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P.O.W. #6:

Strategic Seer


<<May 9, 1998>>

" . . . I hereby elevate you to the title of Strategic Seer. You may rise."

The words roll over you, amplified through the microphone your mechanic jurry-rigged for this occasion. The position was in the original charter, of course, but was usually vacant because only one with talent so great as to seem mythical was granted it. From this position, your words carry so much weight that you could practically overrule the Marshall, highest rank in the structure--theoretically, you could only advise, but so many looked upon you with awe by now that if it were absolutely necessary you could start a revolution based on your own plans.

"Your first task," the Marshall went on when the cheers had died down, "is to organize the supplies and design the battle plans to send to the units at our border. Our spies tell us to expect an attack tomorrow, so you need to make your decision quickly to get everything there in time. You will be granted access to any information you need. Dismissed."

You walk toward your "office", mind-numbed. You just fought--and, miraculously, won--a battle at the border in extremely poor conditions. The defense was degrading out there, but they expected you to fix it all by redistributing supplies.

* * *

Sitting at a desk, you shuffle the papers again, examining equipment lists and unit personnel, maps of terrain and troop movements, willing a solution to appear. You simply didn't have enough men to guard the frontier, or even enough weapons to give every unit the flexibility it would need to hold its own or flee if overpowered.

You hear the gentle creek of the door easing open, and become even further disappointed when you hear the news. The latest spy's report indicates that there will be an enemy assault--full scale--tomorrow, led by General Sinkle. To your knowledge, he had never been defeated.

You quickly look back to your charts and maps, knowing that in your hands rests the future of your army . . . .

Regiment

1

2

3

4

5

6

7

Spare

Officers 4 3 3 3 2 3 3 10
Troops 23 25 23 25 25 25 25
Equipment XP 105 (5)
XP 110 (5)
XP 150 (3)
XXP 175 (2)
XP 250 (3)
XXP 275 (2)
CPS 1000 (2)
CPS 2000 (2)
CPS 3000 (1)
XP 40 (3)
XP 65 (2)
XP 110 (5)
XP 150 (3)
XXP 175 (3)
XP 250 (4)
CPS 1500 (4)
CPS 2500 (4)
CPS 3000 (2)
25 (3)
XP 35 (6)
50 (1)
XP 105 (5)
200 (3)
XP 250 (5)
XP 40 (3)
XP 110 (5)
XXP 175 (5)
XP 250 (4)
CPS 1500 (4)
CPS 2500 (4)
XP 35 (5)
XP 40 (5)
XP 65 (5)
XP 105 (5)
XP 110 (3)
XP 40 (3)
XP 110 (5)
XXP 175 (5)
XP 250 (4)
CPS 1000 (2)
CPS 1500 (3)
CPS 2500 (2)
CPS 3000 (1)
XP 250 (7)
XXP 275 (4)
CPS 1000 (3)
CPS 1500 (3)
CPS 2000 (2)
CPS 2500 (3)
CPS 3000 (3)
XP 40 (3)
XP 110 (2)
XP 250 (2)
CPS 1000 (2)
CPS 2000 (2)
CPS 3000 (1)
Morale Discontent Good Fair Fair Bored Restless Restless
Current Duty Border Patrol Border Patrol Border Patrol Border Patrol Guard Bridge Garrison HQ Garrison HQ

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First thing I would do is recall all the troopers and officers with their weapons so they could all be reassigned at once. This would make a total of 173 troopers and 31 officers. I am assuming I am included in the officer count as well as the Marshall (I wouldn't be caught dead making a strategy then not testing it in combat.)

You're going to recall all your troops, completely replace their command structure, and reassign them to the borders all in one night? You're going to have morale problems, you're going to irradicate any advantage of familiarity with the commanding officer, and you're going to keep them from getting the sleep they need. All bad.

The total number of weapons is as follows:
Note:I am considering the 35's and 40's to be the same weapon because they are almost the same. Their numbers are combined. Also the 105/110's are combined.

Hrm, probably shouldn't do that, they're very similar but do have distinctly different characteristics . . . from now on, make sure you've got everything represented in an exact format.

