Sunteți pe pagina 1din 2

Teaser – January ’79 – Military Modelling

Another wargames scenario devised and described by C.S. Grant

Introduction
An amphibious assault is probably one of the
least enviable of military operations. Bad enough if
it is an assault river crossing (an operation we
may cover in a future Teaser if the editor permits)
but a far worse problem for the commander if
the assault is from the high seas into another
country. In essence, the problems have changed
little over the years and one can imagine that the
factors effecting Caesar's first invasion of Britain in
55BC, with the addition of air superiority, were very
much the same as those considered by Hitler
and his staff for the similar task in 1940. Before
we look in detail at the teaser, it may be worth
spending a little time investigating these factors
so that we understand the problems more fully.
The aim of the operation will, of course, be the
first consideration and one which will influence all
the others. The operation may have a short term
aim such as the destruction of specific
installations, like those undertaken by the Allies
on the coast of France during the Second World
War. The aim may therefore be to stay on enemy
territory only as long as required to complete
acts of sabotage. Alternatively, it could be to
provide a diversion for a larger operation
elsewhere; it may be a preliminary action designed
to take and hold a beach head for the main force
or to link up with an assault elsewhere. Whatever the aim, there is no doubt that the main aim of the assault will exert considerable influence on the
other factors to be considered.
The selection of the landing site (LS) is ail important. In all probability it will be decided to a great extent by the nature of the main aim, for example,
the location of targets for sabotage or of longer term goals. The geographical aspects will however place severe limitations on the commander. He will
be looking for an area shallow enough to disembark or to beach his craft; in more modern times, he may have the added consideration of finding firm
enough shores to take the weight of both wheeled and tracked vehicles. The approaches will need to be deep enough to prevent premature
beaching and sufficiently free from obstruction. While these are not apparently major problems, a brief look at any coast line, for example the Kent
coast, will serve to show how limiting these considerations can make the choice of landing site. The geography of the immediate coast is not the only
influential factor. The surrounding countryside is also of importance. Where possible, one will look for a LS that is not dominated by high ground
which the enemy could use to advantage and which is not restricted by natural inland obstacles such as rivers and canals which could delay
deployment.
Coupled closely with the geography, one must consider the weather. Under this heading we may include tides, the moon, storms, fog and other
climatic conditions which influence the time and place of the assault. These considerations in conjunction with whatever site had been selected may
mean that conditions for the operation may only be suitable once or twice in a period of several months.
The commander wilt also be looking for the advantage of surprise. He will strive to achieve this so that his landing may be unopposed and his
beach head taken or other tasks completed before the enemy can resist. This of course is the ideal. The aim of the assault combined with other factors
may force him to select an area where there will be enemy forces and surprise is difficult to achieve. To aid him, he will probably use the cover of
darkness which will, in turn, complicate the operation.
With the introduction of a night attack we encounter the familiar problems of navigation, command and control which we have found in previous
Teasers. In addition, we have the weather and the somewhat unpredictable sea to disrupt our plans.
With all this in mind, it is not difficult to see why so much planning and patience is required to mount an amphibious assault. Planning complete,
our flotilla approaches its objective; in minutes the first grey streaks of dawn will crack the black night sky; the moon hides behind a cloud; the wind
rises slightly changing direction; the sea hammers on the small assault boats lowered from the ships. A strange light is seen on the coast. In muted
voices the last instructions are given. As the final stage begins, a small error in navigation, a sudden change in the weather or even a stroke of bad luck
could put both troops and the mission in jeopardy.

Period
This Teaser has been written as a modern problem but with a little imagination and improvisation it could be equally suitable for a Roman invasion, a
Viking raid or a Greek Island battle.

Terrain
The terrain shown on the map is designed to give the best balance of coast and sea to provide a realistic game. The coastline is marked with string
pinned to the table. The cliff is represented by using contour features as are the hills. Those beaches suitable for landing craft and wheeled vehicles may
be made with brown paper. Roads are marked with ribbon or tape and provide increased speeds for vehicles compared with cross-country
performance. Both the pier and the high cliff are deemed to be obstructions to line of sight weapons.

