Tanks for that "MUDSPIKE" practice mission 1

Mission is to practice tactical movement and get at least one tank to the objective. Vehicles are 4 x M1A1 + 2 M2A2 (Bradley). Steel Beasts is at Version 4.010 Please update to this version

This is a practice mission to get used to controlling your vehicles and map awareness and planning. There will be defense to hinder your objectives.

Can be played with 1 to 6 players. Can run it tonight if we have interest otherwise can run up to Friday night (any time slot) due work constraints. If interested post time slot and day you wish to do this below.


WELCOME TO CAMP HORNFELT.

Your mission is to practice moving tactically using the appropriate formations and tactical movement techniques.

You are in command of tank platoon + 2 bradleys.

Move from Tactical Assembly Area SESAME to Objective KERMIT.

The exercise will end once you have at least one of your M1A1 units in OBJ KERMIT.

You will receive a GO in this exercise if you reach OBJ Kermit with only one or no vehicle losses.

Otherwise you will receive a NO GO.

You have ninety minutes to complete the exercise.

You have priority of fires from an attached howitzer battalion (18 tubes).

Tactical movement requires the proper balance between the competing concerns of speed and security.

For example, moving along a hardball road at top speed in a column formation is the fastest form of movement possible.  It is, however, the least secure and presents risks of loss if contact is made.

On the other hand, overwatch by successive bounds is a secure form of movement providing the maximum opportunity to respond if contact is made.  It is, however, slow and deliberate.

In this exercise, the likelihood of contact increases through the course to OBJ KERMIT.

It is suggested that from TAA SESAME to Phaseline ERNIE, since contact is not likely, you should use the travelling technique; from Phaseline ERNIE to Phaseline BERT contact is possible, so use travelling overwatch, and; from Phaseline BERT to OBJ KERMIT, contact is expected, use bounding overwatch there.

Since this is an exercise, feel free to experiment.  You have plenty of time and artillery, you may proceed as carefully as you like.  And there are nice roads for you to drive straight up the middle, if you prefer.  You may elect to avoid any opposing units with whom you come into contact or you may chose to engage them; your score is independent of how many opposing units you kill.

Be aware that the size of the opposing force increases throughout the duration of your allotted ninety minutes.  The longer it takes you to get to OBJ KERMIT, the more bad guys there are waiting for you.  The units spawn in a semi-random fashion to increase re-playability.  Be aware that the opposing units may be patrolling and may occupy areas that you have already cleared -- in other words, it's possible that you might get contact to your rear.

Also be aware that moving outside of the battalion boundary will result in a destroyed unit penalty.

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MOVEMENT TECHNIQUES

For purposes of this discussion, 'movement' refers to moving toward or while not in contact with the enemy, and 'maneuver' refers to moving while in contact with the enemy.  The techniques are compromises between speed and security.  The more secure techniques are slower.  The goal of these techniques is to provide the ability to bring suppressive fires quickly in case contact is made and thereby maintain flexibility of maneuver.  A common-sense way of thinking about these techniques is that it is foolish to go blindly rushing into a place where the bad-guys might be waiting for you, and that it is always a good idea to have someone backing you up.

When using the following movement techniques, keeps these rules in mind:

1)  Do not move forward from an overwatch position or BP. Back away from your position and go around on the low ground.
2)  Stay on low ground as much as possible. Moving on top of ridgelines and over hilltops will silhouette (skyline) platoon vehicles.
3)  Select the formation and movement technique that maximizes the platoon's battle space while minimizing gaps and dead space.
4)  If your move is being covered by an overwatch element, remember that the overwatch element cannot cover all of the platoon's gaps and dead space.
5)  If the move is being overwatched, also keep in mind that the distance of each move (or bound) must not exceed the direct fire range of the overwatch element.
6)  Always plan actions at danger areas. If available, have dismounts observe around blind spots and clear routes or defiles before vehicles move over or through these locations.


TRAVELLING --- This technique is the fastest and least secure of these movement techniques.  The vehicles move together as one unit.  This technique is used when enemy contact is not expected and when speed is required.

TRAVELLING OVERWATCH --- The travelling overwatch technique is a bit more secure than the travelling technique.  It is used when enemy contact is possible, but speed is required.  When moving in travelling overwatch, the unit is divided into two elements.  One element moves at a constant speed, while the other element trails and provides overwatch from brief halt positions.  The trailing element scans for visual contact while at the halt, clearing any terrain from which the lead element may be engaged.  The trailing element must maintain a position such that it may provide suppressive fire and maneuver if the lead element is engaged.

BOUNDING OVERWATCH, ALTERNATING BOUNDS --- Bounding overwatch is slower and more secure than travelling overwatch.  It is used when enemy contact is expected or whenever speed is not critical.  In bounding overwatch the unit is divided into two elements that take turns overwatching each other from halted positions.  While one element is moving the other element is halted and scanning the terrain from which the moving element may be engaged.  If the moving element is engaged, the halted element should be able to provide immediate suppressive fire.  Both elements should exercise care so that the moving element does not travel into terrain that can be engaged from areas to which the halted element does not have line of sight.  When moving by alternating bounds, the elements leap-frog past each other as they bound from one position to the next.

BOUNDING OVERWATCH, SUCCESSIVE BOUNDS  --- This is the slowest and the most secure of these movement techniques.  This technique is the same as overwatching with alternate bounds.  The difference is that rather than leap-frogging past each other, the elements take shorter bounds with the trailing element moving to set positions abreast of the lead element before the lead element moves.
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Looking forward to seeing how this plays out!