All,
0930 on 6 Aug 1990
Mini-Campaign Fight #26
TF Bowie vs FLA 4th Company
Captain Madre-Animral
Commander, TF Bowie
Navy Cross, Bronze Star w/V, War of Liberation and South Leon campaigns
Captain Madre-Animral leads his TF Bowie against the FLA's 4th Company. The FLA 4th Company was in a reserve position at H-Hour, but was thrust into TF Hammer's path. The Cubans of the the mechanized task force quickly pushed them aside, where they halted to lick their wounds, before being called forward to attempt to halt TF Bowie at the River Shalabi.
This is a simple attack-defend scenario: the Cubans are seeking to eliminate the FLA's 4th Company as an effective fighting force, while the Communists are simply hoping to survive the onslaught of these crazy Cuban Marines!
Overview, north is up. There is a hardball road running north/south in the east, opposite the north/south running river in the west, with villages present at far left and far right, as well as several knolls/hillocks, to include the prominent Hill 95 at top center. Other than that we've got several cultivated fields and scattered jungle.
The opposing forces, allies on left and Communists on right.
The figures are all 10mm from Pendraken, Minifigs UK, and Butler's Printed Models. I'm using Ivan's "5Core Company Command," playing on a 3' x 2' surface with simple terrain to speed up the process. The hootches are from Jimmi at Flashpoint Minis, the roads are from Fat Frank, the hills are from Warzone, the fences are from Sarissa, the fields are from Hotzmats, the trees are cake toppers, and when you see the rivers, they're from Wargamers Terrain. I'm playing solo and will randomize enemy deployment using a system of blinds borrowed from Joe Legan's "Platoon Forward."
In terms of caliber of forces, the SLA, FSNL, and FLA troops will all be treated equally, except for the fact the FLA troops will be treated as fanatics, in terms of their willingness to advance into close combat. The Cubans are more tactically and technically proficient, and so they will receive extra firing dice, better rallying capability, bonus in close combat, and sometimes will have a second command stand on the table.
Captain Madre-Animral's force consists of: a command stand, six rifle teams, an LAV-25, a machine gun team, and an 81mm mortar team. These troops are Minifigs' Modern US with a BPM LAV.
*There is also now a separate command figure for Lt Peria, who was the Bowie 03 Team Leader but has now been promoted to Executive Officer.
TF Bowie also has some heroes amongst its ranks:
-CO Captain Madre-Animral was awarded the Navy Cross and a Bronze Star w/V
-XO Lt Peria was awarded the Medal of Honor, the Navy Cross, and two Silver Stars, and was provided a battlefield commission to 2nd Lieutenant then meritoriously promoted to 1st Lieutenant
-Bowie 01 Team Leader was awarded the Bronze Star w/V
The Task Force Bowie Executive Officer, hero extraordinaire, and now living legend, 1st Lieutenant Ray Peria.
The Communist force consists of: a command stand, six rifle teams, and two 12.7mm DshK heavy-machine gun-armed Toyota 'Technicals.' The figures and vehicles are Minifigs' Modern Urban Insurgents.
Overview, this time with troops. The Cubans are attacking from the west (far left table edge), while the Communists are defending the rest of the table, from the north/south running road at left all the way back to the right table edge. The Cubans are a little strung out, but overall have their forces in very good position across (and I mean across as in 'already crossed from the west side, now on the east side).
The Cuban starting positions: Bowie 01 is at top left, with Lt Peria right behind them, and the Bowie 02 is at center top with the LAV, while Captain Madre-Animral, the MG team, and Bowie 03 are far right, Bowie 04 is at far left, Bowie is at center, and Bowie 06 and the mortar team are at bottom center/left.
The Communists have two rifle teams at left, two in the center, and one at far left, with their CO, with Technicals on each flank.
And the fight is on! The fight starts with the Cuban mortar team (bottom left) firing to support the right flank (top right)...
Suppressing a nearby rifle team (red bead) atop the knoll opposite the CO and Bowie 03 (just visible at top right).
Captain Madre-Animral immediate grabs Bowie 03 and leads them into close combat against the suppressed rifle team!
The Cuban Marines easily put out the cowering Communist riflemen, but then are promptly engaged by the Technical's 12.7mm HMG!
But the tough, battle-hardened Marines close the distance...
And destroy the Technical in close combat! They turn to engage the other enemy rifle team on the knoll and come under close range small arms fire.
Again the Cuban Marines run between the rain drops, moving to point-blank range to destroy their foes...
And they do! Now they work to roll up the enemy flank, and as they approach the next enemy rifle team in the line they again come under fire!
