Ate Up - A Flashpoint Campaigns: Red Storm AAR

Published on 10/3/2013 by Scott Udell.


0600, July 24, Day 5: It’s finally happened—the balloon’s gone up, we’ve seen the elephant, insanity reigns.  I was TDY at Graf, and it took me four days just to get back to the unit - no short hop by chopper, not with MiGs thick as flies, and not that the unit was even still in the same place.  I can’t believe I even rode part of the way in the back of a produce truck….  But I’m here, just in time for the planning for our entry into the fray.

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I’m playing the “Ate Up” scenario, a medium-length scenario best played as NATO.  I usually make my settings to max out fog-of-war.  I do like to let the AI task artillery fires that I haven’t given specific orders to - it’s pretty good at hitting where it’s needed.

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The Soviet 8th Guards Army has crossed the Main and is now holding many un-blown bridges across the river.  We think they took a pretty good beating in doing so - our forces certainly did in defending against them! - and they aren’t advancing any more.  The intel weenies say that message traffic indicates they were to open a hole for the 1st Guards Tank Army, and we’ve been given the assignment to plug that hole.

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My orders are to advance on and take the Main river crossings away from the Soviets, destroying any 8th Guards forces I encounter along the way.  Normally I’d try to rush to the river and blow the bridges (some start blown), but you’ll notice that several objectives are *east* of the river, so I’m going to have to plan an active defense instead of just “turtling” behind blown bridges and defending against other bridge-building attempts… that should make things interesting.

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Our recon elements are formed up on the western edge of our AO.  It’s going to be at least another 40 minutes before we’ll get even supporting elements - choppers and artillery - and an hour before any of the ground pounders start to reach the area.  So for now it’s time to scout towards the Main.  Sure wish we had some of those choppers already - I hate sending these light scouts out like this.

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At the start of the scenario I’ve got a whole two platoons of light recon - unless I’m very careful they will be destroyed almost immediately upon contact with the enemy, but in so doing they’ll still have helped perform their main role, which is to let me know where the enemy is. 

The gray shaded areas on the left of the map are my setup zones, places where I can place the units.  I can mix and match all I want, but it behooves me to keep related elements together as best I can.  Flashpoint helps with that by putting colored triangle in the upper right of each counter - like colors are related units.  Still, my resources are so limited I’ll likely have to put some recon elements a fair distance from their HQ units. 

Things are further complicated by the fact that there’re no really direct route to my main objectives - if I want to move forces quickly I’ll have to go out of my way to the north or south, and there are still issues  in those directions: to the north the road I’d follow heads north off the battlefield, so I’d have to have forces cross-country (and several bridges, including one blown) to head back south towards the objectives.  To the south I’d either face cross-country travel or a bridge crossing at Reichelsheim that’s likely to be contested.

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I’ve set 2 Recon to scouting the northern routes.  In this shot I’ve changed the color and line with of my movement route lines, and set the game to show all friendly routes, all to help illustrate the plan better.  I’m sending one section up the road towards Niedernhausen despite the blown bridge—there’s probably nothing there, but I hate to leave that long a stretch of road un-scouted “just in case.”

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1 Recon has responsibility for scouting the southern approaches.  I’m sending 1/1/1 along the very southern edge of the battlefield.  It’s not a likely route for either my forces or the enemy but it’s another possibility that I hate to leave unexamined.  2/1 and 3/1 are the scouts most likely to encounter Soviet forces first - sorry, guys!  1 Recon’s HQ will set up shop in some woods across the fields to the west of the southern end of the objective area.

Note that I’ve given movement orders to absolutely everyone.  Setup is one time when you can be certain you’ll be able to do this (at least if you’ve got the “Limited Staff Rule” in effect).  I feel that’s within the spirit of command friction - assume it’s part of the initial plan, and we know what happens to those upon contact with the enemy.  Changing these orders will be difficult, especially for those elements starting out or moving out of their HQ’s command radius.  I’ve used “hasty move” for all the orders - the units will be more likely to retreat from enemy contact with hasty orders, just what I want recon units to do.

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After my first turn’s execution (I’m going to call them “turns” even though the reality is much more fluid than that - “turns” vary in length, and one side can even get two or more “turns” in a row before the other side), my recon elements have just about completed their initial routes without any contact with Soviet forces.  You’ll note, though, that two objectives have turned red, indicating the presence of enemy ground units (helicopters can’t take possession of objectives).  With the EW levels right now I only get one order this turn, so I tell 2/1/1/ to cross over into Reichelsheim, then back over the Main and on to Beerfurm.

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Contact!  First direct enemy encounters.  First though, an overview of the turn.  As you can see, the Soviets have captured more objectives, and I’ve gotten one - one that’s now behind enemy lines! My recon elements in the north haven’t found anything - I suppose I shouldn’t be surprised.  The first supporting combat elements have arrived on the battlefield, and I’m glad I set the option to let the staff handle artillery as it pressed the new arrivals into service right away (I would’ve had to wait some 20 game minutes to even issue the orders, let alone have metal arrive on target).  2/13th Infantry also arrived, so with the Cobras and the artillery I now have some “teeth” available.

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You can see from this close-up the point of contact.  Note 1 Recon’s position - I didn’t order it there, but because of the hasty move orders it withdrew when it contacted the enemy, suffering no loses.

I get more orders capacity this turn, so I’m ordering the infantry forward, leaving one order that I use to send an OH 3R2 to scout the areas my ground recon hasn’t reached.  That always makes me nervous as the AI makes very effective use of its air defense assets.

