Luke has sent me some notes on his list writing thoughts. As he tends
to know what hes talking about, I'm posting them unedited. All views in
this post should not be construed as being the views of the blog owner,
unless they are also the views held by the blog owner. As you were...
So far we've spent 788.6 points on our force, which has bought us 7
fighting battalions. Now let's look at
rounding out our force with some further Divisional assets. When
fielding WarPac forces, extra artillery assets are always something to
consider. We've already included two regimental battalions of 122 mm
howitzers; Czechoslovakians don't have access to 120 mm mortars like
other WarPac forces do, so can seem otherwise very short of firepower,
because they only have 82 mm mortars, which are really gutless. On the
other hand, 82 mm mortars don't need to be towed, and they can't be
targeted by enemy counterbattery fire.
We might consider bringing the Divisional anti-tank guns - but
these are a complete waste of points in attack game, needing to be
set-up before they can do anything, and being horribly slow because they
are towed. They can be worthwhile in a defence game however,
especially if hidden. Instead, lets consider yet more rockets, taken
from the Divisional artilellry regiment, the 361st:
1 x FAO from 361st Artillery Regiment @ 10 x 0.8 = 8
4 x vz. 70 122 mm MRL (off-table) @ 19 x 0.6 = 45.6
The
vz. 70, being armoured, is essentially immune to counterbattery fire,
which Czechoslovakians (and other WarPac 2 nations) are otherwise
horribly vulnerable to. Other nations can substitute the cheaper, but
much
more vulnerable, BM-21, which is the same rocket launcher mounted on an
unarmoured chassis. Note that you might consider reducing this
battalion down to 3 elements, because 4 elements of MRLs firing together
is often overkill - you are talking about a beaten zone 16" across!
This brings us to 842.6 points. We can squeeze a few more points out:
2 x PLDvK vz 53 AA guns with tows from 13th AA Regiment @ 4 x 0.8 = 6.4
These AA elements are essentially worthless as AA
units, but make cheap filler that can boost a fighting battalion's
effective size. Moreover, they
bring our points total up to 848.6 points - perfect!
So what
we have here is
essentially two complete regiments (minus their higher-level AT and AA
companies), each of 4 battalions (but each fighting as 3 because their
tanks are attached out). The OT-64 battalions advance up the table,
while the BVP battalions hang back initially as a reserve force. In
addition we have the Divisional recon battalion, which can be kept in
being, or attached out, as desired. With 7 battalions we have plenty of
flank-marching options as well. Assuming you go deep for a deep flank
march, you'll need a 6
to arrive, but you aren't investing all that many points in it, so even
if it never arrives, you shouldn't lose too much sweat over it. You'll
note the there is no independent Tank battalion as you'd see with a
typical Soviet force - the Czechoslovakians had abolished theirs by this
date. These independent tank battalions can offer wargaming
flexibility to an otherwise mostly-infantry force; especially because
they might be equipped with gear different from other tanks in the
Division to which they were attached.
We might want to consider some more "A options" at
this point: one more will bring us up to four, which should be
sufficient for most purposes. Our last A option could be to add in the Divisional
howitzers, for example, plus an ATGW battery
from the Divisional AT regiment:
1 x FAO from 361st Artillery Regiment @ 10 x 0.8 = 8
4 x 152 mm H vz. 18/47 with tows (off-table) @ 9? x 0.6 = 21.6
2 x 9P133 @ 18 x 0.8 = 28.8
This
lot also comes to
58.4 points. These 152 mm divisional-level howitzers used by the
Czechoslovakians were really ancient pieces, lacking the range of the
1930s vintage ML-20 and were post-war rebuilds of the late 1920s German
150 mm guns! I could have chosen the cheaper
(because Green) but otherwise identical AT company from the 5th
regiment, but doing it this way allows it to be attached to any
battalion, and not just one from the 5th regiment.
Now if I was going to run a B option, what might it
be? We've started to run out of both divisional and regimental options (!),
so we could start with a battalion drawn from yet another of the
Division's regiments: the 33rd Tank regiment. We'll take the battalion
that has some T-72s in it, to throw some spice into the mix; this little
unit comes to 118.8 points - almost right on the money:
1 x HQ T-55A @ 19 x 0.8 = 15.2
2 x T-55A @ 19 x 0.8 = 30.4
4 x T-72 @ 23 x 0.8 = 73.6
It would be a prime candidate for reinforcement with those cheap divisional AA guns.
Another option might be to add in the Divisional HQ and various
assets. By doing this as a points option, we will not have to reduce
the size of our fighting battalions to field it. Running a DHQ can be
risky, because losing it means you can't issue any more orders at all,
and, depending on the circumstances of its loss, give them further VPs
as well. On the other hand, DHQs have a unique ability - they are not
attached to a fighting battalion like an RHQ is; rather, companies can
be attached to them, so they are like a battalion HQ - except you don't
issue orders to them. A DHQ doesn't have to worry about command arrows
etc., like all other command elements do - it is representing the
formation's CinC after all, so needs no orders being sent out or
received to activate it. This can make it the centre of a uniquely
flexible reserve, as it moves when and where you want it to. So let's
have a look at what the bare DHQ looks like:
1 x HQ stand in OT-64 @ 7 x 0.8 = 5.6
1 x Security (Infantry Combat) Team in OT-64 @ 7 x 0.8 = 5.6
1 x Motorcycle Infantry @ 6 x 0.8 = 4.8
2 x BRDM-2rch NBC recon @ 3 x 0.8 = 4.8
This only comes to 20.8 points - so we could field it as
part of an A option if we want. Let's add the 5th regiment's ATGW
company (so we can use the already purchased divisional ATGW to
accompany the DHQ):
2 x 9P133 @ 18 x 0.6 = 21.6
Still only 41.6
points. We can't run an A option and a B option together, so we could
add some Divisional Engineering assets here as in our first A option:
1 x Recon OT-65 @ 3 x 0.8 = 2.4
2 x Light Engineer teams in OT-64s @ 6 x 0.8 = 9.6
That's
53.6 points so far. If we do run a DHQ, it is likely to attract enemy
aircraft, if present, so better have some more AA assets present:
1 x 2K11M KRUG (off-table) @ 32 x 0.6 = 19.2
1 x PLDvK vz. 53/59 @ 14 x 0.8 = 11.2
Which leaves us enough points for some counterbattery guns:
4 x M-46 130 mm guns with tows (off-table) @ 13 x 0.6 = 33.6
Which gives us a total of 117.4 points for this rather
unusual B option. Exactly what companies may be attached to a DHQ is a
bit unclear under the rules. Divisional-level ones obviously. But can
companies be stripped from a battalion and assigned to the DHQ? I would
hazard not - because that sounds too much like cross-attaching, which
isn't allowed. Can you buy, under Keith's system, companies from an
otherwise not-represented fighting battalion, and pre-assign them to a
DHQ? That sounds much more reasonable. Perhaps a company of T-55 tanks
from the 33rd Tank battalion: 45.6 points' worth.
Even without taking any options, this is quite a powerful force.
Its strength of course, is its enormous size. Any situation in which
it can trade elements one-for-one is thus a winning situation: close
assaults are often such a situation. Thus suppressing enemy elements in
preparation for such a close assault is often better than attempting to
kill them outright; smoke can usefully be employed to screen your
elements, or often even better, the enemy's; those 82 mm mortars can
actually occasionally do something valuable here. Its large number of
battalions means it can contest all available objectives simultaneously,
making for difficult deployment decisions for opposing defenders. And
when facing this outfit, you must always be on the lookout against a
flank march...