Bowie 03 takes casualties and goes 'men down' (white bead at left), but Captain Madre-Animral and is command group continue the attack!
Putting another enemy team out of action, they press north, once again coming under enemy small arms fire.
But they're unstoppable, closing with the enemy!
And destroying them! The Marines continue their relentless assault...
The Marines have reached the northern end of the enemy line, atop Hill 95, and they doggedly move into close assault the enemy commander and a nearby rifle team...
The enemy commander and rifle team go down in vicious, hand-to hand combat, and the Marines close in on the last remaining FLA rifle team...
The two sides clash...
But it was a bridge too far!!! The Marines, bloodied, their numbers reduced, nearly exhausted and nearly out of ammo, are defeated in close combat!!!
The trail of carnage, from the southern end of the enemy's line (top left) to the northern (bottom right), where Captain Madre-Animral and his command team knocked out the enemy commander, a Technical, and five rifle teams!
Victorious, the sole remaining enemy rifle team moves up and over Hill 95 (top right, from left bottom).
They (top right) draw fire from Bowie 02...
But they're able to shake it off and launch an RPG at the LAV!
The rocket-propelled grenade misses, and the LAV charges forward, firing its 25mm gun straight into the enemy infantry position!
The insurgents are knocked out (casualty figures at left) and the LAV pushes around the southern slope of Hill 95...
But the enemy Technical spots it and opens fire with its Dshk!
The heavy 12.7mm slugs rip into the thinly armored LAV, killing the crew and knocking out the vehicle!
Alone and outnumbered, the Technical goes looking for easy victories, looking to even the odds. Having destroyed the LAV (smoke at center right), the Technical leaves its position below Hill 95 (bottom right) and heads south (left center), looking to get at Bowie 03, still 'men down' atop the knoll (left top) where the initial firefight started.
Bowie 02 (center) calls in the Cuban mortars (bottom center) on the Technial (top center)...
But the 81mm HE rounds fall behind the fast moving Toyota pickup truck.
Bowie 02 pushes forward (center, from far left), looking to keep the Technical (in trees at top center) off of Bowie 02 (far right).
But the Technical crew (bottom left) spots them (top right) and opens fire with its 12.7mm HMG...
And Bowie 02 goes down (top center) mere meters from Bowie 03 (bottom left)!
On the Cuban far right, the MG team moves up (bottom center right, from bottom left) on the opposite side of the knoll from Bowie 03 and the Technical (far/top right).
But it's too late: the Technical rolls up the knoll, pouring HMG fire into the prostrate Marines...
And knocking them out (casualty figures at far right) before rolling forward to see if any other Cubans are nearby (left).
And that's where the run into the Cuban MG team, which brings the gun into action...
Riddling the Technical with 7.62mm x 51mm rounds and knocking it out, ending Communist resistance!
The FLA's 4th Company is eliminated from the campaign map (D8), leaving TF Bowie all alone and with a clear path to the capital city of Pendrakenville (far right, D/E12). It really sucks that Task Forces Hawk and Hammer have been disbanded, as FSNL9 (C11) and FSNL6 (B9) are still in action and unengaged, meaning they will definitely be working to intercept the Cuban Marines. But with any luck TF Redleg and TF Razor can get east and make their presence felt, tying those two enemy battlegroups up and leaving TF Bowie to waltz into Pendrakenville, unopposed.
So, what do I say? I could apologize; that fight was 99% close combat, and if that's getting a bit stale, I feel ya, me too, I suppose it's kinda inevitable when you're 26 fights into a campaign and still have another 4 to 6 fights to play. As I mentioned in the previous batrep, some of it is my fault; I've relaxed a lot of the game rules, to the point that close combat is too easy to get into. Another facet to the 'close combat is too easy and it's my fault' vein is that my random deployment is not helping, it's actually hurting the games, as the two sides are starting off too close together, making close combat inevitable. Thing about it; the start of this fight was one mortar bombardment to suppress one rifle team, and then the CO and a rifle team started on the right flank and rolled it all the way up to the left flank without firing a shot (in terms of a 'shooting' activation), it was all melee combat and enemy reaction fire to try to halt them.
In terms of 'other' aspects of the fight, well, I really should have had the last enemy rifle team and Technical surrender to Captain Madre-Animral and his command group, rather than allow them to keep fighting after they'd already lost their commander, five rifle teams, and a Technical, but... Well, I wanted to see if the good Captain could do it all in close combat (he couldn't), I wanted to reflect that the bad guys were in an all-or nothing fight to stop the Cuban Marines from getting across the river, I wanted to reflect that this was it for them (very quickly they'd taken too many casualties in this fight and would have to be eliminated from the campaign map), and it just didn't feel right for the Cubans to win all those close combats without taking any casualties, then have the last two units surrender to end the fight.