CS 25 x3
CS 50
CS 200
XP 40 x37
XP 65 x7
XP 110 x40
XP 150 x6
XXP 175 x15
XP 250 x29
XXP 275 x6
CPS 1000 x10
CPS 1500 x14
CPS 2000 x6
CPS 2500 x13
CPS 3000 x8

First Platoon:

First I would assign 23 troopers to the position on the left side of the river and put them on border patrol. Also 11 officers would be assigned to this location. After Sinkles forces had begun to attack I would order this unit to charge across the border and attack. That would delay Sinkles troops if there are any left.

Officer weapons:CS 50, XP 65 x7, CS 25 x3. Because the officers should remain out of the front lines except to direct troop movements so they need smaller weapons and not so much in the way of heavy weapons.
Trooper Weapons:CPS 1000 x5, XP 110 x18. These people would need assualt weapons and should be prepared to run and shoot so heavy cannons are not a good idea. Also the weapons used in the attack should be fairly durable so the XP 110/105's are almost perfect.

2nd Platoon:

I would assign 50 Troopers and 10 Officers to the right side of the river and assign the following weapons:

Officer Weapons:CPS 1000 x5, CPS 1500 x4, XXP 275. This unit would be assigned to hold their position at the front lines and not to pull out.
Trooper Weapons:CPS 3000 x8, CPS 2500 x13, CPS 1500 x10, XP 150 x4, CPS 2000 x6, XP 40 x4, XXP 275 x5. This unit would have to hold their position and be considered expendable. Also any base defences that could be built here should be done except for foxholes because this unit needs to remain mobile.

Mobility is lost if you're guarding encampments.

For the 3rd Platoon:

The remaining 10 officers and 100 troopers would have to be the best troopers you had. These people would take the following weapons:

Officer weapons:XP 110 x10
Trooper Weapons: XP 110 x12, XP 40 x33, CS 200, XP 250 x29, XXP 175 x15 ,XP 150 x2.

This platoon would have to empty all their weapons and swim down the river in the middle of the night without them. About 20 scouts should be sent ahead to string some kind of net across the river up ahead and bring the weapons to the rendevous point. Upon hitting the net the troopers and officers would recover their weapons,fill them and start shooting the enemy troopers as they sleep. Also if at all possible capture General Sinkle without shooting him and take him back to your HQ for questioning. I know this is a dirty trick and probably against the rules but the battle would be won not to mention it would further your reputation. Also the reason they have the smaller weapons is because they need to each get off 3-8 light powered shots to 'kill' the opponent as they sleep. Also any guards that are awake should be easily overpowered. Also for this mission lifejackets and possibly inner tubes would be required. (A marine force in other terms.)

If the plan works out and it is legal it would easily be able to defeat Sinkle as any survivors would be forced to flee and probably be defeated by other armies. Locally this would get me a promotion to Commander at least. (In my local wargames group each member gets a Navy rank to show their position but the leaders are called Generals.)

~Thomas Warwick

All right, here's another table showing your new troop/equipment allocation:

Platoon #1 #2 #3
Officers 11 10 10
Officer Equipment 25 (3)
50
XP 65 (7)
XXP 275
CPS 1000 (5)
CPS 1500 (4)
XP 105 / 110 (10)
Troops 23 50 100
Troops Equipment XP 105 / 110 (18)
CPS 1000 (5)
XP 35 / 40 (4)
XP 150 (4)
XXP 275 (5)
CPS 1500 (10)
CPS 2000 (6)
CPS 2500 (13)
CPS 3000 (8)
XP 35 / 40 (33)
200
XP 105 / 110 (12)
XP 150 (2)
XXP 175 (15)
XP 250 (29)
Assignment Defend NW Border, Counterattack Defend NE Border Marine Attack

Looking at this, I can see that all of your officers are armed, but there are unarmed troopers (8 in platton #3).

It seems that you've put your main defense on the front lines and with only 60 people, weighted down with mostly heavy weapons. Between platoon #1's immediate counter-attack and platoon #3's swim into enemy territory, you've got 60 people on the NE border as your entire defense, with your HQ totally abandoned--and, of course, you're assuming that even the highest-ranking officers will be out ther shooting, seeing as you've armed all of them and put them all into the platoons.

So tell me, what happens if there's a two-pronged attack? Or the attack comes from the northwest and across the bridge?

