Showing posts with label Tank Tactics. Show all posts
Showing posts with label Tank Tactics. Show all posts

May 06, 2019

Battle Technique - Using Alternate Firing Positions

The intent of this post is to highlight how effective using alternate firing positions can be when playing CM. This doesn’t necessarily have to be a defensive tactic, but even when attacking it can be a useful method to minimize the exposure and thus the vulnerability of your units.

I highly recommend, especially in the modern CM games (CMBS and CMSF 2), but in all of the WW2 games as well to use a tactic similar to the one I am demonstrating because it will:
  • Minimize unit exposure to AT weapons, i.e. other tanks, ATGMs, RPGs, etc.
  • Will help keep your units from easily being spotted and targeted... in contrast to taking up one position and sitting on it for an extended period of time
  • Could have a psychological impact on your opponent
A Battle Position is described as:
“...a defensive location oriented on a likely enemy avenue of approach. ... A commander's use of a battle position does not direct the position of the subordinate's entire force within its bounds since it is not an AO. Units as large as battalion task forces and as small as squads or sections use battle positions. They may occupy the topographical crest of a hill, a forward slope, a reverse slope, or a combination of these areas. The commander selects his positions based on terrain, enemy capabilities, and friendly capabilities.”
FM 3-90 Tactics Part 3 Defensive Operations
It is not enough to find a good key piece of ground however, the tactics you employ from that position are key to its effectiveness.

There is a US Army document that I highly recommend 66 Stories of Battle Command, the first story is called “Company Team Knows it Sector”. It is a story about a small Company Team that using alternate firing positions and a defense in depth managed to destroy the entire elite OPFOR Regiment at the National Training Center (NTC). From the story:
"One young company commander, with five tanks, two Bradleys, and some dismounted infantry, destroyed about three motorized rifle battalions… It was absolutely brilliant."
"They killed a few OPFOR vehicles early on which caused the OPFOR to slow down a little bit. What they did following that, which was very smart on their part, was after firing a number of rounds and killing a number of OPFOR vehicles, they withdrew off of that high ground into their prepared fighting positions which were on the reverse side of Red Pass."


“It just so happened there was one tank crew in a wadi on the north side of Red Pass. One tank crew who had reconned to the nth degree and knew every inch of that wadi. As the OPFOR's assault elements and engineer assets approached the obstacle, that one tank crew started taking them under fire and killing every one of them. They would fire two rounds, duck down in the wadi, move along the wadi, come up to another firing position, fire a couple of rounds, duck down, move to another position, come back up, fire a couple of rounds and so on. So, as far as the OPFOR was concerned, they thought they had a whole platoon, maybe a company, off on their left flank, and it was one single tank that was using the terrain very, very well, and had boresighted their weapon system.”
Company Team Knows its Sector, 66 Stories of Battle Command

Note the highlight added to the passage above. This was the same technique I used on BP 1 during my AAR as you will see.

NOTE: The image above is from a map I created of Red Pass at NTC for the CMBS game.



IN ACTION - CMSF 2 BETA AAR - Battle Position (BP) 1

In my latest BETA AAR which was for the impending release of CMSF 2, I made use of a particularly successful Battle Position. This position, which was a minor terrain feature, actually became a massive combat multiplier for me and the death that was dealt from this position was awesome.

NOTE for this section: All quotes in this section using black text are from my AAR, Blue text indicates narrative from my opponent’s AAR.

Basically the forces involved were unique, I was commanding the US and Syrians while my opponent fielded UK and Germans. Both sides were highly capable, well half of mine was anyway... I found the Syrians to be frustrating and severely outclassed. However, only US units fought from BP1 during this fight.

In this battle, my force came on map in waves. We both started with recon forces, followed later by the Advance Guard and finally the Main Body about 10 minutes in. My original intent was to suck my opponent into Engagement Area (EA) 1 and attrit him there before going over onto the attack with my reserves. So throughout the action, the force fighting from BP1 would change as other, more capable units arrived.

Recon Force on BP1



Initially on BP1 I had a couple of USMC LAVs (from my Recon team) which I expected to be more effective than they ended up being.
“As LAV #4 and #1 were moving towards their hulldowns positions they both spotted one of the Marders that came in with Baneman’s advance guard moving laterally just in front of KT-1. LAV #4 and LAV #1 both spotted and opened up on the enemy IFV which suffered several hits in the side and a few penetrations.”

“Later it took several frontal hits and one partial penetration and internal spalling.

Those things are tough, but I expect it took some damage, perhaps to its weapon systems (the ATGM took what looked like several direct hits), optics, or maybe, if I’m extra lucky, to its crew or passengers.

It was reversing when I lost sight of it but not before taking several more hits. It never spotted my firing LAVs.“
“As I've done with all the German infantry, I dismount the Company HQ before their vehicle moves off to its position. It's well that I do, because Bil's keyholed [LAVs] gets a brief spot and fires (rearmost vehicle is firing at my Uncon B bakkies). He gets hits as the Marder crosses some high ground, and again when it crests the next rise. Damage is severe.”
Note my highlight above... the enemy Marder never spotted my two LAVs, though I am certain they were probably spotted by other enemy units. They immediately repositioned next turn.



Though the LAVs on BP1 did shoot up one Scimitar and the Marder as shown above, they were eventually replaced by much more effective units. Eventually I would have one M1A1 on BP1, upon arrival it peeked over the ridge and...


Pulling back and then...
“...M1 #2 got a good firing solution and put a SABOT right into the Challenger’s front turret… double wow… it shrugged off that hit without any noticeable damage. Good news is that this Challenger never spotted mine before the Abrams pulled back into safety.”

