High Water Mark - 10/12/73 - AAR (no Crossroads)

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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

Post by berto »


TURN 8

More good fortune. Subsequent artillery strikes score 2 or more SP hits, and a disruption (magenta circles, following):

Image

The preceding screenshot is more or less the situation at the middle of Turn 8, with the Syrian Side B phase just beginning.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

Post by berto »


TURN 8

Those artillery strikes saved the phase. The current Victory Dialog:

Image

Yes, the Israeli Total Points have inched upward again, but not by much.

A breakdown of enemy losses:

Image

18 Israeli tanks destroyed! And look at their armoured engineer losses!
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

Post by berto »


TURN 8

Consider the B-10 82mm RCLR Anti-Tank Section at hex 26,23 (green circle, following):

Image

The orange hex highlights indicate that unit's Visibility. Note that a stack of Israeli tanks (yellow circle) is visible to that RCLR section.

Recall that the B-10 82mm RCLR can fire up to 5X per phase

Image

since its Firing Cost is only 20 APs. 100 APs per phase divided by 20 APs per shot implies five shots per phase. Wow!

That RCLR section can hit those tanks five times, right? Alas, no. Look at the Range chart, also at the on-map Range display (the red hex border) in the screen shot preceding. The tanks are out of range of that RCLR unit, are two hexes beyond its maximum range.

Alack and alas, there are no other tanks within that RCLR section's Visibility. Consider the bottom two tank stacks. Yes, they are within range, but the orange hex highlight doesn't encompass those stacks.

The RCLRs can fire at the Israeli LMG platoon at Tel Shams, but better to fire them at tanks. Of which there are none both visible and within range. A pity. [:(]
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

Post by berto »


TURN 8

The situation is desperate around Tel Shams. Syrian forces are nearly surrounded. Rather than submit to surefire destruction, the proper course of action now is: "Run for your lives!" It is totally realistic, it is not gamey at all, for the Syrians to flee. Time to exit off map as many units as I can, thereby denying Crossroads the VPs from eliminating them by combat.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 8

Consider the 2nd Platoon, 3rd Tank Company (green circle, following):

Image

It could try to flee off map. But likely that stack of Israeli tanks at hex 29,25 (yellow circle) would blast it as it retreats (and enjoy the benefit of targeting the retreating tanks' weak rear armour).

No, better to fire, now or never. Unfortunately, 2nd Platoon is low on ammo (see the magenta highlighted hollow bullet icon in that unit's Unit List display). Which means they will fire at half strength. Still, fire they should, as there is no other good option.

They target the 3 Israeli tanks in (yellow highlight, in the Target Dialog) among that grouping ...
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

Post by berto »


TURN 8

... and force the Israeli tanks to retreat:

Image

Amazingly, the Israelis fail to opfire back! They seem to have no APs remaining!

Giving 2nd Platoon the unexpected opportunity to run away to safety:

Image

I do a Ctrl+E, and 2nd Platoon vanishes from view. There! I just denied Crossroads a possible 28 VPs.

I subsequently exit off map 10 SPs of Syrian LMGs and armoured infantry (yellow circles), denying Crossroads another 30 or so VPs.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 8

1st Platoon (green circle, following) direct fires at the Israeli tanks upslope (magenta circle), to no effect. They fire again, ...

Image

... and reduce and disrupt one of the enemy platoons. 1st Platoon's battle is now over. I exit them off map.

3rd Platoon (the other 1 SP Syrian tank outfit just to the north) moves to that same hex (green circle), fires once, without effect. They too exit off map.

I have just exited off map 86 VPs worth of Syrian units, denying the Israelis the "satisfaction" of killing them.

Again, lest you think it is gamey to retreat these units off map, what are they otherwise supposed to do? In the face of such overwhelming Israeli advantage? Stand and fight, and surely die? Likely with few if any offsetting Israeli losses. No, fleeing makes perfect sense, and facing encirclement and certain destruction is something they would certainly do in Real Life.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 8

The artillery I have at my disposal, much of it OBA (Off-Board Artillery):

Image

I target units as best as I can around Tel Shams.