All I can say is that your little marine venture and better be legal and successful, or you're doomed!


pow6offensive.jpg (118792 bytes)

Regiment

1

2

3

4

5

6

7

Spare

Officers 3 3 4 4 4 4 4 5
Troops 23 25 23 25 25 25 25  
Equipment S/M (2)
XP 105 (9)
XP 110 (1)
XP 250 (9)
CPS 1500 (2)
CPS 2500 (1)
CPS 3000 (2)
S/M (2)
XP 40 (4)
XP 150 (3)
XP 250 (9)
XXP 275 (3)
CPS 1500 (2)
CPS 2500 (3)
CPS 3000 (2)
S/M (6)
XP 35 (3)
XP 40 (5)
XP 65 (5)
XP 105 (6)
CPS 3000 (2)
S/M (2)
XP 35 (2)
XP 40 (2)
XP 150 (3)
XP 250 (11)
XXP 275 (3)
CPS 1500 (2)
CPS 2500 (2)
CPS 3000 (2)
S/M (2)
XP 35 (2)
XP 40 (2)
XP 110 (7)
XXP 175 (4)
CPS 1000 (2)
CPS 1500 (3)
CPS 2000 (4)
CPS 2500 (3)
S/M (2)
XP 35 (2)
XP 40 (2)
XP 110 (8)
XXP 175 (7)
CPS 1000 (6)
CPS 1500 (2)
S/M (2)
XP 35 (2)
XP 40 (2)
XP 110 (9)
XXP 175 (4)
CPS 1000 (1)
CPS 1500 (3)
CPS 2000 (2)
CPS 2500 (4)
25 (3)
50 (1)
200 (3)
XP 65 (2)
Position Bridge NW Border HQ NE Trail near Border N Trail near Border Wooded Border NE Hilly Border HQ
New Duty Guard Bridge Guard Border Guard HQ Guard Border by NE Trail Defend/Secure N Region Secure Wooded Region Secure Hilly Region Planning

S/M = Supply/Messenger (no weapon)

 

To start, I had to make a couple of assumptions about the situation and the map. The first is that the white areas are grassy/open areas and do not contain objects to hide behind (e.g. trees, rocks). Also, it is assumed that the river is impassable, that’s why the bridge is there. And the final assumption is that with the exception of the northern part of the map, the other three sides cannot be crossed (this way the enemy won’t appear out of nowhere from the bottom of the map).

How do you know that the top side is North? Granted, everyone knows what you mean, but you should be careful about that sort of thing.  For my RPG I made a map and intentionally rotated the compass rose about 135 degrees just to get everyone confused during the game.

Next, I tried to figure out what the enemy would do. I figured that they had probably as many regiments as myself (I find it difficult to believe that there would only be those 3 enemy regiments as shown on the original map). I decided that the most regiments that they could send against me is 6, although 5 is more likely, because they probably have a headquarters and possibly a bridge or two to guard to the north. Then I determined what were the strategic positions of the map. They are the hilly area to the northeast (it could be used watch the trail and a good portion of the eastern and southern grassy areas), the forested region to the north (it could be possible to hide a large force in there and attack both trails in the area), and the bridge (because it would be the only way for forces to move from west to east since the river is impassable). The enemy operation would most likely include securing these locations. I figured the enemy operation would consist of two prongs, a west and an east. The west prong would consist of probably two regiments whose objective would be to secure the bridge. The east prong would consist of probably three regiments whose objective would be to secure both the forested and the hilly regions using a regiment at each location. This would leave one regiment for them to place, and I think that it would go on the trail between the forest and hills. The final enemy regiment would go there because by looking at the original map (which is probably intelligence they have), that region contains a single regiment whereas two more heavy armed regiments guard the other trail. Also, the enemy would probably want to concentrate their forces.

If, as you pointed out, they want to consolidate their forces, I find it unlikely that they would send a third of them over to the "west" side to fight their way across the bridge.  Because the "west" side has two narrower bottlenecks than the "east" -- specifically, a shorter border and the bridge -- it can be defended much more efficiently, and therefore the only advantage to attacking that side would be in the hopes that you would not be guarding it, or to draw your troops off.  Keep this in mind while we go over the rest of the solution.

I also feel compelled to point out that while the locations you mentioned might be strategically important to defense, they are less so to offense, particularly the mountainous region, because while it would allow a wide angle of observation, climbing down a slope would drastically reduce the speed of your charge to intercept any forces you spotted.

Since western side of the map is smaller and the eastern side offers more places for the enemy to hide and maneuver, I decided to take a defensive position in the west and secure the east. Forces in the west will hold their position while the eastern forces advance. After the east is secured, forces could be moved to the west and secure that region.