Note how at the end of that video the M1A1 reverses off the crest. This would be SOP for this battle:
  • Move forward
  • Engage
  • Withdraw, regardless of the result
I believe this Challenger received gun damage from this hit as it never became a real threat in this action.
“M1 #2 moved into the hollow next to the little hill in BP1 in order to overwatch the Gate to Valhalla with the hopes that the Leopard that was moving in that direction would come under its guns. What it spotted instead was a Marder moving next to the farm ahead of the tank. The Marder spotted the Abrams first and opened fire with its cannon taking out the turret mounted MG, but it was not a fair fight…”

Note in the above video that the Marder does spot my M1, I believe this was because it was moving into position making the spot easier for the German IFV.

After the above action my M1 identifies another German piece of armor:




“I ordered my Abrams to immediately start to reverse while it was reloading. I did not want it to get into a gun duel if it wasn’t ready… when the gunner yelled “SABOT UP!” and while still moving in reverse the tank fired and killed the Leopard... killed him dead and was never spotted in return. I had also ordered one of the LAVs nearby to pop smoke in front of the M1 to cover it… turns out that wasn’t needed.”


So basically that illustrates a successful use of alternate firing positions while on a Battle Position. Later I would get a Javelin on this hill and kill several pieces of enemy armor, withdrawing after each contact in order to reload in safety.

“...the Javelin team that knocked out the Challenger two minutes ago now has spots on both of Baneman’s remaining tanks, the Challenger and the Leopard 2A4. Time ran out before it could launch...”
BOTTOM LINE:
  • The key to using this tactic is to try not to continually pop back up in the same position each time.
  • For the armored vehicles especially I tried to alternate them from peeking over the crest to the key hole position behind the hill.
  • In all cases except one, my units remained unspotted by the enemy vehicles they were targeting.
I hope this was as helpful to you as it was fun for me to fight!  I will be interested to hear how you fair if you try this tactic in one of your battles, or perhaps you have some words of wisdom to share, if so, please add those to the comments..

March 19, 2016

TANK TACTICS: Panzer Vorwärts! Aber mit Verstand! - ANNOTATED

Armor Forward! But with Intelligence!


This training circular that was issued by the German Panzer force in WW2 was intended to give panzer commanders and crews a basic set of building blocks for tactics, techniques, and procedures that could be used to better apply armored units in combat.  These were compiled from the German Army's combat experiences and are invaluable advice everybody who plays the Combat Mission games should follow.

What I intend to do with this post is to quote from this pamphlet and try to give a little insight into how each pointer applies to using armor forces in Combat Mission.  My comments will be in black text.

Though the lessons are mainly targeted at actions against the Russian Army, they apply to any combat force regardless of the opponent.

I searched the internet for a copy of the full document but alas was unsuccessful in my search.  What is freely available online is an English translation (by Fionn Kelly) of the 30 Points for Success on the Battlefield.  If anybody has a scanned copy of the original document that you can share, please contact me.

Introduction:

"The Panzer Regiment is, by reason of its firepower, protection and mobility the main fighting power of the Division. It’s strength lies in unexpected, concentrated and determined attack; aggressive leadership and daring operations."
The intent of any branch, but especially the armored force should be to apply superior combat power at key points at key times during an action.  Armor in particular is ideal in this role due to its:
  • Maneuverability
  • Inherent combat power
  • Survivability 
This paragraph which emphasizes "unexpected, concentrated and determined attack" implies:
  • Apply your combat power where your opponent least expects it.
  • Concentrate your fire, if not your actual units on one key point.
  • If you attack, attack with enough combat power to overwhelm the enemy held position.
In addition the paragraph mentions "aggressive leadership and daring operations" which in the CM world translates to:
  • Be bold in your maneuver, but not foolhardy or careless.
  • Take advantage of the situations presented to you and dare to take chances and seize opportunities or throw your combat power at weak points before your opponent can reinforce or support them.
"Combat in Russia has shown that victory is not necessarily determined by vehicle type or quantity, but the spirit and skill of the tank soldiers operating them. This is the critical factor.

This exemplary combat spirit can, however, count for little if the panzer truppe is not led by competent officers. Superior tactical leadership in battle is a prerequisite when one desires few, or better still, no casualties.

The purpose of this volume is to pass on the collective experience of veteran front line combat leaders in a simple and understandable format."
Whether playing CMRT against a Russian player, or any of the other WW2 Combat Mission games, it is a well known fact that troop quality and the skill of the player commanding them can redress many of the disadvantages inferior equipment has.  
When combating superior armor (say Sherman versus Panther or Tiger) then you have to use extra care in your maneuver and application of combat power.  This is "tactical leadership in battle".
A commander who does not use his head when using his armor, or who throws his combat power at an enemy without having some knowledge of what he is up against, can lose a battle regardless of the training level of his force, or how superior his tanks are compared to his enemy's. 
30 Points for Success on the Battlefield:

