Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

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MarkShot
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Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

An AAR on behalf of Mashkis on how to fight this.

We got two days to prevent the Germans from reaching the East edge of the map starting from the West edge.

My initial observations:
Terrain is very flat and mostly open polder. We are initially dug-in with one AC platoon forward.

Our arty can be pulled all the way back due to its extreme reach; this will also free up our AAA. Our mortar platoon should be kept further back as it has a 4km reach.

Try to hold the current positions defensive line until night fall. Then, pull back and dig-in again.

Note: That command capacity is high. So, there is little reason not to micro-manage this battle. Also, notice that the map constricts the further East you head.

Some thoughts on delaying:
I am playing an HTTR scenario at the moment which features an Allied delaying action. I don't recall that HTTR had too many of those, but COTA is full of delaying actions. Well, I just wanted to discuss briefly what is an effective general approach to delaying the enemy when you have a wide open map with space such that you can easily fall back. (My discussion assumes using just the DEFEND order and not the DELAY or WITHDRAW orders. DEFEND gives you the maximum amount of control at the cost of being somewhat less responsive to the changing situation on the ground. Of course, if you are determining the course of the battle, then you certainly prefer to have more control over as compared to better AI subordinate responsiveness.)

Get your blocking positions/line set up and dug-in. If you need to time to do that, then push someone out 3-6 km forward to slow down the enemy in combination with arty. Your blocking positions/line should have arty and mortars at their disposal.

Ideally, you would like the OPFOR to hit this line in daylight and get a good measure of it. Initially, the OPFOR may wonder into it with recon elements or the lead elements of a column in road march. However, in not too long (2-6 hours), the OPFOR will probably either assault your line or attempt to bypass to the left or right; maybe both. You should meter your arty resources. Have your guns stand down if the enemy's approach is weak or disorganized. Mainly use your arty to break the first strong coordinated wave of a full scale assault. In particular, make sure you have arty available right before night fall. If you have any type of contact with the enemy prior to night fall, then you want to turn your arty lose on the enemy. Either you want to totally shred an ongoing attack or simply stun any forward units that are exchanging fire with your units.

Observe what the order delays are and issue orders to your units to fallback to new defensive positions about 3-5kms away as soon as the battlefield is cloaked in full darkness. There are a number of reasons for such timing:

(1) It is much easier to disengage and travel at night. So, the same maneuver during the day would stand a good chance of getting your units shot up and shattered by enemy arty barrages, can easily be done at night.

(2) Darkness should allow your units to get dug-in at their new locations before they encounter the enemy again.

(3) NOW THIS IS A BIG ONE. If you correctly managed the situation during the daytime hours, then the enemy should have a completely incorrect assesment of your current deployment. Most likely he will organize and plan an assault of your defensive line that has become an empty shell. This greatly works in your favor. The process of mounting an attack is much more time consuming and in general covers ground a lot slower than a straight forward road march. So, during the day, you have delayed the enemy by virtue of placing fire on him and opposing his progress. At night, you will allow the enemy to delay his own progress by mounting an attack on a non-existent defense. Not only will this eat up time, but he will also needlessly exhaust his units to gain ground that he could have just simply walked across. In the meantime, while you withdrew your units, they should have had a fairly easy road march to their next set of defensive positions. So, when you and the enemy meet again, besides you being dug-in and him being vulnerable and moving, your units should generally be fresher than his.

Another tip from the polder around Nijmegen ... HTTR may already have many miles on it, but there is still much it can teach about strategy. Enjoy!

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 05:00

In general I am not going to show mortar and arty orders, but just note them in the discussion. Screen shots will generally be shown with intel set to ALL (however, I usually play set to CURRENT).

Everyone to defend in place. HQ and mortar pulled back to safety, but still covering the MLR with mortar fire. Arty pulled back all the way to the East. It can hit the whole map from there. AAA moved forward to cover the left flank.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 05:13

Recon is in contact. Ordered to pull back 2km to be covered by mortar support and received support by combat team if the enemy spills past on either flank.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 07:00

Our first major contact - German column coming down the road. Recon has deployed. I want to hold the Germans at this line until nightfall. I will be very careful conserving mortar and arty ammo and use just enough of it to mainly break attack. Any further exchanges with the enemy will be handled by line units.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 08:16

The enemy lead elements were turned back. Now, they begin to mount an assault.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 11:42

Through out the day. The Germans launch attacks and when it gets hot, I give permission to mortar and arty units to service requests for fire missions; just enough to break the attack.

Here we see the first probing of our right flank (North).

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 13:26

First attempts to flank left (South).

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 17:11

Another enemy assault is building ... again to broken by arty ...

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 18:30

I decide to pull back Recon before they get overrun. They should be able to disengage at night fall.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

1 21:22

Recon has pulled back. The Germans try a night time assault to the North.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

2 00:24

The Germans think they know where we are. We pull back to a new defensive line while the Germans spend themselves swinging at shadows in the moonlight.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

2 02:05

Our new defensive line is formed with Recon at the point position again. Orders are issued to pull HQ and the mortar unit before day break.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

2 05:53

The Sun is coming up. Recon is once again in contact. Everyone managed to dig-in overnight for another day worth of fighting.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

2 08:36

Recon has taken a beating. They are given orders to proceed to the rear.

This day will proceed pretty much as the previous. Mortars and arty will be used to break strong attacks. When the attacks lose momentum, then mortars and arty will stand down.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

2 15:23

The Germans are pressing hard on the center and right of my line. Mortar ammo is out and arty will soon be out of HE too. It looks like the center may buckled and give way.

The 1st. Combat Team is given orders to set up a new blocking position in the center. Our AAA is left to cover any attempt to flank us on the left (South).

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

2 17:43

The 1st Combat Team is deploying in their new blocking position. In the meantime, our last shells of HE and determined defense held the center.

Our engineer and armor reinforcements recently arrived.

The engineers are order to defend what will become a secondary line.

The armor despite its heavy fire power arrived at the wrong time to see action. Its ranged fire would have been very welcome, but there is nothing but darkness ahead for the rest of this operation. So, we order our armor to set a very deep final blocking position just in case the Germans blow through our line.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

2 19:53

Once again the Germans think they know where we are as night falls. Once again we leave them with nothing to strike at and pull back to another defensive line.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

3 04:59

The 3rd Combat Team failed to disengage completely and thus was not able to fully execute their orders to pull back. However, you can see that they are redundant as we still have a strong defensive line to meet any further attacks.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

3 05:01

The scenario ends. As can be seen the Germans are still 5km from their objective. However, note that they are so exhausted that even if we were not standing between them and their objective, they would have not chance of reaching it. They are completed spent.

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RE: Nijimegen - Dutch Delay at Deest (Allies, defaults, max delays)

Post by MarkShot »

AAR screen ...

100:0 decisive victory with a 6:1 kill ratio.

Lessons to be learned here?

(1) When to fight and when to disengage ... using night and day effectively ...

(2) Using arty for a precise purpose in a conservative fashion just sufficient to break attacks ...

(3) Using night fall to paint a false intel picture for the enemy so that he wastes time and energy assaulting abandoned positions ...

(4) Using arty to shatter the enemy and thus guarantee that he is haulted when you pull out at night fall ...

(5) The importance of being dug-in and how it acts as a force multiplier against and enemy on the move ...

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