A classic solution to the two-border problem: use the minimum possible troops on one so you can focus on the other.  Just be careful that you don't misjudge the minimum . . .

The 1st regiment will be moved to the bridge. It will set-up heavy fortifications (trenches, barricades) there and will attempt to block the enemy at the river should the 2nd regiment fall back to that position. The 1st will not try to advance, but only maintain its position. The 1st and 2nd will hold the bridge at all costs. The 1st will have mostly large CPS and XP weaponry. There will be no change in personnel.

The fortifications that can be erected in one night may or may not be significant, depending on the supplies available.  If you have materials to build a barricade, that should go relatively quickly, but I doubt you can make particularly significant progress in digging trenches.

Also, I should point out that your battle plan has now deviated from the map you included . It looks as though you just printed the numbers 1 and 3 in the wrong places on the map (juding from the solution and the position listings in the table).

The 2nd regiment will be moved to the west, across the bridge, to the border. It also will set-up heavy fortifications there and will attempt to block the enemy at the border. Like the 1st, the 2nd will not try to advance, but only maintain its position. If it is questionable as to whether it can hold or not, it will fall back to the bridge and join up with the 1st regiment. The 2nd will have two pairs of spies to assess the enemy’s movement and strength, and will have mostly large CPS and XP weaponry. There will be no change in personnel.

We should note here that if the 2nd regiment is forced to retreat, the enemy will be able to possess any fortifications created by them. Neither barricades nor trenches (which both face the problems listed above) work only in a certain direction, although if you place barricades immediately in front of trenches to combine the effects, the enemy may be forced to move the barricades over the trenches to make maximum use of the fortifications themselves.

Furthermore, it is worth pointing out that because regiment 1 has been instructed to build defenses facing a certain direction, they will be extremely vulnerable to attack from the other direction, so if the enemy breaks through your lines on the "east" and they are not warned before the enemies reach them, their combat effectiveness will be drastically reduced, giving the enemy a major edge. The same applies to regiment 2, but I don't think the enemy would bother sweeping down your "east" flank and then go up your "west" without first taking control of your HQ (and any regiments in the "east" are safe from rear attacks for the same reason, barring a breach in the lines on the "east" and some quick/cunning enemy maneuvers).

I also find it curious that you expect to be attacked by 2 regiments of troops but you only have 1 guarding at the border and another regiment, also guarding the "west," but 2/3 of the way back to your HQ at the bridge. You've heard of "divide and conquer?" You're doing the first half for your enemy already!

The 3rd regiment will be moved to Headquarters. It will set-up heavy fortifications there and during the battle will operate a large number of spies (with XP 35’s, 40’s, and possibly 65’s) and supply/messengers to communicate throughout the battle if radio equipment isn’t available. Although the 3rd will set-up fortifications, it is unlikely that it will see any combat, that is why most of the bigger weapons are out in the field and the 3rd, with the exception of the two CPS 3000’s, has all smaller grade weaponry. There will be no change in personnel.

Maybe it's just me, but setting up fortifications around a building and then sending out a bunch of troops from them so you probably can no longer effectively man them. If they do see combat, and end up retreating into the building, the enemy will, of course, turn those fortifications against them. Also, because digging trenches may prove impractical and I'm sure you're limited on supplies for barricades, any materials or tools used to set up fortifications around HQ might be better used elsewhere.

The 4th regiment will be moved slightly to the west onto the trail. It will set-up heavy fortifications there and will attempt to block the enemy at the border, too. The 4th will not try to advance, but only maintain its position (the idea being that while the enemy is attacking the 4th, other friendly regiments will move in on the enemy’s flanks and trap them). The 4th will have two pairs of spies to assess the enemy’s movement and strength, and will have mostly large CPS and XP weaponry. The 4th will have one officer added to assist in the execution and communications of the battle.

Of course, same difficulties with fortifications (building and risk of enemy capture) as every other time you've used them. That's an awful lot of . . . what are you using, carboard boxes?

The 5th regiment will be moved to the east and north along the center trail to the border. It will set-up light fortifications there (mostly barricades, something that won’t slow them down if they need to move out quickly). I moved the 5th there in case I was wrong about which trail the enemy would attack or if the enemy has six regiments. The 5th will use its two pairs of spies (with XP 35’s and 40’s) to determine if there is an enemy force moving to attack their position. If there is, they’ll hold their position until the enemy is repelled, then move to the north then the east. If there isn’t, they’ll move out immediately to the north then the east. They will meet up with 6th regiment in the woods and head east. The 5th will have a combination of CPS and medium grade XP weaponry. The 5th will have two officers added to assist in the execution and communications of the battle.