"1. Before any attack acquaint yourself with the ground. Use the information provided by other units or by the map. Share this information with your subordinate commanders. Exact information and correct estimation of the terrain will be the decisive difference between victory and defeat."
I cannot emphasize how important a good map analysis is prior to any battle.  At least during setup, examine the map from your point of view and from your opponents and attempt to identify key terrain, potential friendly and enemy avenues of advance, danger areas, etc.   
See my METT-T analysis post for more detailed information.  Also see any of my Combat Mission AARs for examples of terrain analysis in actual games.
"2. No armored attack is so urgent, even under the most pressing situation, that you do not have time to inform subordinate leaders of the tactical situation, mission objectives, and technical and logistical factors of the impending action. Impetuous action on your part can result in unnecessary loss of men and materials and place the success of the mission in jeopardy.
Take your time, study the scenario requirements and conduct a through reconnaissance.  In other words, do not be cavalier with your force.  Use your combat power only after you can make a studied appreciation of your opponent's combat power, where it is concentrated, where it is weak, etc.
"3. Only careful combat reconnaissance can protect you from surprise. Protect to your flanks as well as the front. Observation to all sides is the duty of every commander. ALWAYS KEEP YOUR EYE OUT FOR THE ENEMY!" 
One of the main themes of my Blog is reconnaissance.  If you take nothing else from what I have posted, I hope you can take away how important I believe combat reconnaissance is to success in the Combat Mission games.   
Even though this post is primarily tank focused, most Combat Mission actions feature mixed forces of armor, infantry, and support assets.  Use them as a team and use each component in the role that best suits them i.e. infantry makes the best scouts, armor make the best quick attack force, artillery is best used to interdict or soften up an enemy position, etc.
See my post on ReconnaissanceLTC Scott Coulson's article The Patience to See, and my Platoon Scouts post for more information and guidance.  
"4. In the combat environment you must always be conducting an appreciation of the situation.  So at the decisive moment you can make the correct decision and issue short, clear orders without delay. This is the kind of leadership for which you are responsible."
This works hand in hand with your reconnaissance plan.  Always try to be in the process of assessing, or reassessing the enemy force, defenses, and intent.  It is a process that should only end when the scenario is concluded.  
When a "decisive moment" appears, unless you have been working this recon-assess loop then it might not be obvious to you.  It still might not, however you have a much better chance of recognizing these opportunities if you have a good assessment of the enemy force and a good educated guess as to the opposing player's intent.
See my Decision Process post and my Estimate the Situation post for more detailed information.
"5. Iron radio discipline is a prerequisite of good leadership, particularly when your only method of command is radio. In the point company, for instance, the trail platoons should not use the radio, except in emergency, leaving the net clear for the point platoon leader."
Not really relevant to the Combat Mission games until they more realistically model combat communications.  I have designed a set of  rules for the WW2 Combat Mission games that attempt to apply some modeling for the communications layer that is currently only abstractly modeled in the game. 
 "6. You must lead with strength. At least two tanks must be forward, and the trail platoons must be held far enough forward to support the lead platoon. The more guns that fire in the first minute, the quicker the enemy will be defeated and the fewer losses you will suffer."
A few important concepts in this point:
  • Do not operate tanks independently, at least use them in teams of two tanks.  
  • Concentrate your fire, if not your units.
  •  Overwatch any armor movement with as many tanks as is possible.
"7. When breaking cover, do it quickly and together. The more targets the enemy is shown simultaneously, the harder his fire control and distribution will be, and the more guns you will have in effect on the enemy."
In short, attempt to overwhelm the enemy, give him more targets than he can deal with while you attempt to have more guns on the enemy than he can handle.  be warned though, coming into view all at once without having an idea on where the enemy is can lead to major losses to your force.  In my CMFB BETA AAR I came over a ridgeline with two M18 TDs thinking I knew where all of the enemy armor was only to be ripped apart by an unseen and unexpected Panther tank.  
"8. In the attack drive as fast as you can. At slow speed you can see and shoot only a little better than at high, and are much more likely to be hit. For a tank there should be only two speeds: the halt (for firing!) and all out forward. This is the basic principle of tank combat!"
In the Combat Mission games it is not wise to take this point too literally.  When crossing open spaces, and while being overwatched by other tanks it is wise to travel as fast as possible to keep your exposure time to a minimum.. most times the speed of your tanks will be dictated by the terrain and the situation.  
The second point in this paragraph about using "the halt (for firing!)" is of course very wise especially when your target is an enemy vehicle or point target like a house, or trenchline where accuracy is important.  However a strong case can be made for firing on the move when the target is soft (infantry or guns)  and it is area fire.  Use this technique when your main goal is to keep the enemy's heads down as you advance your armor, but do not expect to cause very many casualties as the fire can be wildly erratic.
 "9. When antitank weapons are encountered at long or medium ranges, you must first return fire and then maneuver against them. First, issue a firing at the halt order to bring effective fire to bear then commit the bulk of the company to maneuver on the enemy with one platoon providing fire support at the halt.
This point is describing the Fire and Movement technique.  Though my post on this subject is infantry based, any of the tactics I describe can be used with armor units as well.
