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Platoon Formations
05-06-2020, 10:51 AM,
#1
a_Arrow  Platoon Formations
LESSON #2- Platoon Formations
A Platoon Commander always has control over the initial attack formation for his squads. However, as the situation changes, the commander may change these formations as an attack progresses to meet a changing tactical situation. Available avenues of approach to the target area will heavily effect the success of each chosen formation. Security, control, flexibility and speed are essential to being an effective rifle platoon commander. Below we will touch on each of the basic platoon formations and how to apply them in squad battles. I use these regularly and the effectiveness of each, if applied correctly, is excellent.
It is also important to use dispersion when moving in these following formations as crowding could be costly if indirect fire weapons were brought to bare by the enemy. They are at the intervals presented at in the pictures to decrease the sizes of each image only.

[Image: Platoon%20Formations_1.jpg]
 
Platoon Column- A platoon column is the easiest formation to control and is effective for maintaining one's flanks. It uses minimum firepower in a forward direction and is the most useful when speed and control are vital or when visibility is limited. It is also a preferred method of advancing through narrow and covered avenues of approach.


This formation is the platoon's primary movement formation . It provides good dispersion both laterally and in depth, and simplifies control. The lead squad is the base squad. The image to the left assumes that the platoon is advancing towards the top of the screen (north). In game aspects one will see that contact to the north-south would be very unfavorable if visibility was high. However, if visibility were low and the enemy was expected to be engaged from the north or south, it would be quite effective. It would also prove useful if the platoon was advancing north while being engaged from either or both flanks.


When contact is made in a low visibility situation, the point element (northern or southern most squad ) acts as a base of fire to cover the remaining squads of the platoon while moving into another attack formation.

[Image: Platoon%20Formations_2.jpg]

 
Platoon Wedge The Platoon wedge makes control easier, provides good "all around" security and is extremely flexible. It provides reasonable firepower to the front and the flanks. When the enemy is known to be in the area and his exact location and strength are unknown or not clear, the platoon wedge should be used. The wedge tends to keep the bulk of the platoon from being engaged by the enemy too soon. It also permits flexibility in the deployment of squads once contact is established.
The image to the right assumes that the platoon is advancing towards the top of the screen (north). A wedge is the "safest" way of advancing towards the enemy. It places one squad forward and two in reserve. The wedge also provides an excellent field of fire for the advancing squads' front and flanks thus making it the premiere patrolling formation for squad battles.


[Image: Platoon%20Formations_3.jpg]


 
Platoon Vee This formation has two squads up front to provide a heavy volume of fire on contact. It also has one squad in the rear that can either provide security for or trail the other squads. This formation is hard to control and movement is slow.


The image to the right assumes that the platoon is advancing towards the top of the screen (north). A Platoon Vee formation is used when you know you are about to rumble. It places two squads to the front and one in the rear. It delivers moderate firepower to you front and flanks and it also leaves a squad in reserve. This is also an ideal formation for those cautious commanders out there, who do not want to commit everything from the start. I rarely use the Vee unless I expect fairly heavy contact and I am uncertain of just how heavy it is going to be.
[Image: Platoon%20Formations_4.jpg]  [Image: Platoon%20Formations_5.jpg]  [Image: Platoon%20Formations_6.jpg]
Platoon Echelons (Left-Right) and Platoon On Line
Platoon Echelons are difficult to control: therefore; movements are slow and maneuvering difficult. However, it does provide heavy firepower to the front and in the direction of the echelon. The platoon echelon is used primarily in a protecting an exposed flank.
Platoon On Line is also difficult to control and are used to deliver maximum firepower to the front in a coordinated assault of all three squads.


The Echelon images assume that the platoons are advancing towards the top of the screen. As mentioned above, echelons are effective for protecting a flank while advancing. Echelons, however are risky formations as they leave the rear of your formation vulnerable. Of course they would not be as vulnerable with your leader stacked, yet this would be a risky maneuver as your leader would be advancing as a point element. One platoon in echelon while moving an entire company forward can protect the designated flank as the remainder of the company moves into cover, position etc.

The On Line image assumes the platoon is advancing toward the upper left hand corner of the screen (NW). On line is used for a few situations, but all of them involve one thing: heavy duty firepower to the front. Bringing your platoon on line is essential in the assault and is also effective when one has to fight through ambush, but one needs to be wary in using this formation. This is due to the fact; although it delivers max firepower to your front, it leaves your flanks exposed and exposes your entire platoon (including your leader) to return enemy fire. Platoon On Line should be used quickly and at closes ranges only. Once the enemy is overwhelmed, the platoon should reform in another formation as rapidly as possible.


THE INFANTRY IN THE ATTACK
(From Grunt School #1)


1. Preparation
First, you are going to have to come to grips with the fact that you are going to take a lot of casualties when you need to route the enemy out of a prepared defensive position. We're going to teach you how to make this the least number as possible and insure that we take more of the enemy with you when you go.


When troops move to dislodge the enemy from a prepared position they need an effective base of fire (BOF) covering their advance. Accomplishing this with each individual SB game takes a bit of "trigger time" and usually doesn't happen overnight. A solid BOF and the following assault against your enemy is a "combined arms" type effort.


When we attack what will this entitle to be done so effectively? Our attack should consist of using support strikes to "soften" the enemy defense, knowing what squads and what weapons to use in the BOF's formation, what weapon loads to employ, what units will comprise your advancing elements and what route they will take, when and where to assault, when to commit reserves and when to hold fire for certain weapon types and when to rock and roll with everything we have. This can be a lot to digest for even a veteran player.


