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Battle of Aachen
Germany Oct 1944
Wargaming Demo
1 R IRISH Junior Officers
Capt Marc Barrow
Allies Axis
Capt Paddy Pratt Capt Wes Brown
Capt Steve Maguire Lt Ant Kirkham
Advanced Squad Leader
Allies Axis
Victory condition: Allies hold 25 buildings on right map board
Task
Org
14x 1st line
sect
1x Engr
sect
2x MMG
1x Flame
Thrower
Good C2
Task
Orgs
7x 2nd line
sect
4x
Conscript
sect
3x LMG
1x HMG
Weak C2
N
Axis: Q1 Deductions
•
3I
3I 2I
1I
E FT
2I
2I
Y
Y
Y
3I
Key Deductions
• Capabilities – 1st line troops,
high morale, greater FP & range,
greater numbers
• Organisation – Good leaders -
impact battle (ID & neutralise C2)
• Weapons and Equipment – 2x
MMG & 1x flame thrower – key
urban wpn system. All units have
higher range than def (less HMG)
• Reinforcements – No external
reinf expected. Likely to
reinforce success
• Doctrine – Use offensive
action
HVT = Flame Thrower, C2
nodes
N
Axis: Q2 Key Deductions
MSN: DENY 25 bldg hexes on map
board Z to Allied forces
Shaping: FIND and DISRUPT fwd en
elements. ID primary axis of advance.
Decisive: DELAY en advance in
Centre.) DENY freedom FoM on
flanks. Use of reserve to CONTAIN En
breakthrough/CAtk. HOLD MDA.
Key Terrain: Forward strongpoint
(central cluster of fortified buildings)
Vital Ground: Main Defensive Area
Space: Ltd with obstacles. Must gain
ground iot allow delay.
Time: Effective delay crucial to
success as Allied advance has time
constraint.
Resources: Troop quality and
quantity – outmatched IN FP & range.
Wide frontage for coy group – flanks
vulnerable.
footer
Axis: Intent Schematic
1.FIND/FIX/
DISRUPT
2. DENY/
DELAY
5. HOLD
4. DELAY
3.
DELAY
Ser Effect Purpose
1 FIND/FIX/DISRUPT
ID and disrupt En forces as early in the battle as possible. Attempt to ID main axis of advance
2 DENY/ DELAY
DENY EN forces FoM over open ground
3 DELAY Delay approaches through the key terrain. Likely to be resourced heavily by En forces.
4 DELAY Trade in time for space, forces to move toward MDP/HOLD
5 HOLD MDP/MDA. High concentration of buildings that lend themselves to C’Atk opportunities.
MSN: HOLD AACHEN (25 buildings) IOT delay/block Allied advance east Intent: FIND and DISRUPT En advanced elements to DELAY approach. DENY En forces freedom of manoeuvre in open ground and DELAY movement through key terrain. HOLD vital ground and BPT C’AtK to DELAY & DISRUPT allied forces.
Main Effort: ID and DELAY break in force COA Direction: Fwd SCREEN to ID and FIX/DISRUPT. Seek to DELAY in the centre. Must have a reserve capable of reinforcing or launching C’Atk.
All Round Defence Depth Mutual Sp Deception/ Concealment
Offensive Action Reserves
• Focus must be west, but some risk can be taken. Must be flexible enough to cope with pressure on the flanks
• Some risk taken here – use of reserve to form part of the depth
• Must for forces around the MDP. Use of Sp wpns to achieve for more isolated units
• Max use of cover for both positions and movement. Engage HVT as a Pri over normal units
• Use of reserves. Reoccupy buildings if possible. Seek to CAtk in the HOLD phase
• Must be central and have sufficient FP and numbers to offer a credible CAtk force.
Axis: Ops Schematic
D
HOLD
C2I N
2 2I O
C2
Node
C2I N 2 2I
2 2I C2I
2 2I 2 2I N C2I C2I
2 2I 2 2I
C2
Node
C2
Node
C2
Node
N
Allies: Q1 Deductions
• Capabilities – 2nd Line
troops and conscripts. Brittle
leaders.
• Organisation – Poor,
leaders have ltd impact and
have to cover a dispersed
force
• Weapons and Equipment
– 1 x HMG and 3 x LMG
• Reinforcements – likely to
maintain a CAtck
force/reserve
• Doctrine – DAMROD
HVT = HMG/LMG and C2
Nodes
N
C2I N
2 2I
2 2I
2 2I 2 2I C2I
2 2I
C2
Node
C2
Node
C2
Node
2 2I
Allied: Q2 Key Deductions
• CONTROL 25 bldg hexes on map board Z
• Shaping: Dominate AA IOT STC FEINT, NEUTRALISE,
SEIZE
• Decisive: PENETRATE KT infiltrate flanks,
• Key Terrain = central FLET – PENETRATE IOT
CLEAR/HOLD S AACHEN
• Vital Ground Central AACHEN (largest cluster) = ME
• Space: Ltd space with obstacles. BSM to deconflict AA.
• Time: Gain foothold in S AACHEN. Rapid Rate of Advance.
• BPT EXPLOIT success
• Maintenance of manoeuvre
• Risks: Heavily fortified KT– EXPLOIT flanks. CONPLAN for
infil of flanks. N flank remains FIXed – Task Org: Provide FEs
to enable break in N or S.
Allied: Intent Schematic
Ser Effect Purpose
1 FIND ID EF fwd posns and MDAs IOT facilitate FF manoeuvre
2 FEINT DECEIVE EF IOT FIX N EF Group
3 PENETRATE IOT DISRUPT and CLEAR EF ID’d in key terrain and SECURE foothold into Central AACHEN
4 CLEAR/HOLD S
Secure buildings in Central AACHEN DENY EF FoM
5 CLEAR/HOLD N
Secure N avenues of approach in N AACHEN IOT DENY EF FoM
2. FEINT
5.CLEAR/HOLD N
4. CLEAR/HOLD S
3. PENETRATE
N
footer
MSN: HOLD AACHEN (25 buildings) Intent: Conduct FEINT along N axis DECEIVING EF. Concentrate firepower to PENETRATE key terrain along central axis CLEARing advanced EF. Manoeuvre along S axis and gain foothold enabling CLEAR/HOLD of S AACHEN.
Main Effort: SEIZE S COA Direction: PENETRATE along central AA BPT EXPLOIT N and S flanks. CLEAR and HOLD Blds in S sector. BPT DISRUPT EF CAtk
Surprise Security Seize Key Terrain Concentration of Fire Manoeuvre Exploit Success
• Covered approaches through buildings
• FEINT to enhance surprise
• Maximize fire base to NEUTRALISE defenders
• Covered approaches
• Groupings given clear objectives and LOEs
• Central firebase to enable PENETRATE/CLEAR of KT
• SW to enable manoeuvre
• FT used in close combat
• Rapid rate of advance to push back defenders.
• BPT to take risk to maintain momentum
• Reserve forces to reinforce success
After Action Review – Lessons Learnt
Depth & mutual support in defence
Failure to exploit
Effective use of reserves
Utility of war gaming
Recommendations •Simplification:
• Current wpns/troops • Complex rules – time to learn/play
•Different target levels:
• Sub unit & BGHQ
•Dedicated trg time (CPX)
Disadvantages Advantages
Time:
•Learning the rules
•Playing the game
Complexity
‘Playing the game’
Planning:
•Application of 7Qs
•Adversarial nature
Execution:
•Adversarial nature
•Validate the plan
•Dynamic decision making (Res)
Career & professional development