Also see my Squad Attack Drill post and the Tank Section Attack scenario.
 "10. When antitank weapons are encountered at close range, stopping is suicide. Only immediate attack at the highest speed with every weapon firing will have success and reduce losses."
Another point that is highly situation dependent.  Most times if you are maneuvering your tanks and come under anti-tank gun fire you might not even know where the fire is coming from.  In these cases I would suggest you pop smoke (if available) and withdraw.  Then scout the area where you suspect the fire came from in order to identify where it originated.  Once you have that information you can area fire to suppress the gun and then attack it.
If the anti tank gun's location is known then by all means area fire around the gun and assault it using the Fire and Movement technique. 
 "11. In combat against the antitank guns you may never even under the protection of strong fire support allow a single platoon to attack alone. Antitank weapons are not employed singly. Remember lone tanks in Russia are lost!'
Basically what this point is emphasizing is to not piece-meal your tanks.  If you have more than one tank in a scenario use them as teams of at least two tanks, but never alone.  Exceptions to this might be when in support of infantry and the tank is kept to the rear only coming out to fire when the area has been cleared by the infantry.  The tank is still part of a team in this case though, and is not alone.  
 "12. You must continually keep a broad interval (100m) between vehicles. This splits the enemy's defensive fire and complicates their fire control. Narrow intervals must be avoided at all cost."
The distance between your tanks is not as important as the guidance to never clump your tanks in close proximity to each other.  I always stress to concentrate your fire, not your armor, this translates to keep a good distance between your tanks (so an enemy anti tank gun or tank can't easily fire on more than one tank at a time) but ensure they can target the same enemy vehicles or enemy held position.  
Clumping your armor into the same piece of ground will only simplify the enemy's targeting.
"13. When an impassable obstacle, i.e., a minefield or antitank ditch, is encountered you must immediately and without hesitation give the order to withdraw into the nearest cover. Standing still, in open sight, trying to carry on the attack, is a poor tactical position to adopt and the risk of loss is high. Better to withdraw into cover and conduct an appreciation of the situation."
Similar to my advice in point 10 above, when any obstacle appears that will block your movement, whether it be a road block, minefield, or enemy gun or tank, you should back up assess the problem and only when you have an appreciation of the situation make your decision on how to tackle it.
"14. When your advance must pass potential enemy antitank positions, for instance a woodline, you should either pass by them so closely that you are inside their minimum range, or remain so far away that you are outside their maximum effective range."
 Common sense advise, and I would add to it by advising you to use Masked Movement whenever possible to keep your high value assets out of the line of fire of any anti tank weapons.
 "15. Enemy tanks should not be attacked directly. It is preferable to avoid them until you can move into favorable firing position, and surprise them from the flank or rear. Repelled enemy tank assaults must be aggressively pursued."
 Attacking an enemy unit, but especially anti tank guns and tanks, from the flank or rear is always preferred.  This can take some time to arrange, and you have to be constantly on the lookout for unspotted or unexpected enemy units that could be lying in wait for just such a move.
"16. A strongpoint, i.e., a small village or artillery battery position, whenever possible should be attacked from different directions simultaneously in order to split enemy defensive fire and deceive him about the true location and direction of the attack. In this manner your breakthrough will be easier and your losses fewer."
 Whenever attacking an enemy position coming from multiple directions is highly advisable as it thins the enemy defenses and forces him to guess where your main thrust is going to land.  
When attacking a position, I often don't know myself from which direction my main attack will come, that decision many times will come after I have contact with the enemy defenses and have a better picture of them.
"17. Always prepare dug in positions and camouflage against the possibility of air or artillery attack. Being sorry afterwards is no excuse for losses taken by these causes."
Of course the Combat Mission games do not take into account camouflage and you can not dig in during a scenario.  however you can be smart about unit placement, using treelines and woods to shelter your high value armor.  These will provide some concealment from roving enemy aircraft.
"18. Ammunition should not always be conserved; in the decisive moment, if you want to save casualties, you may expend ammunition at exceptionally high rates (for instance, an emergency attack)."
Ammunition consumption can only be controlled in the game by the use of restricted covered arcs and keeping your units out of contact.  Maintain fire discipline as much as possible until you come into contact with enemy high value targets, then let your tanks fire free until that asset is destroyed, damaged, or pulls out of your line of fire,
"19. Never split your combat power; that is to say, always employ the company so it can provide mutual support. When your mission has two objectives attack one and then the other with all force at your command. In this way your probability of a successful outcome is higher with fewer casualties."
The old military axiom to never split your force should indeed, whenever possible, be applied to the Combat Mission games.  Your platoons should at least be mutually supporting and your entire force should operate as a team to accomplish the task at hand.
The goal is to mass against one enemy position at a time and eliminate each prior to moving on to the next. 
"20. The benefit of support from artillery or aircraft must be taken advantage of immediately.  As soon as this support has ceased you must be on the objective engaging the enemy. Do not give the enemy time to recover. These fires generally only produce a suppressing effect, not a destroying one. It is better to risk a friendly shell or bomb than to charge into an active antitank defense."