The other Syrians in the vicinity of the citadel -- there is no saving them. They are disrupted (thus limiting their movement) and/or the map edge is too far away. No, they will just have to stand and fight, and die an honorable death.

The situation to the south, at Turn 8's end (with the Disrupted highlight toggled ON):

Image
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 8

To my disbelief, Crossroads had ignored again that Sagger Team at Saasa Ridge. They direct fire at the Israeli tanks across the way, but miss, no effect.

The current Victory Dialog:

Image

Crossroads will no doubt destroy all of the remaining Syrians down south, giving him enough Total Points to escape Minor Defeat. Taking the town of Saasa now seems impossible, given how few turns remain, just seven. Crossroads can fire his tanks long range at the entrenched Syrian infantry at Saasa Ridge, but it is doubtful he can destroy enough SPs to gain him a Minor Victory (400 VPs). Likely this game will wind up as a Draw.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 8

At Turn 8's end, the battlefield, in 3D Zoom-Out View:

Image
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 9

Following the Turn 9 opening Israeli artillery barrage:

Image

Without detailing the gore, the situation at the middle of Turn 9, after Crossroads' moves, at the close of the Israeli Side A phase:

Image

It was no contest. The Israelis shot up the Syrians, up and down, back and forth, left and right. The near destruction of the 1st Mechanized Rifle Battalion.

On the bright side, note how many Israeli soft targets are now within the Syrian artillery crosshairs.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 9

Syrian artillery destroyed two units, the LMG platoon at Tel Shams, and an HQ northeast of that place; and reduced and retreated an Israeli armoured engineers platoon.

After the Syrian opening-phase artillery barrage, the situation down south at the beginning of the Syrian Side B phase (with the Disrupted units and Visible highlights toggled on):

Image
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 9

And what about up north? Crossroads enjoyed some success shooting up the fortified Syrian armoured infantry along Saasa Ridge. He also managed to destroy that exposed "use it or lose it" Sagger Team at the base of the ridge.

The current Victory Dialog:

Image

Oof! Another disastrous phase. An Israeli victory now seems well within reach. I may yet have to eat my words:
ORIGINAL: berto

Crossroads will no doubt destroy all of the remaining Syrians down south, giving him enough Total Points to escape Minor Defeat. Taking the town of Saasa now seems impossible, given how few turns remain, just seven. Crossroads can fire his tanks long range at the entrenched Syrian infantry at Saasa Ridge, but it is doubtful he can destroy enough SPs to gain him a Minor Victory (400 VPs). Likely this game will wind up as a Draw.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 9

To the east of Tel Shams, the remnants of the 1st Mechanized Rifle Battalion put up a brave front, firing at the Israeli formations encircling them, but without effect. The end is near.

To the north, I reposition the 1st Tank Company closer to Saasa town, and disperse some of my transports rearward.

The Syrian artillery refrains from firing, as there are no good soft targets within sight.

The situation to the north at Turn 9's end:

Image

Except for the front-line infantry, all of the other units in that screenshot should be hidden from Israeli view.

If I were Crossroads, I think I might just line up my tanks along the valley floor, along The Leja, and fire at the Syrian infantry up Saasa ridge, with the hopes of inflicting enough SP hits to gain a Minor Victory at least. But I am not Crossroads. He might yet attempt to storm the ridge and take the town of Saasa by force. We shall soon find out.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 10

Crossroads directed most of his artillery fire at my concentration of BM-21 Grad 122mm MRL (Multiple Rocket Launcher) units in the northeast corner of the map. Hmm, wonder how he knew to target that area? [;)]

Around Tel Shams, the Israelis tried, unsuccessfully, to destroy all remaining Syrian units in the vicinity. The Syrian 2nd HMG Platoon (green circle, following) was hit again and again and again, but without SP loss. The HMGs retreated down the west slope, where they now have a good vantage point to observe Israeli reinforcements arriving on map.

