Saturday, October 2, 2021

TY 6mm Lessons Learned 6

Our small Escalation League met once again in August, but as we did not manage to get a full game in, and one of the players is still very new to the game, I am going to share my thoughts on the army list that I provided to our newer player and what lessons I learned watching the game play out. Only three of us managed to meet, as one of our members was injured recently, and still recovering from surgery the day we got together for League Day. Our member with the least experience playing the game is still working on books and miniatures, so I handed him all of my 75 point lists, and he chose East German BMP Mot-Schutzen (what we would call mechanized infantry in BMP-1 APCs). This formation is three 14 point Mot-Schutzen Kompanies (nine BMP-1s, two PKM teams, nine AK74 w/RPG-18 teams, and six RPG-7 teams in each Kompanie), three Carnation SPGs, four Shilkas, six T72Ms, and a BMP OP. Also in the list are the HQ element of the whole force, and a AGS-17 team with extra BMP-1 in two of the three Kompanies, but that last will be discussed in depth momentarily. 

What was I going for when I built this list? Number one was that it had to use what minis I already had from my initial purchases of minis a few years ago. Number two was that I wanted a list that, knowing full well I would never take it to a tournament, would be fantastic in the defense and never budge because it would never be forced to roll a Morale Check. Why not take it to a tournament? As there are real world time limits in tournaments, usually about two hours per game so that the tourney can progress and you can get to the next player, and this list prefers to drag out combat as long as possible and win through attrition rather than maneuver and capturing of objectives, which is what successful tourney players and their lists do. Confession time - I thought an infantry-heavy list would be fun, and only in this game did I realize how well in a pure defense this army excels. The list mostly lived up to those two goals. I had most of the minis, with all of the vehicles already based up, and only lacking a few infantry stands. Then defensiveness - this list is pretty heavy on AT (30 Sagger-firing BMPs, 6 T72Ms, 18 stands of RPG-7s, plus Carnations and Shilkas), but it is super light on mobility and armor. This list is best used in defense, hunkering down and making the enemy come to them to play the attrition game. Formation or Unit Morale? Not a problem, as each Kompanie has to lose 15 - FIFTEEN! - stands of infantry before they even start rolling Morale (the BMPs, as transports, do not count for or against Morale), and since every Unit except the OP is integral to the Formation, they have to lose five Units before that becomes an issue. 

Still, my list was not perfect. Remember the AGS-17 teams I mentioned a moment ago? I put those into the list to use up the last two points floating around, and hey, it also got me two BMP-1s in the deal. But that list has no - zero, zilch, NADA - Spearhead units in it. Why is that important, this list is best used defensively, right? Yes, but even if you are hugging the table edge and sitting on the Objectives from Deployment on, you still want Spearhead to either deny your opponent access to parts of the table with their own Spearheading Units, or just get a forward observation post out to either act as a speed bump, or to threaten side shots on Units that try to ignore and bypass them. However, I have already fixed that, as East Germans have access to Aufklärungs Zugs, which can be had for as little as two measly points. I have already dropped the AGS-17 teams and added a two BMP scout unit, so I will get at least some Spearhead forward deployment in my next game. All for the cost of losing AGS-17s, which are better on infantry and very soft-skinned vehicles anyway, and yes, that is still 31 BMP-1s on the board.

The opposing list, an American list we threw together out of minis we already had, was a M60 Patton Armored Combat Team - full HQ (two tanks), three full platoons of M60s (four tanks apiece), a trio of M106 mortars, four VADS from Divisional Support, a pair of M901 ITVs, two M113 scout sections (M113 and a M901 apiece), and a HMMWV Attack Platoon from Cross Unit Support. This unit brings a lot of tubes and cannons to the field for not a lot of points, and the main hammer of the force is those M60 Pattons - 14 tanks firing twice each Shooting Phase is 28 shots. Plus the Pattons have lots of machineguns, which you will need against massed infantry. Against 31 BMPs plus all the rest, the need is more for high number of shots than high AT. Yes, the T72Ms have decent Front Armor, but as there are only six of them on the field and everything else is soft, soft, SOFT, the Pattons with their ROF of 2 whether moving or standing work well, and their AT is enough for East German T72Ms. The player wished he could bring more M901s, but the Force list only allows the one M901 pure AT section, and then two M113 Scout sections. The M113 by itself is a bit useless, though it does provide another .50cal AA MG which is also effective against infantry (though a single Scout section versus any amount of infantry is better served in moving away from them as the Scouts just do not produce enough hits to Pin the infantry by themselves), and you can always Transfer any hit from the M901 to the M113, keeping that TOW in the game longer. The HMMWV Attack Platoon is a good, cheap Spearhead that is effective against infantry and sometimes against softer vehicles. If you are looking to field lots of HMMWVs, check out Legions IV Hire, as they picked up the old CinC line of minis, and their HMMWVs are fantastic as they all come with not only the turreted weapon, but a Soldier manning the weapon! I prefer GHQ minis, but I will be picking up my HMMWVs from Legions, though if you want the Minigun option, I am not sure if any of the regular manufacturers offers them. With three Units that had Spearhead, the American player put multiple units about halfway across the board right from the start.