Whether the support fire is indirect, direct, or tactical air, the goal is to keep the enemy's heads down and keep them from returning fire as your attacking force closes on the position.
"21. Other weapons and arms, attached to you, should not be misemployed.  Do not use them for purposes for which they were not intended, for example, do not use tank destroyers as assault guns, or armored infantry as tanks, or recon as engineer troops or infantry.
 Each asset has a purpose and a strength and using them in a fashion that does not play to that strength is asking for disaster.  Plan your battles wisely in order to utilize your force as a team each component of which has a role.  A force used in this fashion will be stronger and harder to defeat.  Look for opportunities presented by your opponent where he is not following this rule, and punish him.
"22. Unarmoured or lightly armored units attached to you must be protected from loss until they are needed for their own operational tasks." 
Protect the vulnerable.  If enemy tanks or anti tank guns are present on the field do not move your halftracks and truck borne infantry until those enemy assets have been neutralized, damaged, or forced to withdraw.  Protect the movement of these units by overwatching them with your tanks.
"23. Attached units placed under your command are not your servants, but your guests. You are answerable to supply them and share everything they need. Don't just use them on guard duty! In this way they will work better and more loyally for you when you need them. And that will be often!"
Of course in the Combat Mission games any support units will appear as a part of your force and will rarely be identified separately.  There is nothing to stop you from using them in any way you wish (as long as you follow point 21).
"24. In combined operations with infantry or armored infantry, ensure the various teams can provide mutual support. Which of the two is leading is a secondary matter; the intention of the enemy is to separate your combined forces. Your battle-cry must be "Protect the Infantry!" and the infantry's battle-cry is "Protect the Tanks!"
One hand washes the other, tanks without infantry is a weaker force than a tank unit supported by infantry.  See my CMFB BETA AAR and my CMBN Marketgarden BETA AAR for examples of all or heavy tank forces that ended up far weaker than they initially appeared.  I lost both of those games mainly because I did not purchase a balanced force (plus some sketchy game play on my part).
In action, if you can separate the enemy tanks from his infantry then the enemy infantry will be far easier to deal with, as so will the now unsupported enemy tank unit.
"25. You and your soldiers must always concentrate on your assigned mission. Do not vary from the task unless the enemy is a threat to the accomplishment of your mission. Then you must attack and destroy him."
In the Combat mission games I tend to concentrate on destroying the enemy force first, accomplishing the mission second.  Especially when on the attack.  When defending your task is the mission, and delaying the enemy is more important in many cases than destroying him.
"26. After a victorious battle keep alert and prepare for a counterattack, which will certainly come and probably from a different direction than you expect. Later you can collect the spoils of victory."
When an opponent does counter-attack, like in my CMRT BETA AAR where my opponent attacked my Deep Strike force with his armor.. unfortunately in this case I was ready for him and had time to react when I saw him coming.
"27. In a defense or security mission, position your tanks so that not only their firepower, but also their shock value can be brought into play. Only leave a few tanks in stationary firing positions. Keep most as mobile reserves under cover. Tanks defend aggressively!"
This is great advice when using tanks on the defense.  Do not show your hand too early and allow your opponent time to react and plan, rather let him advance then cause as much damage as possible with your previously hidden armor.
"28. Against strong enemy resistance, there is no point in continuing to attack. Every failed attack only costs more casualties. Your effort must always be to hold the enemy with only weak forces, in order to use mass of your strength at another, weaker place, breakthrough, and destroy the enemy by surprise attack in the rear or flank."
Never push an attack beyond the reasonable.  If it looks like the task is becoming impossible or will cause you more casualties than is comfortable then withdraw, reassess, and try something else.  If the entire battle has reached a point where it is looking hopeless to you, then there is no shame in asking for a cease fire.
The main item in this point that I want to call out is the third sentence.  When defending, use as few units as possible and husband your main strength for where the enemy's main attack appears to be going, or for where he is showing an opening for a counter-attack or a spoiling attack,  
"29. Never forget that your soldiers do not belong to you, but to Germany. Personal glory hunting and senseless daredevilry lead to success rarely, but always cost blood. In battle against the Bolsheviks you must temper your courage with your judgement, your cunning, your instincts and your tactical ability. Only then will you have the prerequisites to be victorious in battle and only then will your soldiers look on you with loyalty and respect and always stand by you in untiring combat readiness."
 Throwing units into senseless situations will rarely help your cause and could instead cost you the battle.  When you do commit your tanks and your main combat power do it with whatever knowledge you have gained through the Decision Process.
"30. The panzer division in modern warfare is the decisive arm of combat, much like cavalry was in former times. Tank officers must carry on in the tradition of the cavalry, take up its aggressive spirit on behalf of the Panzer arm. Therefore take note, as a basic combat principle, of Marshall Blucher's motto, "FORWARD AND THROUGH!" (but with intelligence)."
I want to emphasize the "but with intelligence" phrase.  After reading this and my comments I hope the one thing that you come away with is to think before acting, scout the enemy before planning, and to continually update your threat assessment as the battle unfolds, and only then make the decisions of how best to use your armor, infantry, and support assets.
I hope this post is helpful.

