Ambush
Please note: this is a simplistic game style post on ambushes. Like most military activities this seems to be an incredibly complex activity.
Twilight 2000 has some very cheerful and optimistic ideas about travel movement. In reality it would be likely that survivors will make only a fraction, if any, of the stated possible movement due to the fact that they have to be constantly on the lookout for ambushes.
By the time the US 5th Infantry Division (Mech) and its added units are crushed at Kalisz both its members and its opponents are extremely competent (if tired) soldiers. Like NATO troops, Eastern Bloc soldiers are not orcs or morons and they will not mindlessly attack in a frontal fashion and line up to die. They do not advertise their existence until the time is right and just tooling along the roads keeping a lookout simply is not feasible. Sooner or later you will die.
The Ambush Commander.
If the ambushing unit has an officer he will assess the situation and first of all decide whether if it's worth engaging at all. Note that this can be worse than a hasty ambush, this individual simply sends some sort of message to a higher command who makes notes on the players and assigns the optimum sized force to deal with them. This means that when the ambush does occur it will be an order more complex and deadly.
The ambush commander needs good intelligence and this is supplied to him by his forward observation posts (OP). These small groups stay hidden at all costs and simply relay information. Note that if the ambush fails they probably will never even engage and this means that the failed ambush will become knowledge to enemy commands when they can contact them. If they are not equipped with radios then a runner is required. This means the OP must be closer to the ambush commander’s command post (CP) and lowers response time. Otherwise signals can be relayed via optical methods such as flags, lights or similar. The usual method used by most armies is known to NATO as “SALUTE” and is this format:
Size and/or strength of the enemy.
Actions or activity of the enemy.
Location of the enemy and direction of movement.
Unit identification. The designation of the enemy unit may be derived from unit markings, uniforms worn, or thorough information provided by enemy prisoners.
Time and date the enemy was observed.
Equipment and weapons observed.
It should be noted that Eastern Bloc troops are fully aware that NATO troops can inflict heavy casualties beyond what their numerical size might imply, just like they can. If the ambush commander is directed by higher command to engage or if they consider that they have adequate assets to deal with the players then the next step is undertaken. Note this means that players might get an encounter rolled and never even see it as the ambushers decide not to engage and simply let the players roll past.
With this knowledge in hand the ambush commander hands over the tactical implementation of the ambush to the senior NCO under a set of guidelines that lay out what the commander wants to achieve. There are several sorts of ambushes, the obvious first that comes to mind is the annihilation of the enemy force but others might a shoot-and-scoot ambush that degrades the enemy’s ability to move, degrades essential equipment, vehicles or weaponry, force the ambushees to flee in a specific direction (usually into a worse ambush) or simply a delaying attack that forces the ambushees to deploy and slow down.
Remember that the CP and the OPs do not engage, it is far more important that these units stay intact so that the result of the ambush is known to command. Communications and medical staff are with the CP. The CP supervises the ambush and monitors its progress. If the ambush commander decides to call off the attack then the command is passed to the senior NCO who pulls his people out while the security element covers their retreat.
Ambushes can happen in any area at any time and in any condition. Just because a choke point is there doesn’t mean the ambusher utilises it. In fact some ambushes take place just in front of choke points which force a unit to deploy to check it out.
The ambush should have two initial priorities:
- cause as many casualties as possible.
- significantly degrade the ambushed force’s mobility.
Other priorities such as the destruction of heavy weapons, command and control, communications and so on come immediately after. The first priority significantly affects the second; heavy casualties usually cause an ambushed unit to stall in place. The priority on the degradation of movement is because the primary defence of an ambushed unit is to utilise as much mobility as possible to escape the killing zone (KZ) where the ambushing group is oriented to maximise their firepower. Normally a unit that is ambushed will turn their weapons in all directions to suppress the ambushers and speed through the KZ and out.
Most actual targets are usually obvious. If the OPs have decided the composition and deployment of the ambushees the heavy weapons will be placed so they have flank shots into armoured vehicles. Exposed drivers and gunners can be ready to die first. Automatic weapons will generally be in positions to either engage unarmoured vehicles or the places where armoured vehicles deploy their dismounts.