Talking with the my fellow players after the game, we tried to wargame how the East Germans could have caused the most damage to the Americans (any force, really) while taking as little damage themselves. I know, pretty much the goal of any military force, though in the case of this army list, inflicting as much damage is far more important than taking damage, as large infantry lists are built for contests of attrition, much less so maneuver. Normally, with my WarPact forces, I would pick Attack or Maneuver, mostly to keep everything moving and also to have better chance of getting the Attacker position in the Mission, so I can choose Daylight (NATO enjoys a distinct advantage in their better night vision devices), but with this East German infantry heavy list, I think I am picking Defender from here on out. Picking Maneuver worked well for our WarPact player in this case, as they ended up with Encounter, which means no time limit and Objectives that are within your own Deployment area to defend. The flip side of that last is that the Objectives you want to capture are all the way across the board in your opponent's own Deployment Zone, and as already discussed, this is not a good list to move quickly and capture Objectives. Now, this gets deep into the meta of TY, but let us take a look at the Missions you get picking Defender as the WarPact player and what you enjoy or suffer using my East German Infantry list. 
    1. Breakthrough - no Defender Objectives, but the Attacker starts quite a ways away from the Objectives, and also has Reserves. Bad news, Attacker's Reserves come in from behind the Objectives, so as Defender, you are going to have to move some of your units to block. As you start off of the Objectives, you will have to move to hold them anyway. This is not ideal as a Mission for this list, but like all of these Missions from Battlefront, is very balanced and shows only slight advantages to either side. This Mission also shows up if NATO picks Maneuver or Defend themself, and if they also pick Defend, you will roll to see who Defends and hope you get Defender. If you are Attacker with this list and Mission, keep your mobile forces in Reserve and bring them on behind the Objectives while occupying your opponent in the other direction with infantry and BMPs. Upside, Defender gets Ambush, another way to move a Unit around the board without actually having to move them.
    2. Bridgehead - no Objectives for the Defender to claim so you do not have to worry about that, and if you can keep your opponent off their Objectives for six Turns, then you win. Hard part is you only get half of your forces at Deployment, while the Attacker gets all of theirs, but at least the Reserves are Immediate, if also Deep and Scattered, and as Defender you get a Minefield for each 25 points of Forces (for this 75 point list, that is three Minefields). This is a decent Mission for this list, as WarPact will always be Defender if it comes up, and shows up if NATO picks Attack or Maneuver. Downside, NATO will probably go for a night time attack. Upside again, Defender gets an Ambush, but I do not see where that is as useful as it is in Breakthrough.
    3. Contact - this is a first, both sides have Objectives, which is not ideal for this list, but there is no time limit to capture for either side, and Attacker's Objectives are deep within Defender's Deployment, so you can sit on them with Dug In Infantry from Deployment/First Turn on. Downside is Attacker enjoys Immediate Reserves while Defender suffers Scattered Delay. Again, strongly suggest you put mobile portion of this list in Reserve and play the attrition game, looking to force a failed Force Morale check and driving them from the field. Downside is this only shows up if NATO picks Maneuver. Upside - Ambush, though again, not sure if it is as useful in this Mission.
    4. Counterattack - this is a bit of an odd one, as each player places one Objective on the board, but Defender does not have to capture either, just defend both of them. The downside is that this Mission only shows up if NATO picks Defend as well, and then it is a roll off to determine who Attacks and who Defends. Also, Attacker has no Reserves, Deploying all of their Force from the start, while Defender has Immediate Reserves (which is at least better than Delayed, Scattered, or Deep), but Defender does get Ambush, which is very useful for this Mission. Decent Mission to get with this list.
    5. Dust Up - this list favors a more mobile force by a slight margin, as both sides need to capture an Objective across the table from their Deployment, but at least there is no time limit. Defender could win this one playing the attrition game and forcing a failed Morale check. Delayed Reserves, but at least both sides are suffering them this Mission. However, one upside is that this Mission only shows up if NATO picks Defend as well, and since being the Attacker imparts no other differences from the Defender then Attacker gets to go first, if you are running this list and get Attacker, you can at least dictate this be fought in daylight. Not the worst Mission to get for this list, but not great. Those Delayed Reserves could swing it towards your opponent, and there is not much you can do to guarantee dice rolls. 
    6. Encounter - much like Dust Up, with the big differences being table layout and Scattered Delayed Reserves. The forces are much closer, as Dust Up has the Forces diagonal down the long axis of the table from each other, while Encounter has both Forces occupying opposing long table edges with only the short axis of the battle space between them. This is the Mission our players got, as you will see in the pictures below, and Defender or Attacker, with this list you can sit on the Objectives from the start with Dug In Infantry and just whittle whittle whittle at the opponent's forces. Like Dust Up, those Scattered Delayed Reserves could bite you in the butt, just have to roll with the punches as best you can, and I strongly suggest Deploying your Infantry Units and keeping your mobile Units in Reserve.
    7. Free for All - no Reserves. No time limits. I have not looked forward to the other Missions, but with the table layout and Objectives placed in your Deployment, this could be the best Mission for this list. Downside is that if you do not get Attacker - this Mission only shows up if NATO picks Defend, but at least it does so twice on the Defend/Defend list of Missions - is NATO is sure to try and get a night time engagement. 
    8. No Retreat - at first glance, this looks pretty hard for the Defender (and you will be as it only shows up with NATO as the attacker, with one chance in Attack/Defend and two chances in Maneuver/Defend), but thinking on it more, I believe this is a Mission that is decent for this list. Downsides - huge area to defend; Deep (Immediate) Reserves; NATO will try for night. Upsides - Ambush; (Deep) Immediate Reserves; Attacker has to take Objectives, and within six Turns; and Defender gets Minefields to help funnel the opposing Force. Defender can play the long game, working towards attrition or just keeping the Attacker off the Objectives for six Turns. 
    9. Rearguard - it was at this, the last Mission you can draw as a WarPact Defender, that I realized I had not mentioned Minefields at all in the proceeding Missions, and went back to add those in. Who has two thumbs and feels like a genius? This guy! Anyway, this Mission could go very wrong, as in this Mission the Defender must use Strategic Withdrawal. Upsides are you get Minefields, Ambush, and there is a time limit in which the Attacker must have captured an Objective or forced a failed Morale check. Downsides are the time limit is long (nine Turns), the Attacker will try for night time, and as big as my East German mechanized infantry list is, it will be losing a Unit from second Turn onward due to the Withdrawal. This Mission is only an option once in both Attack/Defend and Maneuver/Defend, but still, all considered, this will be an interesting match, at least. As in "may you live in interesting times" kind of interesting.

