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CarlZog

Force Groups for a city defense scenario

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With the pledge manager closing out, I've been assessing the scenarios I'll be able to support, and starting to think about building forces for a variety of situations. My hope with this is to start planning some interesting games that  will show off CAV's functional squad philosophy.

Here's the first scenario I'm working on:

City Defense: A 4,000-point force per side. City occupies several square blocks of dense buildings on one end of the board. Attacker enters from outside of the city at the opposite end of the board. The out-of- town region includes three hills of 1-3 elevation levels. Defenders must hold half the city blocks by the end of X turns. Defenders deploy anywhere in town.

What forces would you build for either side? Use any combination of factions using currently available SO models.

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Here is a UTF list I made for the attacking force using the CAV Force Manager software. I'm pretty new at this so I may not understand everything correctly. 

 

I wanted to use the UTF doctrine 'Artillery Superiority' so I was very careful to follow the force construction requirements for UTF as explained in the Errata.

 

This meant that I could only include 5 PA Infantry stands in my Mechanized Infantry squad despite the 3 Simbas being able to hold 6 stands. I guess the lieutenant's baggage takes up a bit of extra room. :)

 

I went with a combined arms infantry based force with the idea that it takes 'boots on the ground' to hold territory. 

 

The UTF 'Artillery Superiority Doctrine' gives them a free artillery strike each round and gives their infantry the SA: FIST. I bought 5 cruise missiles for the attacker to soften up the defender - one for each PA Infantry squad with SA: FIST but the software gave me the warning 'SA: FIST required' when I tried to save the list. It only relented when I assigned SA: Fist to one of the Simbas. Perhaps the SA: FIST advantage in the Artillery Superiority Doctrine only applies to regular infantry and not to Powered Armor Infantry...?

 

The basic plan is to use the free artillery strike and massed cruise missile fire to soften up the defenders on the approach.

 

The Ashigaru from the Tank Attack squad finds a position in cover with a good line of sight and shares target locks with the rest of the squad so they can move forward and engage the enemy while taking advantage of their targeting computers.

 

The Simbas are surprisingly tough in my limited experience and maneuver close to deliver the infantry into the buildings. I can't puzzle out in the software how to give the PA Infantry anti-armor weapons like the Panzerfaust or a mortar. The upgrades say they are available for 'Infantry only' which seems to preclude their use by Power Armor infantry but then the CAV page on Reaper's web page shows them for sale as: 72249: Infantry, PA(Panzerfaust) ($5.99).

 

???

 

The flight squad...??? Just shoots stuff. I like the combined arms feel of CAV so I always try and include a mixture of forces.

 

I'll attach the list in PDF format but I'm trying to summarize it here.

 

CITY DEFENSE POST
DECK: 3 
C3: 7
TVP: 4,000

TERRAN ARTILLERY SUPERIORITY DOCTRINE (PAGE 93)

RMNG TVP: (base) 0 (flexible) 29 (support) 0 (upgrade) 0
C3: (bonus) 0 (squad) 3 (unit) 0 (upgrade) 4
DECK: (squads) 3 
(SIGINT) 0 
(bunkers) 0
RECON: 0
ODST: 0

 

SQUAD BREAKDOWN

Attack Squad
1x Naginata NCO, Veteran.
2x Wolf
1x Dingo
1x Ashigaru


Mech. Infantry Squad

5x Pa_inf(mar) Storm Training
2x Simba
1x Simba FIST 1, Lieutenant.

 

Flight Squad
1x Harpy 
1x-Harpy NCO

 

SUPPORT
5x Cruise Missile 
    Range NA 
    RAV 6/6
    TPR 7+
 

 

 

City Defense Post.pdf

Edited by jsalyers
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Cool approach!
By the way, the idea that an appropriate force for this may not include any CAVs (other than the Simbas) is a huge part of what I love about CAV! I agree with the combined arms approach, and this force seems set up to pound the urban structures into submission then send in the troops. I'll have to be clear in the victory conditions whether ANY structures need to be remaining in the objective zone for victory to count. :) 

 

I started working up a similar approach with the Adonese as the offense, using the Fire and Fury Warfare doctrine.

 

So, what would the defense response to this be? Can you take the fight to the hills with  a squad of heavies to run down the Simbas? How do you get rid of this artillery before it does its worst?  

 

What do people think?

 

 

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J-

That may be a bug with the software. PA Infantry should be able to use panzerfaust and mortar. Any restriction or availability that refers to "infantry only" applies to all infantry. I will check on the SA: Fist thing as well.

