Punch, Block & Counter (US vs. AI)

Mission Briefing 17 August 1982 01:00

Due to heightened tensions, the 1st Squadron of the 2nd Armored Cavalry moved out of Camp Pitman in Weiden to take up blocking positions on the German/Czechoslovakian border about two weeks ago. It’s now day six of the Soviet invasion, and NATO units have inflicted significant casualties on what seems like a never-ending stream of Soviet units. Despite this attrition, the Soviets continued to advance, breaking through in the Darmstadt valley and then turning south, forcing the pass to Neustadt. From there, they held blocking positions to the west, focusing on trapping the US units in the east. The order to break contact and retreat was either not received or ignored by the CO, and 1st Squadron is now cut off, facing Soviet assault from the West.

At a hurried briefing, the divisional commander instructed Troop C to hold the Plankenhammer while reserves attempt to cut off the breakthrough. Failure to do this will result in 1st Squadron units fighting to the east at Flossenberg being cut off from supply and attacked in the rear areas, resulting in either elimination or capture. Recognizing the gravity of the situation, the CO has provided artillery assets—four 107mm mortar carriers will be immediately available to provide local fire support, and three M109 units will be on call.

Objectives

  1. Do not let the enemy take control of Plankenhammer or, worse, exit towards the rear of 1st Squadron
  2. Inflict significant casualties on the attacker, forcing them to halt offensive operations.
  3. Minimize friendly casualties.
  4. Exit any damaged units so the mechanics can try to get them back in action.

OpFor
Intelligence reports that you face three Warsaw Pact elements – the primary is a mechanized infantry battalion reinforced by elements of the 15th Guards brigade. Both have significant combat power. However, there are indications that all is not rosy for the Soviets, as it is believed that one of their Category Three units, a BTR mechanized battalion, will join the attack. Typically, this would be used to consolidate ground, but division HQ thinks they might be used as a recon unit to expose your positions.

Despite this being a breakthrough, expect intense artillery and aviation support. You are in the artillery range of the Soviet FEBA and the breakthrough units. The ‘god of war’ will play an active role…

Details & Download

Notes:

Best played as US Human vs USSR AI

This is a bit of a monster mash. There is a ton of kit and some fancy stuff. You don’t get what you want when you need it, but have fun anyway!

This version resembles the USSR vs AI version, but there are some changes to keep you on your toes! Feedback welcomed.

Background & Map Credit

Credit to Luka From Fallujah and Dr. Fusselpulli for the Mohnfelde map – amazing work. I downloaded it and loved it, started designing a battle, and then realised that the Soviets were entering from the West! What to do? So, I came up with the idea of a Soviet breakthrough that turned South and then East. Hopefully, it is plausible, and I have ideas for other scenarios that could lead up to this for a campaign. This would either be the final scenario or the penultimate, depending on how the player did at Floss. That would require a quick push through a thin defence and catching the retreating American units.

Mods: I use 37MM’s excellent mod pack – you can find it here:

Thank you!
LuckyDog

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Author: LuckyDog

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