Ambush Element
The ambush element usually takes the shape of two distinct groups;
-Assault Element
This is the largest group and they do the actual killing. Their deployment will be covered in the next section. The ambush element should always be sited in a position where each ambusher’s arc of fire overlaps and no safe zones can be created.
- Security Element
This group covers the KZ escape routes and also guards against enemy reinforcements.
Ambush Deployment
Each ambush is different. However there are three very common ambush deployment types:
-Linear Ambush
In this ambush the assault element is along the flank of the ambushed force’s line of march and the security element is at either end and behind the assault element. This is a weak ambush, the ambushees rear element can pivot and attack the security element and possibly roll up the assault element’s line. It is suitable for a hasty ambush where the ambush element can withdraw quickly.
- L-Shaped Ambush
A more dangerous proposition. The bulk of the assault element is once again parallel to one side of the ambushee’s line of march but another element closes off the front of the line. This sort of ambush can occur easily in a built up area where the ambushees head into a T Junction. As the ambushees deploy to face the flanking force they are taken again in the flank by the end element.
- V-Shaped Ambush
The worst of the ambushes in some ways as there is almost nowhere to go that is safe. In this situation the ambush element is set up in a “V” shape that envelops both sides of the ambushees. A high level of discipline is required as friendly fire among the ambushers is possible.
Explosive Devices.
While not a feature of all ambushes and rarely a feature of hasty ambushes explosive devices add a level of lethality and disruption to an ambush. Untended devices such as mines can block off the apparent exit to the KZ and stall if not actually destroy vehicles in a secondary KZ. Command operated explosives can decapitate command or destroy heavy units in a single strike. Command detonated explosives often but not always initiate the ambush, and some can be placed in areas that ambushed forces take cover or try to manouevre through to evade the KZ. Note that IEDs are not a 21st century phenomenon, they were used extensively during the Second World War and even more so during the US-Viet Nam War. Unused munitions will be collected after the attack and reused. Note that by the 1990s command/victim-activated detonation fuzes were supplied for the fuze wells of all mortar and artillery shells. Note that these things simply can’t appear anywhere and due to their nature might give away signs of their emplacement. A hasty ambush might have tell-tale command wires going into a nearby object. Small culverts under roads are extremely suspect and even rubble piles from collapsed walls that spill onto the street might need to be checked out.
A command detonated device needs an operator who usually oversees the location of the device. This can be well hidden, this individual doesn't even have to fire a weapon so they can be for instance deep in a building and just detonate the explosive when radioed or he observes his required target occupy the location of the explosive.
Artillery
For ambushes the automatic grenade launcher and the mortar are the artillery par excellence as they can rapidly saturate an area with explosives.
Poor Conditions.
Generally in most campaigns the Eastern Bloc forces do not have parity in night observation devices. They are well aware of this. If a night ambush is mounted and they feel they have insufficient NODs they’ll simply bathe the area in flares.
Leakers
Some of the ambushees will probably escape. The enemy don’t let these individuals disappear from their minds, they actually expect some to get away. They’ll be vigilant for their appearance. Survivors will be questioned for the composition of the force and the OPs will be on the lookout for the escapees.
Game Play.
As you can expect, this would be a slaughter of player characters.
First off, the players are probably going to want to avoid roads of any type if at all possible. I haven’t even mentioned the carnage that something like an ancient T-55M2 firing down a kilometre or two of open road from a hull-down, concealed position onto the ambush site can achieve. The best way to not get into these positions is to avoid them entirely. As such rigorous scouting is needed, the players are by definition in Indian Country and this sort of bloodbath can happen at any time.
Second off, the GM must understand that the enemy isn’t sitting around with their fingers on the trigger. The skill of the enemy cuts both ways; they won’t expend themselves stupidly and for no point on a risky and unworkable ambush most of the time. If the players appear suddenly, adroitly avoid the ambush site and motor off they’ll probably just swear at them and try and report the encounter. Sure, the higher command might make a note of the players but if there’s a lot of bandit activity they might well consider them a lesser threat.
Finally, if worse comes to worse pop smoke and bug out.
The ambushers can’t cover every option. Obscuration might limit the players ability to react but it does the same for the enemy. Find a weak point in the KZ and punch a hole in it. Yes, the players have to write off the fallen and wounded but that’s what happens in an ambush. Maybe they can scout them out and recover them later.
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