From Dawn to Dusk - Falklands
0 - 0 - 0
Rating: | 0 (0) |
Games Played: | 0 |
SM: | 5 |
Turns: | 120 |
Type: | Stock |
First Side: | UK |
Second Side: | Argentina |
Battalion Level - Very Long
Normal Daylight Conditions
Best Played Solo - Hotseat as a study of the battle
May 28th dawned cool, but relatively clear by Falklands' standards. Lt. Colonel Jones was not happy, however. His troops were well behind the timetable he had laid out. True, B and D Companies had pushed aside resistance on Coronation Ridge with only a few casualties, but had become disorganized in the process. While the darkness had allowed his men to get very close to the Argentine positions before being seen, it made it very difficult for the formations to realign after the firefights. Navigation on the almost featureless island had also been difficult, making it hard for the companies to keep from getting intermingled. There had been instances of blue on blue fire during the night, but no men had been lost. The rising sun would bring an end to these problems, but it would also cause many more.
The Regimiento de Infanteria 12 had also suffered during the night. A Compania had been scattered and only about a platoon's worth of troops remaining under arms. The remainder had been killed, captured or had run further than their officers could round them up. Night combat had been a brutal experience for the young conscripts, with some trying to hide inside their sleeping bags. But the night was gone and now the British paratroopers were no longer ghosts, but men they could see, and shoot at.
Both sides had logistical problems. The paratroopers had to carry their ammo and heavy weapons from San Carlos. They only brought two of the battalion's mortars with them. Sea Kings had flown in three 105 mm light guns, but ammo was not plentiful. Any ammo resupply would have to be by helicopter and air superiority had not been gained. The 12th Regiment had flown into Stanley without their heavy equipment. This was supposed to arrive by ship, but due to the British Total Exclusion Zone, it never arrived. Consequently, the regiment was short of just about everything, but men and smallarms. A battery of four 105 mm pack howitzers had been sent by coaster from Stanley, but the boat had been seen and attacked by Harriers. The captain had beached the boat to keep it from being sunk. Three of the guns were rescued, but the fourth was damaged beyond repair. Ammo for the guns was more plentiful than for the British, but there was almost no chance of any resupply.
With limited artillery and air support, this was going to be an infantry fight. The British had training and morale on their side. The Argentines had numbers and a decent defensive position. The scene was set for first major engagement of the war.
While this scenario has been scripted for play against the AI, the large size of the map and the length of the game make this problematic. It's best use may be to play solo in the hotseat mode as a study of the battle and problems of advancing across open ground on the modern battlefield. Be sure to review the rules on rest, as your troops will not remain effective without a breather and a chance to recover fatigue and effectiveness.
Normal Daylight Conditions
Best Played Solo - Hotseat as a study of the battle
May 28th dawned cool, but relatively clear by Falklands' standards. Lt. Colonel Jones was not happy, however. His troops were well behind the timetable he had laid out. True, B and D Companies had pushed aside resistance on Coronation Ridge with only a few casualties, but had become disorganized in the process. While the darkness had allowed his men to get very close to the Argentine positions before being seen, it made it very difficult for the formations to realign after the firefights. Navigation on the almost featureless island had also been difficult, making it hard for the companies to keep from getting intermingled. There had been instances of blue on blue fire during the night, but no men had been lost. The rising sun would bring an end to these problems, but it would also cause many more.
The Regimiento de Infanteria 12 had also suffered during the night. A Compania had been scattered and only about a platoon's worth of troops remaining under arms. The remainder had been killed, captured or had run further than their officers could round them up. Night combat had been a brutal experience for the young conscripts, with some trying to hide inside their sleeping bags. But the night was gone and now the British paratroopers were no longer ghosts, but men they could see, and shoot at.
Both sides had logistical problems. The paratroopers had to carry their ammo and heavy weapons from San Carlos. They only brought two of the battalion's mortars with them. Sea Kings had flown in three 105 mm light guns, but ammo was not plentiful. Any ammo resupply would have to be by helicopter and air superiority had not been gained. The 12th Regiment had flown into Stanley without their heavy equipment. This was supposed to arrive by ship, but due to the British Total Exclusion Zone, it never arrived. Consequently, the regiment was short of just about everything, but men and smallarms. A battery of four 105 mm pack howitzers had been sent by coaster from Stanley, but the boat had been seen and attacked by Harriers. The captain had beached the boat to keep it from being sunk. Three of the guns were rescued, but the fourth was damaged beyond repair. Ammo for the guns was more plentiful than for the British, but there was almost no chance of any resupply.
With limited artillery and air support, this was going to be an infantry fight. The British had training and morale on their side. The Argentines had numbers and a decent defensive position. The scene was set for first major engagement of the war.
While this scenario has been scripted for play against the AI, the large size of the map and the length of the game make this problematic. It's best use may be to play solo in the hotseat mode as a study of the battle and problems of advancing across open ground on the modern battlefield. Be sure to review the rules on rest, as your troops will not remain effective without a breather and a chance to recover fatigue and effectiveness.