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You can’t see it here but there was quite a bit of spotting at Reichelsheim - the Soviets are there in force.  I need to issue some deliberate movement orders to my heavier units just to keep them in closer contact with the enemy - as it is now the disposition of the enemy units is unclear.  OH 3R2 did encounter enemy to the north, just west of Wersau, but withdrew from direct contact.  That positioning is a tad worrisome - note the several paths through the woods heading west from there.  Units can move down these paths and appear behind your lines, so I’ve got to keep these under observation.  I may move a recon unit in there to act as a tripwire.

More combat units have arrived, in particular my “heavies” (M1A1s), so I need to focus on getting those into the battle.

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Now the picture’s coming clearer, and it’s not good looking - look at all that red!  This time my helicopters maintained contact, to the point of advancing then retreating (the AI did this) to be safe.  Intel is implying that a lot of the units aren’t that strong,  but I’ve learned that’s often not perfect intel, and sometimes is quite far off, so I don’t know how easy it’s going to be to deal with.  My staff was effective in targeting artillery during the turn, including identifying and hitting hard an enemy HQ. 

I’ve ordered the units of 1/13th to move east of Niedernhausen - if the Soviets don’t move down that woods path, I might try it myself.  I’ve also ordered elements of 2/13th to execute deliberate moves eastward.  I’m hoping a deliberate move will balance out speed with determination - Assault orders may have been better but I’m afraid they’d take too long for the units to execute.  I’ve also ordered by MLRS to drop area saturation fire on the large concentration just across the Main from Crumbach.

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Arrghh!  In plotting orders last turn I looked at my MLRS unit and apparently managed to cancel my saturation fire order, so none fell!  At least my staff continued to make good general use of the artillery, and my attack copters have delivered some hurt on Soviet units, including the apparent destruction of a mortar unit.  I’ve reissued the area saturation fire order, and it should kick off in a few minutes.  Otherwise this turn was pretty quiet as my main combat units are still moving up towards the sound of the guns.  Note that the enemy AI has been making good use of smokescreens.

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Now that’s more like it!  My MLRS dropped their area saturation fire and seemed to put a lot of hurt on that concentration of Soviets - from the secondary explosions I think I took out a lot of vehicles.  Definitely plan on another such order for that area, but I can’t right now as it’s in the middle of repositioning (ordered by the AI).

In the south I’d ordered a stack with an M1A1 unit and Cobras to assault Reichelsheim, but I didn’t take into account the different form up and movement rates - the cobras moved out quickly and hit the objective alone, but with artillery support (including support that landed on the hex they were in - I can imagine seeing that from a real helicopter! - they managed to clear out the whole area.  Just north of there though, Soviet artillery fire hit the advance elements of 2/13th infantry and 2/69th armor and caused a load of hurt, virtually destroying 1/2/13th and even taking out a tank or two.  I sure wish I’d ordered some smoke in the open fields to the east of the advance!

So, that’s what I do now: I’ve ordered a screen from near their current positions up northeast towards Crumbach, and I’ve ordered the ground and helo units to assault Crumbach from behind that screen - we’ll see if it works!  I’ve also ordered the 1/13th in the north through the woods towards the Main.

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Aw, man, this is a mess.  My “assault” was poorly conceived: the smoke dropped and dissipated quickly, the helos again moved out quickly while the ground units still have yet to get moving.  My small assault on Reichelsheim seems to have gotten cancelled, and the 1/13th has yet to even start moving down the sylvan lane.  I really need to pay more attention to the time delay to implement new orders, especially now that my “turns” are taking longer and longer, so I have fewer chances to give new orders or to modify existing ones.

I’m going to take this next turn to drop another MLRS attack on the big cluster of Soviets, although that can’t be it if my ground units can’t get across the Main to take objectives on the east side.  I’m going to reorder the assault on Reichelsheim, but this time have put one artillery unit in direct support of the lead armor unit.

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The MLRS did its job again, delivering further significant damage on the Soviets to the east of the river, but the ground units still aren’t getting much of anywhere.  The 1/13th did start moving, but the units to the front where hit by artillery fire as soon as they emerged from the woods and suffered some serious losses.

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Success in the south, disaster in the north, meat grinder in the center.  I took Reichelsheim, finally capturing an objective, but my assault towards Frankisch is at best grinding forward.  In the north, though…

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…in the north, disaster - those units of 1/13th hit last turn were wiped out this turn.  The rest of the unit is still west of the woods, and now I face a dilemma:  if I let the units continue they may suffer the fate of the rest of the 1/13th, but I doubt I have the time to redirect them before the scenario ends (assuming I can get them ordered off their current path before they hit the strong, Hind-supported force that took out their brethren.

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While worrying about the 1/13th, I didn’t realize how close to destruction the 2/13th was getting.  The assault on Crumbach has been repulsed, with the loss of much of the 2/13th.  The only viable unit is 2/2/13th, which was actually accompanying the assault in the south.  Now that southern force is the only viable group ready at this time, and they’re quite some distance across open terrain from the highest-value objectives.  Many units have gone to resupply mode, and I ordered the MLRS to do so as well—right now they didn’t even have barrage capability, let alone area suppression, and I badly need that to hit the main mass of Soviet forces (oh for a nuke!  The game does have nukes, but this scenario doesn’t).

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Well, that’s it.  I looked at where I was at and knew things were headed south, so I played out the last couple of hours of gameplay, mostly watching the further unraveling of my force.  The last three shots show the results - abysmal!  You can see that the Soviets took a pounding, but the sheer number of their units was too much for my mis-managed forces - they could throw up layer after layer of defenses before the objectives for me to wash against, or to hold my units in place to suffer under some very effective artillery.

Obviously you wouldn’t want me for a strategy article, but I hope you’ve enjoyed this walk-through!


Tags:
Cold War Air Combat Ground Combat Strategic Europe Simulation Introduction Intermediate Turn-based IGOUGO PC English Yes Moddable Data Files Operational


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