While attempting to intercept the retreating 2nd HMG Platoon, a platoon of Israeli Sho't Kals (yellow circle) blundered (or was it deliberate?) onto a minefield hex. (Maybe it was out of LOS, so hidden?) No effect, though.

The situation down south at the beginning of the Syrian Side B phase:

Image

For the Israelis, that's pretty much it. A few units are out of LOS, hidden from my view in the southeast corner of the map. There are no other Israeli units anywhere else, as far as I can tell.

Here is the current Victory Dialog:

Image

Crossroads picked up another 20 or so VPs this last phase, mainly due to the units he did manage to destroy around Tel Shams.

Surprisingly, or maybe not, he made no move northward. The Israeli main body is lined up (in the upper right quadrant of the screenshot above), glaring across the valley at the Syrian defenders at Saasa Ridge. Crossroads maybe realizes that, with now only 5 of his turns remaining, he has virtually zero chance of taking Saasa town, much less reaching that exit hex in the northeast corner of the map. He probably reasons that, given his rough treatment around Tel Shams, any attempt to storm Saasa Ridge will be much rougher. Likely he will simply stay put, taking long range pot shots at Saasa Ridge, and letting his artillery do most of the work.

It's a sound strategy (and in Real Life terms perfectly sensible); Crossroads might yet eke out a Minor Victory; but if so, it makes for a boring denouement to this scenario, doesn't it? [:(] [:)]
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 10

I Double Timed the 2nd HMG Platoon, sending them southward with the hope of exiting them off the south map edge -- this to deny Crossroads the chance to kill them, thereby earning several more easy VPs. But in crossing the Escarpment hexside they consumed 65 APs. The Unit Handbook shows:

Image

One more hex to reach the map edge. But not a clear hex, costing 34 APs to enter; rather, a Hammada hex, costing 50 APs to enter. When I attempt to move the HMG unit that one additional hex, the game engine reports "Insufficient Action Points". Drat! I can't even backtrack them to an adjacent IP hex. They are now out in the open, easy prey, sure to die next phase. Oh well.

Up north, you will recall where last phase Crossroads directed his long-range artillery (OBA?) to fire at the northeast corner of the map (large yellow circle to the north, following) in the hopes of destroying my MRL units there. To guard against a repeat of that, I dispersed said units (green circles). I also dispersed my units generally. Except for hidden armour and AT stacks, no more 3 units or greater soft target stacks.

I discovered a stack of Syrian engineers, loaded on APCs parked at the north center edge of the map. Oy! If I had known about them earlier, I could have set them right from Turn 1 to fortifying the Saasa Ridge front line. Too late for that now. Now all I can do is to move them closer to Saasa town, as a reserve in case Crossroads attempts an attack along the map's east edge. Highly unlikely, that.

Typical of me -- and something (like my general failure to Dig In and fortify) that keeps me from being a top-notch player -- I have again played the artillery game poorly. For the game's early turns, I was completely oblivious to the OBA at my disposal. When I had reasonably good intel around Tel Shams and even Dourine, I had a pretty good sense of where the Israeli soft targets were. Now I am down to my last unit -- the 2nd HMG Platoon -- in that area. Next phase, that spotter unit is sure to die, and with their demise I might lose sight of soft targets of opportunity (if Crossroads takes care to hide them from my LOS from Saasa). Down near Dourine, I spot two stacks of commander and HQ (large yellow circle to the south). I throw the full weight of my artillery against them -- the hexes they currently occupy, and the hexes they might retreat to with an earlier combat result. I also plot the road hexes several hexes northward, in case Crossroads -- anticipating possible artillery attack -- nudges them northward. I also order my artillery to lob a few shells at another stack of commander & HQ northeast of Tel Shams (small yellow circle).