  

November 02, 2015

LESSONS IN TANK TACTICS - Anecdotes for Discussion

Originally posted on the Battlefront forums I wanted to re-post this as it contains some interesting information. The examples shown are from the East Front but I believe are relevant to any theater.
_______________________________________________________________________________

I have always contended that the Soviet army was not the mindless mass that some contend. The following two anecdotes illustrate that the Russian army could be quick on its feet and could indeed utilize its forces with synchronization, intelligence, and effectiveness.

The following report on the tactics of tanks, in cooperation with infantry and artillery, was published in Tactical and Technical Trends, No. 41, December 30, 1943.
Two examples of the use of tanks in conjunction with infantry and artillery were analyzed in an article which was published recently in Red Star. In one example the reasons for heavy casualties are indicated while the other example illustrates how a mission may be accomplished with minimum losses. A translation of the Red Star article follows:
The speed of forward movement of tanks on the battlefield is one of the basic questions of tank tactics. It is the tendency of the commander who has tanks at his disposal to make use of their mobility to increase the general speed of the unit. This policy conforms completely with modern tactics and should be followed as often as possible. However it is necessary to take into consideration all the conditions under which the tanks will have to operate. A tank maneuver must be well-prepared and it must receive all-around support. A few examples from actual combat experience may help to make this point clear.
This first example illustrates a failure, the lessons learned and identification of errors made after the anecdote are spot on.
A detachment composed of tanks, artillery and motorized infantry was ordered to exploit the success of troops who had thrown the enemy back from his main defense line. Specifically, the detachment's mission was to attack and advance 12 to 15 miles to the enemy's rear and capture a village, thereby cutting the route of the enemy's retreat.
The detachment started on its mission at dawn. The tank regiment, in march column formation, was in front. The commander of the regiment was told that security and reconnaissance units would operate along his route. Information concerning the enemy was very meager. All that was known was that our [the Russian] units, having driven the enemy back from a certain line of defense, were pursuing them in a south-westerly direction.
The tank regiment moved at high speed, preceded at a distance of approximately a mile by an advance group of four tanks. When these tanks reached Hill 212.8 they were fired on from the left flank and were forced to withdraw behind the hill.
The commander of the regiment believed that a reconnaissance detachment was operating somewhere in advance of the regiment, but he did not meet it. Later it became known that the reconnaissance and security parties had not been sent out; they had been forgotten in the general rush.
The commander of the regiment then decided to leave most of the tanks concealed north of Hill 212.8 and reconnoiter the enemy positions in combat. This was done with the help of one tank company.* As soon as the attacking forces passed by the hill, they were met with flank and cross fire; also they were bombed heavily from the air. Some tanks reached Hill 221.3 but the company was soon compelled to withdraw. However reconnaissance data which was obtained made it possible not only to determine the general character of the enemy's defense but also the location of his artillery.
In the vicinity of Hill 221.3, in different places, there were 13 guns and 7 self-propelled mounts which kept Hill 212.8 and the whole field south of it under fire. In addition, five German tanks were located.
Without the support of artillery it would be difficult to break through such a barrier by a frontal tank attack. About half an hour would be needed to bring the artillery and infantry up to Hill 212.8 and to open fire against the enemy. Since the enemy defense to the right was not so strong, our tanks could pass around Hill 212.8 and by following the ravine could gain Hill 221.3 without much interference and then be in the rear of the enemy's artillery positions.
 However, the commander of the main Russian detachment did not consider it necessary to spend time in coordinating his forces. Without waiting for the artillery and the mortars (only one battery arrived at the position in time) the commander ordered all the tanks to attack. The tanks moved forward, deployed in a line. As soon as they came up over the hill, the Germans opened intensive fire. To pass through the fire zone the Russian tanks moved forward at full speed and reached Hill 221.3 in a comparatively short time. The enemy wavered and then began to withdraw. A certain tactical advantage had been gained, but at the cost of unnecessary losses. Several of the Russian tanks had been disabled thereby restricting the possibilities of exploiting the advantage.
It may be said that this battle was characteristic in the sense of providing for a given high speed in the forward movement of tanks. The commander was right in trying to keep up the high speed of forward movement of the tanks, for the situation demanded it: but he made a mistake in hurriedly throwing his tanks against a strongly fortified antitank position. In such situations it is necessary to provide for the constant forward movement of tanks, not only to demand it.
The mistakes of the commander of the main detachment were as follows:
(1) He did not provide for proper reconnaissance during the offensive, with the result that the encounter with the enemy was unexpected.
(2) When the enemy's defense system and fire power had been determined, the commander hurried unnecessarily to attack with his tanks without the support of the artillery, of which there was sufficient quantity, but which had not been drawn up in time.
(3) The commander paid too much attention to the fast forward movement of the tanks and forgot about the organization of the battle.
So basically 1. conduct a thorough reconnaissance, 2. gain as much information as possible before committing, and 3. coordinate your forces. 

I have tried to instill these basic tenets in all of my AARs.
Unfortunately, situations like this one above may still be found. There still are commanders who continue to urge on the tanks, at the same time forgetting the elementary principles of combat organization and the fact that time spent preparation will always be compensated tenfold.
In reviewing the battle we see that it would have taken only a half hour to organize the cooperation of tanks, infantry and artillery. This would have helped not only to deliver a telling blow on the enemy; it would also have provided the conditions for a quick and deep movement toward the objective. There was unnecessary haste in throwing the tanks into the zone of the heaviest antitank fire. This restricted their maneuvers and caused unnecessary losses.
In combat there are times, of course, when it is necessary to rush forward without taking into consideration many circumstances. However, in ninety cases out of a hundred, it is possible to find the time and means to provide for a high rate of forward movement without unnecessary loss. The best method for saving time is thorough preparation of the operation and its quick execution. This method is more to the point than an undiscriminating push which is sure to end in a sudden halt. Some of the finest operations that have been carried out by our troops were characterized by thorough preparation and swift action.
Do not be in such a hurry that you lose the opportunity to most effectively utilize your force.  Many players rush any tank assets they have into action before gaining an understanding of the enemy positions and strength.  The wisdom of slowing down and gaining intelligence prior to deciding on a course of maneuver is a familiar one to the readers of this blog, at least it should be.


The second anecdote:
On another occasion this regiment succeeded in carrying out an attack at a relatively high rate of speed. Here is a brief description of this situation and the terrain.

In the direction of the enemy ran a railroad track, along which, according to the initial plan, the Russian tanks were to attack and move forward to a certain village. There was a highway at the left of the railroad track. In front of the village there were several small wooded areas. Still nearer was an elongated hill which cut the highway and extended as far as the railroad track.

Having concealed his tanks behind the hill, the commander learned by observation that the Germans had several antitank guns along the road. Also signs of the enemy were noted on the outskirts of the wooded area in front of the village which was to be attacked.
The commander of the regiment was convinced that the movement of tanks along the railroad line would be difficult since the banks of the railway-cut were very steep and there were deep, narrow channels on either side of the track. He decided to send the tanks along the highway, where the terrain was most favorable. The infantry was to follow the railroad line, maintaining fire liaison with the tanks. The plan was to neutralize the German antitank guns, which were placed along the highway, by a sudden attack.

Results were soon realized. The tanks rushed at full speed into the antitank gun positions and smashed the guns, the crews of which had scattered. Without lessening speed, the tanks broke into the woods and exterminated a number of Germans there. Most of those Germans were having their dinner when the tanks appeared and so the enemy troops were unable to reach their guns in time to fight a defensive action.

The tanks then passed around the right side of the woods and headed for the village but they were compelled to stop by swampy terrain (see fig. 2). This gave the enemy an opportunity to bring artillery into action and open fire on the approaches to the village. Instead of forcing his way forward, the commander withdrew his tanks to a shelter behind the woods and remained there, awaiting the arrival of his infantry. Then both infantry and tanks, in close cooperation, attacked the village and drove the Germans out. Thus the objective was achieved.
What amazes me in this anecdote is that the Russian commander performed a detailed terrain analyses, he used the information gained from reconnaissance in planning his attack, and then he coordinated his tanks and infantry when making the final attack. Pretty nice work, I don't care what the nationality of the force is.