Forces
The scale of the forces used and the size of the table will largely dictate the size of the action. The forces below are intended for a game played with 20mm
scale troops on a table of about six to eight feet by eight to ten feet. This produces a garrison force of one infantry platoon with attachments defending
itself against a weak company, i.e. an enemy about twice its size.
Red forces (defending):
1 platoon (3 sections + HQ) — Initial locations are shown as 1,2,3, and HQ.
2 medium tanks — In the town. KEY TO MAP
1 medium anti-tank gun — Protecting the bridge.
1 medium coastal gun — Static position shown.
o Lighthouse House
2 medium mortars — In the town.
3 OP parties — One in the lighthouse on the cliff; one in the town. Cliff Beach
Blue forces (assault force):
Road Hill
3 platoons (each of 3 sections + HQ)
Each platoon has 3 motor powered assault boats carrying up to 1 section each and 2 amphibious
wheeled craft taking 5 men each. Section Ant/Tk igun
4 medium tanks — Each carried in tank landing craft.
2 armoured cars — In separate landing craft Coast Gun Mortar
1 section of medium mortars — In 2 assault boats.
Tank
Force Headquarters.
Armoured
Red force's aim Car
Red force is a small detached garrison with the task of retaining control of the town and the
harbour. Bl u e f o rc e ' s a i m Blue force is a small select force whose aim is to seize a landing site and secure it for a larger force. We will consider in
some detail the factors which will determine success or failure at the end of these instructions.

Opening scenario
Red forces have spent an uneventful six months garrisoning the town and protecting the harbour which is a small but useful source of supplies.
White by no means casual, they do not expect attack and are not "stood to" in defensive positions during the dark hours.
Blue forces are the advance guard of a larger invading force and have been escorted to a point a couple of miles off the coast. In the early hours of the
morning the force has transferred into smaller assault craft and moves to launch its attack. The commander has been well briefed on the coast by
aerial photographs and maps and has decided on a bold plan. He intends to enter the harbour mouth under cover of darkness and take the enemy by
surprise and to actually seize the houses by the pier and land on the beach before the alarm is given.
The force sets off into the darkness of the night with the moon partially obscured by clouds. However, a changing wind brings a stiff breeze from
the shore making going hard and the flotilla starts to open up. The result is that dawn finds the invading forces still outside the harbour and
somewhat exposed and dispersed. Red's observation post in the lighthouse spots the enemy coming in on the tide through the grey dawn. Surprise
is lost. Fire rakes the exposed craft and the commander is in a tough spot. The tide is carrying him towards the enemy and he must act quickly to avert
disaster.

Preliminaries
With Red forces already in position all that is required are a few preliminaries to see where the assaulting forces have reached as dawn breaks. Dice are
thrown for the Blue forces by units, platoons and detachments making a total of six groups (2 platoons, 1 unit of tanks, 1 of armoured cars, mortar
detachment and company HQ) to see where they have reached. One die indicated the entry point, 1 and 2 for A, 3 and 4 for B and 5 and 6 for C. A
second die throw indicates the periods that the units have moved on the table when dawn breaks giving a scope from 1 to 6. The direction of move is
north until dawn except for C which is north-west.

Conclusion
With Blue forces on the table and the sky clearing, the battle is now set to begin. All we need are some guide-lines to decide on the stakes which
will govern victory or defeat. Blue's task is to seize a landing site (LS) and secure it. To achieve this he must destroy the Red force's garrison or
alternatively secure the town if his beach-head is east of it. If the beach head is inside the harbour Blue must hold secure the town and the pier and
houses. Only the pier and houses need to be held if the beach head is to the west of the pier.

Well, we are now set for action

S-ar putea să vă placă și