And I'm glad I didn't, allowing the bad guys to keep fighting, knocking out the Cuban commander, the LAV, and two rifle teams, kind of 'evened' things up a bit, made it seem a bit more interesting, at least to me. The good news for the Cubans is that Captain Madre-Animral only received a flesh wound, not dead, doesn't require evacuation.
But it was still fun for me, and real quick, and if you enjoyed the batrep and I'm ruining it for you with my post battle analysis, my most humble apologies to you, that is not my intent. I am speaking to the guys that are thinking, "jeez, there goes Jack on another tear with his super-Marines in close combat." Suffice to say, my intent is to get back to you the origins of the rules as written for the last few games of this campaign, making it harder to get into close combat. No more firing then charging into close combat (the rules forbid this, you're allowed to move and fire/fire and move, but if you're heading into melee you're not supposed to shoot), no more command stands acting alone (nope, only attached to a rifle stand to give a positive modifier), no more charging in 'scurries' (not supposed to have any combat in a 'scurry'), no more starting with the opposing forces on top of each other, probably some others I'm forgetting right now. My only concern is how much time this will add to the games, and if it will make the games much less dramatic (a lot of ineffectual fire back and forth). We shall see...
In terms of 'other' aspects of the fight, well, I really should have had the last enemy rifle team and Technical surrender to Captain Madre-Animral and his command group, rather than allow them to keep fighting after they'd already lost their commander, five rifle teams, and a Technical, but... Well, I wanted to see if the good Captain could do it all in close combat (he couldn't), I wanted to reflect that the bad guys were in an all-or nothing fight to stop the Cuban Marines from getting across the river, I wanted to reflect that this was it for them (very quickly they'd taken too many casualties in this fight and would have to be eliminated from the campaign map), and it just didn't feel right for the Cubans to win all those close combats without taking any casualties, then have the last two units surrender to end the fight.
And I'm glad I didn't, allowing the bad guys to keep fighting, knocking out the Cuban commander, the LAV, and two rifle teams, kind of 'evened' things up a bit, made it seem a bit more interesting, at least to me. The good news for the Cubans is that Captain Madre-Animral only received a flesh wound, not dead, doesn't require evacuation.
But it was still fun for me, and real quick, and if you enjoyed the batrep and I'm ruining it for you with my post battle analysis, my most humble apologies to you, that is not my intent. I am speaking to the guys that are thinking, "jeez, there goes Jack on another tear with his super-Marines in close combat." Suffice to say, my intent is to get back to you the origins of the rules as written for the last few games of this campaign, making it harder to get into close combat. No more firing then charging into close combat (the rules forbid this, you're allowed to move and fire/fire and move, but if you're heading into melee you're not supposed to shoot), no more command stands acting alone (nope, only attached to a rifle stand to give a positive modifier), no more charging in 'scurries' (not supposed to have any combat in a 'scurry'), no more starting with the opposing forces on top of each other, probably some others I'm forgetting right now. My only concern is how much time this will add to the games, and if it will make the games much less dramatic (a lot of ineffectual fire back and forth). We shall see...
Casualties:
Cuban: ~20 men, one LAV-25 destroyed
Communist: ~45 men and two 12.7mm HMG-armed Technicals destroyed
Decorations:
Captain Madre-Animral, TF Bowie's CO, was awarded the Navy Cross for leading the assault on the Communist defensive line on the River Shalabi. Beginning on enemy's southern flank and working all the way to their north flank, Captain Madre-Animral nearly single-handedly defeated the enemy defense, knocking out the Communist commander, five rifle teams, and an HMG-armed 'Technical,' before being wounded in close combat with a sixth enemy rifle team.
Captain Madre-Animral, TF Bowie's CO, was awarded the Navy Cross for leading the assault on the Communist defensive line on the River Shalabi. Beginning on enemy's southern flank and working all the way to their north flank, Captain Madre-Animral nearly single-handedly defeated the enemy defense, knocking out the Communist commander, five rifle teams, and an HMG-armed 'Technical,' before being wounded in close combat with a sixth enemy rifle team.
Team Leader, Bowie 03, was posthumously awarded the Bronze Star w/V for participating in close assaults of enemy positions that resulted in the destruction of an HMG-armed 'Technical' and two Communist rifle teams, before being killed in action during a later close combat.
Next up we have the other Marine battlegroup, Lieutenant Ordonez' TF Redleg, attempting to force their own river crossing further north, against the Free Leon Army's 6th Company.
V/R,
Jack



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