It confirms a lot in my mind that these techniques are not new, they were not new even in WW2 and most Armies had similar techniques in approaching a situation.

The article finishes with:
In the first example presented in this article, the high rate of speed of the tanks did not reduce their losses, while in the second example the tanks not only succeeded in maintaining a high rate of speed but also they achieved success without loss. The reason for this was that in the first battle, suddenness of action was lacking, and also (because of the commander's haste) the tanks could not maneuver although the situation called for maneuvering. In the second battle the tank commander had ample time to prepare the attack well and to choose the most favorable direction. Although this took time, the results were excellent.

The commander estimated the situation correctly in general although it might have been practicable to have sought a different route when the tanks reached the swamp. The element of surprise had run its course; further movement had to be based on close cooperation with the infantry. This was skillfully achieved, and at the same time the general tempo of the attack was not lost. After taking the village, the tank unit pushed right on.

In conclusion it may be said that at all times the commander estimated the situation correctly, acting neither too slowly or too hastily. Well-thought-out organization during every phase of the attack produces high speed in the forward movement of tanks, no matter under what conditions they may be operating.

September 03, 2015

The Deep Attack

Attacking deep in the Combat Mission games potentially can have a huge impact on the tempo of operations, the psyche of your opponent and can dramatically change the outlook of a battle and the fortunes of both players.

This movement will include both a change in tactical tempo and hopefully, an increase in violent execution.  

You are hitting the accelerator in order to hopefully catch your opponent off guard and cause him to react and perhaps make a mistake.  You want your opponent to be saying something like, “OH $HIT!!” and start to scramble to deal with the threat.  Breaking the linear battle line by attacking into the depth of the enemy zone can change the battle from a close run thing to a run away.

The intent, from my perspective, is to make a sudden deep movement that could have the potential to unhinge your opponent’s defense, or if he is on the attack, disrupt his attack and force him to siphon off some combat power to deal with the sudden movement. 

This movement does not need to be a penetrating attack, nor does it need to be especially deep, it just needs to be deep and effective enough to make a positive impact (or a negative impact for your opponent).  You need to think beyond the linear battle line and try to envision where potential holes in the enemy lines might exist that could be ripe for exploitation, identify potential objectives deep in the battle zone that it’s probable the enemy thinks should be secure.

For the Soviet Army, the intent of Tactical Deep Battle was to create an opening in the enemy line for Operational maneuver.  They used deep attacks to enable envelopment and ensure destruction of the enemy.  This does not describe how I use the Deep Attack in my fights.

For the American Army, Tactical Deep Operations are described as:
... At the tactical level, deep operations are designed to shape the battlefield to assure advantage in subsequent engagements.
     FM 100-5 Operations 1986     
                
This is a much closer definition of how I apply Deep Attack in Combat Mission.  I am always looking for an opportunity to unleash a deep attack that my opponent may not expect. 

Desired outcomes for the Deep Attack could be:
  •  to unhinge a defensive line, forcing your opponent to redeploy or withdraw
  •  to cause an attacking opponent to slow, or better, to cancel an attack
  • to force your opponent to redeploy combat power to support the area impacted by the Deep Attack, thus weakening other sectors or the impact of his main effort. 


A properly conducted Deep Attack could open up opportunities elsewhere in the AO for exploitation.

For me, a Deep Attack must consist of the following components:
  1. A sudden fast movement into an unexpected area of the enemy position. 
  2.  An increase in tactical tempo, that equates to: increased ground speed and if possible, increased outgoing fire (for amplified psychological impact and shock effect).
  3.  An attack force with enough combat power to make a difference; there is a huge difference between a squad, or single tank sized deep attack and a platoon strength Deep Attack.

The conditions for conducting such an attack are important.  I look for the following:
  1. A spot or area that has recently been abandoned by my opponent, 
  2. or, an unoccupied or weakly held area of the enemy line
  3.  an attack area that is relatively deep, preferably past the enemy line, but at least on the same line.  This will cause your opponent to start to worry about a flank or rear attack and he will be forced to redeploy assets to deal with it, or maybe even abandon his line. 
  4. a masked approach to the area or point being attacked.  This is very important, if the enemy can cover the approach to your targeted area of attack with fire, then the impact of your Deep Attack will be lessened or nullified, and could have a negative impact for your battle.

Any Deep Attack needs to be supported.  I don’t mean that you need to have follow-on units ready to enlarge the toe-hold, though this of course could be the case… no, I mean that while the Deep Attack is going in the rest of your force needs to step up its momentum, or at least continue to keep your opponent’s attention in the areas away from your Deep Attack approach and the intended area of attack.  This should give your Deep Attack a better chance of success.

Deep Attack Force Size

Always conduct a Deep Attack with strength, that means at least a full platoon, or a platoon plus for most engagements.  For very large battles with more than one Battalion per side, a company sized force will be required.  A mixed infantry and armor force is ideal.

It isn’t always possible, and is dependent on the scenario, but I will try to keep at least one platoon mounted and ready for any opportunity for a Deep Attack, best case is to have a platoon of mounted tank riders for this role. 


Alternately, if I see an opportunity during a battle I will pull a unit from my reserve and send it on the Deep Attack mission.  This is opportunistic rather than planned, when conducting an unplanned Deep Attack with an ad hoc force, you have to be very sure that you are not weakening your position and leaving yourself open for disaster.


The Deep Attack in Action


This game fought against a fellow BETA tester (GreenAsJade) was for the most part a closely fought game that really was a very tough task for my opponent… he was outclassed in armor quality, and I had more of it than him.  He also had a lot of ground to defend, and the old Frederick the Great maxim, “he who defends everything, defends nothing” held true here as well. 

