PRELUDE TO A OFFICER CADET SCHOOL
UPDATED 050627
OCS ESSAY #02
SQL HILL 621: The Duel: Tanks Versus Tanks (supporting assets,
too)
by Bill Thomson <bill@wargameacademy.org> 03/17/05
(To be considered public domain)
The Challenge:
In this scenario, four Panzerkampfwagen mark IVF2s arrive German turn 2 and get
one turn for targets of opportunity versus Russian infantry by both combat and
interdiction of the RT2 movement. At the same time, they must position themselves
for a battle with a superior number of six Russian T-34s. By the numbers, the
Russians have the upper hand. However, several German advantages can offset the
imbalance in numbers. A decisive German victory in this armor confrontation will
serve to doom a favorable Russian outcome assuming the German survivors are effectively
employed. A decisive Russian victory will ease the deployment of the turn 5 reinforcements
and allow the remaining T34s to reduce the options of the German hilltop defenders.
The outcome of many battles will be a surviving tank or two. Depending upon how
the survivors are deployed, this situation often does not have a significant impact
on the outcome by itself. OR it can be decisive to achieving victory.
The Contestants:
The player challenge is how to maximize your chances
for a positive outcome of this battle. First, let’s look at the contestants,
the MkIVF2 and the T34 in SQUAD LEADER terms. Both main guns have the same TO
KILL (TK) numbers and both vehicles possess +0 DIE ROLL armor. Within ranges of
six hexes or less, the TO HIT (TH) numbers are equal in all cases, with exception
of the German advantage versus a hull down target. Finally, the covered arc machine
gun is identical at 4 attack factors. The German main battle tank in SQUAD LEADER
has several advantages. Of minor importance in the tank battle is the 360 machine
gun. This will only come into play versus Russian infantry or versus surviving
Russian tank crews. Of greater importance is the higher TH numbers the German
enjoys as the range increases. This is only an advantage if the tank duel is beyond
six hexes and increases in the German favor at ranges 13 hexes and beyond. German
AFVs can utilize their Smoke Candles (41.4) once per game by forfeiting their
main armament fire for the turn while retaining full movement capabilities. The
sole individual superiority of the T34 is its greater movement rate. This can
be used to outpace the Germans or reach favorable positions in which to initiate
the tank duel, or close the range to six hexes or less, where they become equal
to the Germans in regards to TH/TK. The better movement rate also makes climbing
hills much easier.
Tactical Considerations:
In a simple tank duel situation versus non hull-down targets, within a range
of one-six hexes versus front armor, neither side will enjoy an advantage. In
this situation, the tank duel is simply a 'dice war'. However such a perfect
situation will not occur. To initiate a battle, one side must advance into the
Line of Sight (LOS) of the enemy. The side advancing (Attacker) has reduced
chances of a hit in the Advancing Fire Phase (AFPh) due to CASE F (+5). This
can be reduced when ending adjacent to the enemy to a CASE F & CASE J (net
+3)). However, assuming the defending tank has not yet fired, it will enjoy
a near certain hit on its Defensive Fire Phase (DFPh) shot versus an adjacent
target (CASE A & CASE J (net zero)). Although the Defender is firing versus
moving targets yields a +2 DRM (Case A: +2) and if flanked will suffer a +2
firing outside of a covered Arc DRM (Case D). The defender will typically possess
both a superior TH probability in the Defensive Fire Phase (DFPh) and followed
by a Prep Fire Phase (PFPh) versus a non-moving target before the moving AFV
takes its first decent shot. This should result in attrition of the attacking
force. To their favor, attacking force survivors will enjoy the next two shots
(DFPh and PFPh) prior to receiving additional fire. This is only a benefit if
there are AFVs surviving the initial rounds of the defender's fire to shoot
back.
USING TANKS USING ASSUALT GUNS (Attacking unit
in Blue)
Sequence |
Deploying a Tank |
Deploying an Assault Gun |
1 |
Move into position during MPh |
Move into position during MPh |
2 |
Defender DFPh; TH +2 DRM |
Defender DFPh; TH +2 DRM |
3 |
AFPh; TH +5 DRM |
AFPh; Not Allowed |
4 |
PFPh; Normal TH |
PFPh; Normal TH |
5 |
DFPh; Normal TH |
DFPh; Normal TH |
6 |
PFPh; Normal TH |
PFPh; Normal TH |
Improving Your Odds:
Several key principles may be employed by a player to will swing the outcome
to their benefit.