Okay, I have been boring enough! You all came for pics, so here is all of the pics from this half of a game. I will get all preachy and act like I am the greatest tactician of all time some more after the pics. 

Our field of battle. Yes, still need to paint the road pieces.

American forces.

I love that he uses M60A2 Starships as his Patton Unit command vehicles.

The infantry and transport portion of the East German Force.

The rest of the East Germans.

Everyone picked Maneuver and ended up with Encounter.

American Reserves.

East German Reserves.

That is a lot of troops.

American Deployment.

More American Deployment.

American Spearhead Units.

More American Spearhead.

East German Deployment.

The further BMPs have their troops inside, while the nearer force Deploys dismounted.

I can see you.

East Germans advance and begin catching hate.

East Germans lose some BMPs.

Infantry stands that did not make it out of their burning BMP-1s.

The East German center begins to advance.

And on the East German left as well.

American HMMWVs catch some artillery.

East Germans giving a little hate of their own to an American Scout Section.

"Move?" "Yep, I'm thinking it's time to go..."

More maneuvering from the Americans.

More burning BMPs.

More infantry stands in the "graveyard", along with a BMP.

Yes, that is a burning Carnation. Reducing the arty from 3 to 2 means all hits will now be rerolled, an important shot to take if you are on the receiving end of a 3 vehicle arty Unit.

More BMPs are burning.

American VADS moving up.

East German T72s come in from Reserves.

"You! You right there! Stop picking your nose!"

Americans advance, but sticking mainly to cover.

A lot of burning BMPs and not a lot of Americans facing them across the field.

T-72Ms come out of Reserve.

So many East German infantry stands in the "graveyard".

So few infantry stands left in this Kompanie, but still not taking a Morale Check at this point.

The Shilkas are taking some fire.

BMPs and infantry moving up, burning American vehicles to their immediate front.

A very fuzzy pic of the East Germans advancing all along the line.

No longer pinned, the infantry and last BMP in the EG right flank Kompanie head towards the enemy.

Another fuzzy picture. No, we have not invested in decent camera equipment, all of these pics are done with the cameras on our phones.

Even as lightly armored as these VADs are, artillery is not very effective (the burning and bailed out tracks were from a different team firing at them). 

American tanks maneuvering forward.

The VADs move away from the artillery barrage to dodge Repeat Bombardment.

BMPs are inexpensive firepower, but they are very thin skinned. Cover is your friend.

The T-72s are starting to take fire. American 105mm fire is nothing to scoff at.

Artillery is best used on infantry to cause Pins and keep them from Assaulting, or to help shift them off of Objectives.

The East German casualty graveyard grows.

A fuzzy pic of the American Unit that has fled the field.

Americans moving up to the attack.

Americans shifting to their left flank to cover that Objective.

East German left flank mech Kompanie advancing.

Plenty of burning and Bailed vehicles.

They may be Pinned, but they are still in the fight.

The East German "graveyard" at the end of the game.

The Shilkas did not fare well once they were exposed to enemy fire. Yes, that is one burning and two Bailed (we ran out of Bailed markers).


I lied. I left off with typing on this AAR that I forgot what I was going to get all preachy about here after all of the pretty pictures. Keep playing, have fun and we will see you for the next BatRep.

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