Tuesday, June 17, 2014

Creating a CSAT Motorized Battalion

So for an upcoming series of missions I wanted to craft a big and hopefully functioning framework for the enemy force. Normally when we create a scenario or mission we have some random ad-hoc force against us, this time I wanted to have a real TOE for the enemy. I dug up my favorite organizational structure: the old Soviet infantry battalion.

So we dig it and we start with the platoon. She's nice and light but flexible and in functional building blocks of nine-man squads. They're mounted, with no real division between the BTR (Or in this case the MSE-3 Marid) and the infantry squad mounted in it, which I love. The squad leader takes the commander's seat and dismounts according to his whims and the tactical situation. He's got six men led by an assistant leader with a good variety of weaponry.

Those BTR-Ks laugh in the face of danger, better dial it back.
So our section looks like this.

Squad Leader
Driver
Gunner
Assistant Leader
Autorifleman
Ammo Bearer
Grenadier (AT Grenadier, not a UGL)
Rifleman/Marksman (Not a sniper, and not for every section)
Rifleman


We have three sections mounted in MSE-3 Marids and a two-man HQ spread through the vehicles. That's our platoon. Pretty heavy and with plenty of mobility, punch, and flexibility. I can see it now: Marids spraying machine gun and grenade fire as they advance alongside dismounted infantry stopping and firing from the hip to suppress our poor Dog Company grunts or the same Marids deploying smoke to mask friendly forces caught in a crossfire.

So next up there's the Company HQ. I made it a six-man group with some repair capacity. They've got a Marid to drive around in, to keep things uniform. Their group is made up of the following.

Company Commander
Deputy Commander/XO
Repair Specialist (To fix up those trucks when they take a nasty PCML or Titan round and need to get patched up enough to continue)
Engineer (For quick repairs and mine disarming
Driver
Gunner
So now we've got a company almost formed. What company's worth a damn without even more weaponry? The Soviets equipped each company with the usual weapons platoon. They loaded out in BTRs with three machine guns and three ATGM-launchers. So we give them three crew-served 12.7mm machine guns and three Titan AT launchers.

Made in Zeus, each pip is an AI unit or object for the battalion. 
Bam, company. Copy it three times. Almost a battalion. We've got about three-hundred men now. My PC starts to panic. I figure we should flesh out the battalion level assets before we call it a day and prepare to unleash hell upon my poor rifles. What do they need? Air defense, a medical aid group, mortars and another antitank platoon and finally a supply train. I skip out on the repair workshop, signal platoon, and automatic grenade launcher platoon (GMGs are nasty and with Arma's accuracy it'd be a slaughter before we could deal with that threat)

So let's do a tally, eh?

Most of the battalion in a kinda-sorta formation. It's a juggernaut that'll be unleashed on my players in a week or two.
1st Coy Strength - 107 men, 6 MSE-3 Marids, 3 12.7mm Machine Guns, 3 Titan AT Launchers
2nd Coy Strength -  See above.
3rd Coy Strength - See above.
Battalion HQ - 6 Men, 1 MSE-3 Marid
Mortar Battery - 20 men, 1 Tempest Truck, 8 82mm Mortars
Air Defense Platoon - 16 men, 4 Titan AA Launchers, 4 Titan MANPAAD Launchers
Antitank Platoon - 28 men, 8 Titan AT Launchers, 8 Mounted AT Launchers, 8 RPG-42 Alamut Launchers
Medical Attachment - 12 Men



 So why do all this again? Dog Company doesn't have a battalion's worth of players, but we'll be playing a company conducting combat operations against these fellows. The terrain will constrict the number of combat forces that they can bring to bear on us and hopefully our officers and NCOs will be able to form a good defensive plan. They say the best odds an attacking force can hope for is three to one, they might just get it.

I'll be simulating these CSAT dudes, launching company or battalion attacks trying to break through and I don't intend to pull punches. I'll be modeling replacements for assets as well, so a good action for one side will have direct benefits in reducing the threat being thrown against them. Hopefully we'll get some great photo essays, videos, and after-action-reports out of it. If not, I still had a ton of fun crafting this force!

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