* First is the principle of numbers. When able, oppose an isolated enemy tank
by three or more friendly AFVs for a tank duel. Even if the dice prevail for
the defender, he can eliminate only two AFVs via kills prior to being on the
receiving end over next two fire phases.
* Second is to take advantage or favorable terrain. In SQL, this is the occupation
of building or woods hexes; both impart a lower TO HIT number on the enemy shooter.
If the defender sets up in these hexes, the AFV is immune from the immobilization
die rolls. If such terrain is occupied during a Movement Phase (MPh), an immobilization
die roll is required. This is a 16.7% occurrence for Russians and Americans
but a 33.3% chance for Germans. An immobilization requires a NMC for the AFV
crew. It the crew failed this check (43% for Germans/Russians, 57% for Americans),
the vehicle is considered destroyed. Hence the merits of occupying such terrain
should be weighed against the potential loss of the vehicle attempting this
maneuver.
* The most significant terrain advantage is to achieve hull down status (41.1).
Moving behind a stone wall while facing your enemy will drastically reduce your
opponent's TH numbers while not affecting your own. The exception is if the
adversary is on opposite side of the wall, in these cases both are hull-down.
A close look at the HULL DOWN column on the SQUAD LEADER Chart reveals that
the Germans possess a much better TH probability than the Russians. Although
the difference is still only a difference of '1', given the low numbers involved
the difference in probability is substantial. For example, the probability of
a 4 or less (16.7%) versus a 5 or less (27.8%).
* The second method to achieve hull down status is when the enemy's LOS is traced
through an adjacent wreck to your tanks position (40.6). This is a bit tricky
to judge by eye. Of significant note, is that a change was made between SQL 2nd
and SQL 3rd editions where ‘live’ AFVs no longer provide such hull
down protection.
Creating A Favorable Tank Battle:
The above discussion assumes all contestants are limited to front shots. With
the exception of the subtleties mentioned above, tank warfare fought in this manner
is essentially a 'Dice War'. To achieve a higher probability of success, one must
create a situation favorable to your side. Setting up an ambush is more desirable
than a fair fight. Several tactics can be employed to achieve this but all are
designed to fire at the side and rear facings of the enemy AFV. Flank and rear
target facing shots are how AFVs are killed with much less effort and without
the need of great dice rolls.
* If you can draw the fire of the enemy early in your move and survive, your AFV
can continue to move to end in LOS of the enemy's flank. The defender will have
two options, holding fire until you have concluded your move, at which point he
can turn towards your ending position during DF and be sure to show his front
facing to you for your AF shot. Alternatively, if he has a good shot during your
movement (perhaps you show him a side target), if the defender survives your AF
shot, he can simply pivot and present his frontal facing in his subsequent PFPh.
If the solitary attacker is daring, he can move adjacent to the flank or rear
of a defender that has already fired, banking on the net 7 TH number and higher
kill number of the side and rear facing during his AFPh. However the two enemy
fire phases following an AFPh miss will likely result in the attackers destruction.
* If the defending AFV position allows, two or more tanks can position themselves
to target the defender so he is presenting weaker facing to at least one of the
assailants.
Applying These Lessons to Scenario 5 'Hill 621':
Scenario five remains one of my top three SQUAD LEADER scenarios published
by The Avalon Hill Game Company (TAHGC). It is one of the few providing tactical
maneuver, combined arms, constant metering of additional reinforcements, and
many player choices. However the outcome of the tank battle in the early turns
has the potential to dictate the outcome of the scenario. As of March 2005,
the scenario record reflects a pro-Russian slant with a record of 34 Russian
wins to 17 for the Germans. A caveat though, scenario records can be misleading
as they can not reflect player ability, tactics employed, or die rolls that
can overcome any perceived scenario balance. Hence the reason why you can find
players who claim that a scenario is biased in both directions. Of course, the
relative quality of your opponent can often offset any dice advantage.
* Due to lessor numbers, the German tanks should seek out hull down positions,
and force the T-34s to advance against mutually supporting positions. Ideally
this is done to force battle beyond six hexes.