From the start I held my Pioneer platoon mounted on trucks in reserve awaiting an opportunity to exploit an opening.  If I had thrown this platoon into the general advance I would not have had the combat power to make a Deep Attack. 

Always maintain a reserve.

“I am thinking about mixing it up some and pushing HARD in two or three different zones and sending a strong mounted/armored reserve at whatever turns out to be the weakest point.”
Approximately Turn 5
Later in the game as things developed I saw an opportunity:
“Back on the Spur my Pioneer Platoon is finally getting sent into action. I believe GaJ has shifted A LOT of his firepower to my left to deal with my armor and infantry assaulting the S-Ridge. So I plan on assaulting around the Spur with my Pioneer Platoon, a mortar in support and the JPz-IV which is re positioning.”
                                                                                                              Approximately Turn 40 


Seeing as my attacking force was mounted on trucks I was a little more careful than normal by reconnoitering the route with a kubelwagen to ensure it was clear of enemy units.  I don’t normally like doing this as it gives your opponent warning that something is up in that area.  

While this was going on I had made a decision to move my Pioneer platoon from the trucks to halftracks, this would give the Pioneers some inherent support and better protection.  This process occurred while the kubelwagen was en route to the objective.  

Phase 2 in the following image indicates my planned dismounted attack on this objective.

While the Pioneer platoon, now mounted on halftracks, made their way to their attack position, the route and objective was overwatched by a Brummbar and a JPz IV (area marked Support in the above image).


Note in the following image that the rest of my force kept up the pressure on the entire enemy line as the Deep Attack was going in.  This kept my opponent from reinforcing the area.


This image shows the masked route used by the Pioneer Platoon:


RESULT: This Deep Attack eventually forced my opponent to abandon the entire center of his line (from NAI 1 and NAI 2) and provided an important contribution to a major victory over the American forces I was facing.


For this game I had a platoon of Russian Tankodesantniki on T-34/85s… my intent from the beginning of the game was that I would wait for an opening and conduct a Deep Attack:

“Axis Yellow-3 this approach would be a deep attack bypassing the town and attempting to seize Objective Yellow in the north. I like this route, as if I can achieve a breakthrough the payoff could be dramatic.”

“My normal plan of attack entails spreading my attack as wide as possible to make the defender have to stretch and thus thin out his line, making a penetration more likely in the spot I intend to concentrate.”
My AAR – pre-planning

“My Tank riders with 5 of my 6 tanks will take a central position so they can react in case of emergency, but the intent is for them to be the spearhead for any breakthrough opportunity

…I want to make a demonstration down Blue-1 and Blue-2. Then I intend on pushing with as much as I can muster through KT5 and then through KT6 towards Obj. Yellow (Gelb).”
My AAR – approximately turn 2

From the above quotes you can see that this was a move that I had been planning very early, before the game even began in fact... all that remained was to choose the best route and wait for the ideal conditions.  Prior to making the decision and turning the tanks and tank riders loose on Objective Gelb I had run into an enemy infantry platoon on my right.  

This platoon had slowed my advance, but after I had inflicted serious losses on it I decided the time was right to start thinking about my Deep Attack.  I concluded that my enemy to this point had concentrated his defenses upon mostly covered routes, and he seemed to be really concentrating against my assault on Objective Blau. 


All enemy contact previously along the road I intended to use had been infantry moving into what was now a killing ground (enemy platoon location on the above map).  I had scouts moving north along the road and I had seen no further enemy movement. 

I did not believe that my opponent had defended the road; I think I would have gotten a sound contact or seen something by this time.  I hoped he had not mined the road.  If he had I would have lost my most powerful asset (the T-34s) and my movement would have failed.  I had not run into any mines to this point in the game (in fact I never did) so really mines were not something I was very worried about. 

I was more worried about what he could have in the large woods to the right of the road, the little strip along the left is so thin that it never even crossed my mind that he could have something hidden in them (and I did have scouts in that strip of woods), so I concentrated all planned area fire during the move on the right, and on Gelb itself, targeting wherever the targeting line would allow, trying to cover the entire objective.  This was such a small objective that I thought if my rounds could hit it, whatever was there would take a beating or at least be suppressed.  My big fear was AT guns.


As the tanks and riders approached Objective Gelb only one enemy contact was spotted.  It was not a firm contact but it gave me a spot to focus my fire on.  Turns out he only had one HMG team on the objective.

“In a fast fluid fight, like what I am trying to do with the T34s and SMG platoon towards Objective Gelb, flanks are secondary, speed is the most important thing. I want to get there before he can react, if it is unexpected I doubt my flanks are in much danger.”
My AAR – during execution of the Deep Attack

“It looks like he is driving into my rear.....fast. I am getting multiple vehicle sound contacts racing down the road to my back VL. And the troop sound contacts all seem to be headed that way now.”
Elvis’ AAR

In the following image you can see several round impacts from my moving tanks.  Two in the field to the right of the road which were wild short rounds caused by the movement of the tanks, but on the objective itself you can see a couple impacts on the left side of the objective and one in the center. 


Once on the objective all that was left was to ensure it was clear and then to take up defensive positions for the inevitable German counterattack.


RESULT: This Deep Attack forced my opponent to abandon the defense of Objective Blau (which he eventually pulled out of).  He was forced to react to my penetration and redeploy his armor from Blau to the Objective Gelb area leaving Objective Blau to his infantry alone to defend.

This ended up being a game winning move as eventually all of his armor would fall to my T-34s, his infantry around Objective Blau and Rot would start to take horrendous casualties from my ISU-122s and infantry.  He threw in the towel with the loss of his last tank.