Any fortifications will hinder movement to a certain extent. In fact, often that's their primary purpose. Same problems with building and potential capture as before.

I find it interesting that you think the enemy will take the "easternmost" trail and not this central one. I notice, for example, that this regiment is slightly less well-armed than the 4th, that they have been instructed to use lighter fortifications, that you have given them the harder assignment of advancing, and that you plan to send no troops in that direction to check up on them (none noted  yet, at any rate).

You're wagering an awful lot on your guess of which trail the enemy will use, and frankly I disagree with you. The mountainous region obviously has more defensive value than the riverbed, making the "easternmost" trail more perilous for attackers, and it is a more direct route to your HQ, making it a more obvious route, which (assuming the competence of the enemy commander) will be factored into the enemy plans, because they'll assume that they'd be inclined to choose it, and correctly so.

The 6th regiment will be moved to the north and into the wooded area along the border. It will move north and secure the wooded region, meet up with the 5th regiment, then move to the east. The 6th will have two pairs of spies to assess the enemy’s position, strength, and to find any snipers that may be amongst the trees. Most of the confrontations the 6th will be involved in will occur at close range, therefore the 6th will be outfitted with mostly small CPS and medium XP weaponry, since it will be more advantageous for them to have speed and stealth instead of power. The 6th will have one officer added to assist in the execution and communications of the battle.

The combat effectiveness of regiment 6 may be somewhat limited compared to the others, but it is clearly not inconsequential, and I agree that it is more suited to combat in a forested region.

It occurs to me, though, that in the forest and mountains, and possibly river are the only practical places for spies (based on your earlier assumption that the white areas had no cover or concealment), and therefore spies in regiments 4 and 5 are futile and should be assigned more productive duties. Recon detachments for scouting ahead may be applied successfully, but only at close range, so they may not be effective.

I recommend you include orders for both regiments 5 and 6 regarding what they should do in the event that they do not meet up with each other in the forest. For example, you might tell them to split up so they can try to help both regiment 4 and the missing regiment in any battles that they may have encountered. This contingency must be taken care of if for no other reason than that regiment 5 may be pinned down if the enemy attack their trail (or both trails).

The 7th regiment will be moved to the northeast into the hilly region along the border. It will move north and secure the rest of the hilly region and keep watch over the 4th regiment’s position and will provide personnel to the 4th if necessary. When the 5th and 6th regiments move out of the trees, the 7th will move down the hills and will help trap the enemy forces. The 7th will have a combination of CPS and medium grade XP weaponry, and will have one officer added to assist in the execution and communications of the battle.

I recommend that a small contingent of snipers be left in the hills to prevent any enemy forces from sneaking through. Also, CPS weapons may be inappropriate in a downhill charge, because of the troops have to fall back for any reason, they'll be running uphill and pumping frantically, since CPS weapons are notorious for running out of pressure just when you need it most. Might it not be more effective to have them STAY in the hills so they can still cut off escape from that side, but not actually join the battle unless it is necessary?

Of course, if you're just absolutely determined to have them all sweep down from the hills and close in on some enemies, you'll also need some way to coordinate with regiments 5 and 6, which you neglected to mention.

Part of the reason why the 3rd has so many spies, is to detect if any enemy forces threaten or manage to breakthrough the border. If, for some reason, the enemy manages to breakthrough in the east, the 2nd will move to the bridge, and the 3rd will move to HQ. If it seems possible that the enemy may breakthrough at the bridge, elements from the 5th and 7th will be moved to HQ.

~ Brian

I thought regiment 3 was already at HQ. Nice relocation plan, but unless you have radios, it'll probably take so long to organize that the enemy will already have broken through the lines you hope to reinforce.

The overall plan here makes me a bit nervous because you don't really have any backup plan. If you can trust your officers to perform well under unforseen circumstances, the whole thing should go rather smoothly and hopefully resolve itself well. On the other hand, you won't be able to coordinate everything yourself during the battle, so if something goes wrong and your officers don't adapt quickly enough, which seems likely if the enemies use one of a few plans that might pierce your defenses rather quickly, the day could easily end in disaster.