* The initial German decision is which board edge to arrive on and to what degree
does one terrorize the enemy infantry. Most likely, due to movement point considerations,
the MkIVs who chose to overrun the Russian masses will be in striking range
of Russian infantry as the tank battle develops.
* What both contestants seek is to envelop the enemy tanks so a frontal covered
arc is the only facing offered the enemy AFVs while your own tanks get as many
flank/rear shots as possible. Given the superior movement rating of the T-34,
availability of road networks and multiple points of entry, the Germans must
place their tanks with care.
* While focused on winning the tank duel, the Russians must also consider using
the T-34s to suppress German infantry, interdict German infantry movement, support
the Russian infantry assault, and if possible, target the German 75mm ATG while
it is unloaded or pushed. The latter is the most powerful unit on the map, not
counting a heavy caliber OBA barrage. The ATG can serve as both a multiple shot
tank buster and artillery piece.
* Although the tanks arriving on turn 2 are the primary combatants in the tank
duel, Scenario five provides each player with combined arms. Properly employed,
each side possesses other assets that can influence the outcome of the tank
battle.
Applying Combined Arms to the Tank Duel:
INFANTRY
* In SQL, a tank's main MG is limited to fire at the same hex as the main gun.
This limits its defense value against simultaneously assaulting infantry who
should take a movement phase outside the enemy's Covered Arc to set up a Close
Combat situation.
* An AFV's best defense against infantry is supporting infantry either in the
friendly AFV's hex or interdicting the enemy infantry's movement path.
* The best infantry terrain from which to stage an immobilization attempt is
Woods terrain. However leadership DRMs can be of great value.
SUPPORT WEAPONS
* Infantry wielding Panzerfausts (and Bazookas) are best employed to either
interdict potential AFV movement or in concert with friendly AFVs as tank hunting
units. In the latter case, they should work in tandem with other assets to ensure
that somebody enjoys a flank or rear target.
ANTI-TANK GUNS
* AT guns can be considered stationary AFVs with a higher rate of fire. As an
enemy must achieve a hit on the TH table versus a gun to affect the crew, a
lucky shot or a lot of firepower must be employed to remove this threat. The
larger 75/76mm AT guns enjoy the same killing power of the main battle tanks.
The small 50/57mm ATG will need to rely on favorable target facings to achieve
a kill on a tank beyond exceptional dice rolls.
* In both classes of AT guns, when used in tandem with other assets to target
the potential victim from various target facings, the killing probabilities
will increase. Hence an ATG with extensive LOS and in the right position, can
greatly restrict the opponent AFV's ability to close on your own AFVs.
OFF BOARD ARTILLERY
* Off board artillery can be a potent tank buster as its killing effectiveness
increases proportionally to the caliber enjoyed.
* An additional benefit of OBA attacks is the potential for creating fires (assuming
the full SQUAD LEADER ruleset is in use).
IMMOBILIZATION
* AFVs, which survive their immobilization roll, are subject to an addition
crew NMC every time the vehicle receives an additional hit. Hence this is a
losing situation for the immobilized crew, which will eventually result in the
vehicles destruction unless all threats are neutralized. (39.3)
* An additional result of immobilization should the crew pass its MC is that
the vehicle's Covered Arc is fixed for targeting purposes, exposing a flank
or rear which cannot be altered.
* Another consideration is that a spreading fire (again, if the entire ruleset
is in use) will KIA any immobilized AFVs and force mobile ones to move rather
than shoot.
SMOKE
* Smoke shells must be the first shots taken. One cannot fire AP/HE shots then
fire smoke to reduce the effectiveness of enemy return fire.
* Smoke creates a variable TH DRM (+1 through +6) or IFT DRM which is defined
individually for each shot taken out of/through/or into a smoke filled hex.
* Smoke shells are used in place of a HE or AP shell. As such, they are best
used by tanks/guns lacking LOS to the enemy tank but where a LOS does exist
to a hex what would impede the enemy's fire to a friendly unit. Smoke shells
are defensive in this usage.
* Smoke shells can be use offensively as part of a combined arms attack allowing
infantry additional TEM in support of a Close Combat assault.
Warning: Enemy Wheatfield Ahead!
