank me).

So the first scenario is 'Contact!' from Tropic Lightening, suitably modified for the Border War and gives an SADF infantry company the task of clearing an area that includes a small settlement and a bridge across a watercourse in the rainy season. The watercourse is flooded, and therefore is difficult but not impossible to cross other than at the one bridge. The surrounding area is generally flat with a few folds in the ground and covered in scrub that makes spotting troops on foot hard to spot.

The victory points sytem will mean the SADF cannot afford to sustain anything like the casualties of their PLAN opponents. Whoever wins will have the initiative for the next scenario. There are three points both north and south of this scenario i.e. three going south take us towards and across the border into Namibia and three going north deeper into Angola. Whoever gets furthest north or south and wins there wins the campaign. Simple.

The aim is to generate a narrative that provides some games, have fun and avoid lockdown fever...