I still have a couple of airstrikes I have been holding in reserve. If Crossroads doesn't move that line of tanks northeast of Tel Shams, I will have some stationary targets to bomb from the air. But let's wait and see if they stay put first.

Finally, I target hex 28,8 (white circle) for smoke. If Crossroads is going to blast any unit, I suspect he will do it there.

The situation at the end of Turn 10, Syrian Side B phase:

Image
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

Post by berto »


TURN 11

No surprise, the 2nd HMG Platoon died a quick death. The last of the 1st Mechanized Rifle Battalion diehards. There are now no longer any Syrian defenders in the vicinity of Tel Shams.

Israeli artillery pounded the Syrian center at Saasa Ridge (large yellow circle, following), destroying several SPs and causing a few disruptions (see the yellow highlighted units, following).

Somewhat of a surprise, the Israeli armor remained lined up just south of The Leja. No forward movement, and not much firing either. Crossroads is playing it safe, letting his artillery do the work. Will that alone earn him a victory?

The situation at the middle of Turn 11, after Crossroads' moves, at the close of the Israeli Side A phase:

Image

Not unexpectedly, Crossroads anticipated my artillery strikes and moved his units southeast of Dourine out of harm's way. But not all. A lucky strike destroyed 1 SP of armour (magenta circle, preceding).

If you compare the latest Victory Dialog with the one in Post #75 above, you will see that the Israeli Total Points have barely nudged upward, from 299 to 300, still well within the Draw range and rather far from a Minor Victory. An entire turn has passed, and the Israelis have made little headway. It's hard to see how an Israeli victory develops from this.

This game will end with a whimper, not with a bang, it seems.
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 11

Fearing that Crossroads might indiscriminately begin lobbing artillery shells in my rear areas, I disperse the Syrian rear area units more widely. If artillery falls on a hex, it will have one target unit only, not two or more. I do the same with my front-line troops: disperse them along the fortified line also. It's little details like these that win or lose games.

Betting that Crossroads will keep his forces bunched together just south of The Leja, I direct the Syrian artillery to target the concentration of Israeli armour along the east center map edge (large yellow circle, following). I direct my soft target killers, my BM-21 Grad 122mm MRLs, to smash bunker hex 29,19 (turquoise circle), where Crossroads appears to have parked a HQ and other soft target units.

Finally, with time running out in the scenario, as for my air power, two airstrikes only, it's now or never. I order airstrikes against the heaviest concentrations of Israeli armour (green circles).

I expect that there will be targeting drift. Let's see if I can get lucky.

The situation at the conclusion of Turn 11, Side B Syrian phase (with disrupted units yellow highlighted):

Image
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

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TURN 12

As Turn 12 opens, Israeli artillery fire scores these hits just to the west of Saasa town:

Image

Ouch! Let's see if I can make up for that.

In the Israeli Side A phase, Crossroads doesn't do much, doesn't fire his weapons even, just seemingly anticipates my artillery fire (?), sends his vulnerable commander units to the rear, and nudges his armoured forces forward a bit:

Image

But at least I still have two hexes (yellow circles, preceding) well targeted.

One of my airstrikes scores a reduction at hex 29,19 (bottom yellow circle, preceding). Two more artillery barrages score an additional two SP hits at that same hex, and at least a half dozen Disruption results.

The situation at the middle of Turn 12, after Crossroads' moves, at the close of the Israeli Side A phase, and just after the Syrian artillery fires:

Image

The two yellow circles are where Israeli artillery had targeted the Syrians in the Side A phase.

Well. Israeli Total Points were 300 last phase, are now down to 293. It seems like I got the better of these last two artillery exchanges!
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RE: High Water Mark - 10/12/73 - AAR (no Crossroads)

Post by berto »


TURN 12

For my Syrian Turn 12 Side B moves, not much to show. With my artillery, I just scattershot targeted the Israeli forces in the SE corner of the map. Maybe I will get lucky again.

Only three more turns to go. It's not over 'til it's over?
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