In addition to stone walls, which may define hull-down status either for or
against you, wheatfields are another terrain feature that plays a role in a
combined arms tank combat. Wheatfields play only a limited role in tank to tank
combat, as wheatfield hexes are not a LOS obstruction to viewing vehicles. However,
they will influence tactical options when fending off a combined arms assault.
* Wheatfield terrain does influence the LOS of infantry, antitank support
weapons, and same level anti-tank guns (ATGs). With exception of being adjacent
where all contestants are mutually visible, wheatfields block LOS and blind
AFVs to enemy units on the same elevation behind the first wheatfield hex. However,
the vehicle remains visible to infantry and ATGs.
* This is true even if the ATG or tank kill squads reside in a building
behind a wheatfield. Although the building itself is visible (elevation 1) beyond
the wheatfield (1/2 elevation), you cannot target this building to indirectly
attack units you cannot see.
* Wheatfields also offer a relatively safe path for assaulting infantry
to reach your AFV by negating the -2 Moving in the Open DRM.
* Wheatfield terrain is the most likely to catch fire and spread to adjacent
wheatfield hexes. Multiple hex fires create a wall of smoke.
* AFVs Overrunning infantry in a wheatfield hex attack at full strength
(16 or 8af) in SQUAD LEADER but the AFV risks immobilization or destruction
on a high overrun attack DR. (38.3).
Implications of the Tank Duel:
The outcome of the tank duel in this scenario can be catastrophic to one side
if the result is highly uneven. Surviving Russians can roam in the German rear;
flank German assets poised to challenge the Turn 5 assault guns or support the
infantry assault by providing temporary TEM, deny routs and/or provide LOS obstructions.
Surviving Germans can bolster a crumbling hill defense, force the dismount of
the 628s riding tanks far from the hill objectives with AP/HE hits, provide rout
paths for broken infantry, provide a +1 TEM for infantry underneath, deny routs
or position themselves to force the Russian assault guns to run a gauntlet or
fire.
Due to their limited movement capabilities, the SU122s have little PFPh or
MPh latitude to fend off flanking German tanks AND advance towards the level
3 hexes if they plan to reach the summit. Any change of covered arc away from
the Level 3 hexes to face MkIVs diminishes their contribution to challenge those
level 3 hexes. The SU152s are even more severely impaired with only 8 MP and
must charge ahead, ignoring all other challenges. As both assault guns possess
guns marked with a *, their long-range gun combat is rather ineffectual. Unless
the Russian infantry assault is successful in clearing the level three hill
hexes and any rear slope strongpoints, the SU assault guns will be needed to
occupy a portion of the victory hexes.
Conclusion:
Scenario 5 sets up an AFV tank duel whose outcome is key to each side's prospects
for victory. Far from being an isolated firefight, this is only one component
of the larger scenario. Both sides possess other assets, which can be employed
to force a successful conclusion. Similarly, both tank forces may be distracted
by other opportunities and competing objectives within the larger picture. The
objective of each contestant of the tank duel occurring in the early turns is
not so much to achieve a decisive victory but to avoid a decisive defeat. To a
novice, this conflict appears about even. However, count on a veteran player to
utilize all available assets to enhance the probabilities for securing an advantage.
Beyond maximizing your own probabilities via battlefield tactics, one is still
at the mercy of those random dice roll generators. Such is the allure of SQUAD
LEADER. Neither victory nor defeat is certain, assuming one is not psychologically
defeated. Probabilities dictate you are still in the game, until mathematically
eliminated.
APPENDIX: SQUAD LEADER Rule Particulars
These are Squad Leader particulars, some aspects may change in later rulesets.
- For tank combat, the covered arc machine gun is not significant; as it MUST
be fired at the same hex as the main gun (penetration against infantry targets
may still be possible).
- All tanks are essentially equal at range of six hexes or less when presenting
similar armor facings (Exception: hull-down targets).
- There is no reverse movement. Leaving a tank duel by moving into a new hex
that requires you to present a non-frontal covered arc is often suicide.
- All nationalities may shoot smoke shells (41.3)
- The act of immobilization requires a crew NMC which, if failed, results in
the destruction of the AFV. (39.3)
- (All rules) AFVs are enemy units, preventing enemy rout in their direction.
- (All rules) AFV main guns have a range of 16 hexes for purposes of denying
routs in open ground. (Q/A)
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