Carl,

Its light on damage potential and armor so MACs and GMs to pound him out and some anti-aircraft to shoot down the aircraft and cruise missiles. Light CAVs and fast vehicles are great to take out PA.

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8 hours ago, jsalyers said:

Here is a UTF list I made for the attacking force using the CAV Force Manager software. I'm pretty new at this so I may not understand everything correctly.

[Other who-mahn stuff]

The Lagduf Luk Regiment, "The Sundering of Cities", hears your challenge to move your forces from their position and accepts!

 

Let's get one thing clear, my who-mahn friend: defensive emplacements? Useless. How will you take your defensive emplacement with you to find more glorious battle once your opponent is defeated? No, taking (and, I suppose, holding) a position requires that you BE IN THAT POSITION, and as soon as possible. Defense is optional.

 

With that in mind, we're going with the Rach "Children of the Storm" doctrine.

 

Our first troop will be the 425th "Fists of Fury" Assault CAV Troop, led by Tukoan Uhul. This squad has previously shamed itself, and is equipped with out of date equipment as a result, but in this case this plays to our strategy well. The troop's first two CAVs are the older Dictator "A" series - not as tough and lacking a little punch compared to the newer "B" series, but that lower weight (combined with our doctrine) brings their speed up to an impressive 10 units. The Tukoan commands from one of these Dictators, and both crews have training with close quarters battle. The second two CAVs in the troop are a pair of Tyrants. Fast on their own, these units have been modified by their crews for even more speed, managing a blistering 11 units. These CAVs have been picked for their speed and ability to fire on the move, combined with a better than average close attack value that pairs well with our doctrine. Our tactic with them will be to rush our enemy, firing on the move the whole time, before engaging in melee.

 

"But while staring your enemy in the eye as you slit his throat is very glorious and honourable," I hear you cry, "how will you prevent the enemy from using dishonourable tactics like aircraft, artillery, and snipers before you can get in throat-slitting range?" At least, I imagine you cried that. That's what our second troop is for, the 88th "Eyes of Hatred" Recon Troop. A dedicated troop of 4 Wardens, these vehicles will serve as a vanguard to our demi-squadron. Their medium MRACs will give us some anti-air capability, and their ECM shall provide coverage against target locking. We've also organised for 4 smoke screen barrages to be readied, and the Warden crews have been trained for FIST operations that will allow us to block line of sight as we advance.

 

Lastly, we'll need a platoon of infantry to actually clear out and hold the buildings, naturally mounted in a vehicle to keep them mobile. Capable of a top speed of 13 units and armed with twin machine guns plus a flame thrower, the Hetman is a great littl...

 

14 hours ago, CarlZog said:

using currently available SO models.

 

...you know what? Infantry, even mechanised, are over-rated. Never want to get in their APCs when you ask politely, refuse to get up and stop bleeding out when you slit their throats for claiming their APC "doesn't exist". Real armour is the way to go.

 

So our third troop is a demi-squadron, the lead two vehicles from the 90210th "Claws of Malice" Tank Troop. These two Malefactors pack machine guns for anti-infantry work, and heavy PBGs for anti-everything work. Unlike the lumbering Despot, they'll also be fast enough to keep up with our charge, and come equipped with anti-infantry devices so we can engage in a little hit'n'run (though the PBG is probably still a better plan there).

 

THE SUNDERING OF CITIES

DECK: 3 
C3: 7
TVP: 4,000
RACH CHILDREN OF THE STORM DOCTRINE (PAGE 87)
RMNG TVP: (base) 0 (flexible) 6 (support) 0 (upgrade) 0
C3: (bonus) 0 (squad) 3 (unit) 0 (upgrade) 4
DECK: (squads) 3 
(SIGINT) 0 
(bunkers) 0
RECON: 1
ODST: 0
 
SQUAD BREAKDOWN
Attack Squad
"Fists of Fury"

1x Dictator A - Close Quarters, Major

1x Dictator A - Close Quarters

2x Tyrant - Turbo-Charged
 
Specialist Squad

"Claws of Malice"

2x Malefactor

 

Recon Squad

"Eyes of Hatred"

4x Warden - FIST 2
 
SUPPORT
4x Artillery Smoke Screen

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Terrans in a heavy-terrain defensive position is a situation where I would take some Thunderbirds and Archers in the mix.  They are annoying enough that I want to hunt them down, and once I finally do navigate the terrain to get to them, I get particle guns to the face.

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