Using the above as a reference, I believe once you can assemble an effective BOF for an offensive maneuver against a prepared enemy defense, you have become a well rounded SB player. The better one is at it, the grander their knowledge of basic infantry tactics and the mechanics of the game system over all. If a player is skilled enough to effectively develop the situation, a sound defense will come very easily.






2. Assembling your BOF and assault formation(s)


A solid Base of Fire should consists of units that have been deployed to good observation points with line of sight (LOS) to the entire target area. Ideal in this role are HMGs and other support weapons like mortars or vehicles (tanks, gunships, etc). If rifle squads help compose this BOF, they should be units with lower morale or lower quality leaders than the troops that will compose your advancing formation. (If any variation of morale or leadership quality exists in your command.)


Yes, you want your assault force to be "better” troops, and not "fodder". As your advancing force will more than likely take higher casualties than your BOF while engaging the enemy at closer ranges, these men will need to recuperate rapidly from disruption, pinning and demoralization. High morale and good leaders will be essential. Lower quality units in this role will just get shot up and have minimal effects on the enemy with return fire.


As these units are moving into position your support strikes or smoke screens (if available) should be starting to fall onto or in front of the enemy positions. Once you have maneuvered these units into position, it is time to move out and on to the next phase.






3. The hard part = maneuvering under enemy fire into assault range


Having set your attack into motion by opening up with your BOF, caution should now be taken in assuring that your forward elements do not prohibit your BOF from engaging enemy units that may expose themselves in the target area during their advance. This situation is avoidable by choosing a route that does not allow your spearhead to cross your BOF's line of sight (if available).


Forward squads should also avoid blocking other advancing units LOS if this is possible. This succeeds in providing as many units as possible with clear fields of fire to potential enemy movement. Assigning a platoon a "field of fire" (FOF) and then designating areas of responsibility to individual squads during your offensive phase (your turn) is often massively effective. If successful in achieving this with advancing squads and in combination with your base units, an extremely high volume of fire is delivered to enemy defenders that may expose themselves during your defensive phase (the enemy turn). If you can accomplish this as described, it will almost absolutely cause enemy units to abandon any plans of occupying positions that are vulnerable to this type of approach by making their lives living hell by causing casualties when trying to enter the target area.


In the offensive phase (your turn) and as you are closing to the target area, use this combination of BOF and advancing squad fire to disrupt-pin-demoralize enemy units in LOS. Once you have pinned one squad, move on to the next...pin it, then the next...and so forth. What this accomplishes is reducing the effectiveness of the enemy's direct fire while maneuvering towards his position. Casualties will still be taken, yet it will be a far less number than if the enemy where firing at peak efficiency. If this is working as planned, you are now conducting an effective offensive base of fire while advancing to contact.


Insist on taking the shortest routes from covered hex to covered hex if possible and avoid stacking if forced into the open during this "leapfrog" type maneuver. Sometimes, you will get hit hard despite. In this circumstance, you just have to take your lumps to get where you need to be. Once this has been done to your satisfaction and in the time you have allowed yourself to do so, it is time to advance to the next phase.






4. The Main event


Now it's time to hook and jab. The only "open" terrain you should cross is in this last stretch to the enemy position. Assaulting is a risky business in SB, yet if done correctly it can be a devastating event. What have you done so far?


You have used your BOF and IF weapons to "soften" defenses or lay smoke screens while your forward squads have advanced. You have effectively used target selection to produce desired results on enemy leaders, heavy weapons and machine guns. You followed this up by laying into the remaining non-affected defenders with your advancing squads. Finally, you looked at where your "prep" of the target area has produced the best results in the way of damaging the enemy.


A good opponent will have moved his forces during his turns to patch holes in his own lines, so now you need to get up there and exploit these weaknesses as quick as possible. Granted, this may be a problem if he has a wealth of reserves. Once maneuvered to the adjacent hexes, exploit the soft spots of the enemies line by assaulting in force against his weak points against pinned or demoralized units.


Assault in prone (on ground status) if possible. An assault cost 8 MP's. A squad that is toggled "on ground" receives the protection benefits of being on the ground and can assault up to 3 times in a single turn (regardless of terrain) if doing so successfully without being pinned. A personal favorite tactic of mine is to pin or demoralize the enemy squads to the direct front and then attack with a stack of fresh squads (a platoon or so) and sweep them down the line in 3 successful assaults. On average, I attempt to out number the enemy at odds of at least 1.75 to 1. Higher ratios along the lines of 2 or 3 to one are ideal, (especially vs. IJA high numbers and morale) but one has to work with what he has at hand at the moment. If units fail in their assault and are pinned, that friendly leader should be close behind. Drop the units back (they demoralize) out of sight, rally them and get them back up in the fight.


Adding extra units to your assaults may be necessary to achieve your desired results. The possibility may also exist that squads "rushing to the aid" of friendly squads may not be able to go prone and assault as well. The decision to commit them in this manner is up to the individual. I usually do it if I control the momentum at which the battle is currently progressing, and if the target squad(s) has suffered decent damage.


Discontinuing the attack at this point may be wise due to your level of recon, yet you should shoot up what you still see with the remaining attacks at your disposal. Close combat can be no fun on the return end...so you need to cause as much damage as you can, while possible. They key is to a successful assault is to "bully your way in" by hitting hard and continuing to hit constantly at close quarters.


5. Reserves


Try to keep a reserve if possible. Avoid committing every thing you have if you don't have to do so to maintain control of the situation. Leave an unspotted and fresh platoon out of site. Pull them up when you need them to regain lost control or when you want to deliver the "killing blow" to an enemy counterattack while in the assault.




Frank "Echo-Four" Hamron


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