Un Uncommon Occurance

Two AARs at the same time.

Directive Number Three [AP7]
An Uncommon Occurrence [83]

By Robert Delwood
(c) 1998, Wayward Publications

Directive Number Three [AP7] and An Uncommon Occurrence [83] are nearly identical scenarios. Both are early war AFV engagements, both have one side going for kills or trying to exit, both allow hidden movement during set up, and both have very similar terrain (flat, farmland with intermittent farms), using two of the same three boards. As such, they can be discussed at the same time. These good scenarios for beginning tankers. There are no infantry to speak of, no sniper, and An Uncommon Occurrence even forbids crew survival. This ironic since most tanks having a CS3, none would survive anyway but the SSR makes sure no additional time is wasted with crews running around.

The major difference is the A Uncommon Occurrence has the Polish (the scenario defender) moving first rather than the random first player in Directive Number Three. While gimmicks like that sound interesting, it interferes too much with play balance to be reasonable. For that reason, An Common Occurrence is the better of the scenarios.

The Attackers goals are simple: accumulate a certain amount of CVP more than the defender. Exit points count as CVPs. As the attacker, use your first impulse to decide strategy; discard it and come up with a second strategy. Discard that idea and use your third idea. The most common mistake made during an AFV attack is spreading yourself evenly across the board. Do not think you can come in two or three areas, find this weak point and then swing everything around to it. You will not get the advantage anywhere (see below) and you will not have the time to move into a position to surprise or overwhelm anyone. While a 15 MP tank may seem quick, after starting, turning and stopping, the 15 MP will translate into seven or eight hexes. Hardly a blitz in any sense of the word. Most of that will be in and out of enemy LOS. Even a 23 MP AC is deceptive. Along the road it may zoom at half rate but often the road will be most defended, Remember the enemy is also using the few available roads. As the AC leaves the paved confines of the street, it slows to 3 MP open, effectively reducing it to 7 hexes at turn maximum.

To those not having experienced AFV defensive fire, the results can be devastating. With evenly matched armor, the defender will win. This advantage the defender has is an extremely powerful tool and is often the only edge a side needs to win. It allows the first (good) shot on the attacking tank, possibly killing it. At the very least, the tank will be once or twice acquired. This leads us to the next Prep Fire phase where the same tanks get to shoot again. That is, they now get two shots in a row. Do not be surprised a single tank can take out two or three attackers. For that reason, the attack really needs a four to one advantage. At least two have to survive for the return fire.

The ratio can be obtained but it will be a localized one and only briefly. While a small screen may be used to prevent enemy AFVS from moving around at will, the major it of the tanks has to stay together. This will allow a turn or two or battlefield dominance before his reinforcements arrive. In this time, the idea is to kill enough tanks that the reinforcements will still be outgunned.

The defensive side of this issue is mostly the opposite of everything above. As mentioned, the single best weapon is the first defensive fire. Fortunately, that is not a one time event. While the terrain is mostly opened, there is enough cover to hide in. The Polish in An Uncommon Occurrence have the convenience advantage of moving first, in Directive it is a little more problematic but the approach is sound. Get into cover terrain. Do not count on walls since there are so few of them, it hedges also do nicely. A bold player can go into woods. The point is get terrain the other player does not have. The +1 hedge modifier might be all the advantage a tanks needs. A hull down wall hexside is perfect. As the attacker I would not even bother staying duking it out with a HD opponent.

Which brings us to the next issue. Once the attacker amasses his force and your tanks get a couple -2 acquisition counters, move back. This is the dangerous part of the game. As you start up, the attacker will get shots on you without the risk of your return fire. Weak tanks should not risk it but then again, weak tanks should not be in that position in the first place. By moving back, the attack has to come at you again and undergo that dreaded defensive fire. In this manner, you should be able to get two or three situations like that. More than enough decide the battle.

Both sides in both scenarios are plagued by pathetically weak tanks. These are nothing more than CVPs with CMGs. Since they are victory points, do not consider them as fodder. It is common to see them as targets sopping up extra shots or running interference for your big (that is, the 4 AF) tank. Do not do it. Keep them back and wait for the right moment to commit them, which means, running for the exit edge.

Another interesting aspect of the scenarios is that both of them have tanks with multiple turrets. The Russians have that behemoth land battleship and the Poles have the Dt7. In either case, take a moment or two to study their covered arcs. When you figure it out, write me.

Overall, I think with games two seasoned veterans, the defender is favored. Among equally experienced players, it will be close. The Attacker can win, to be sure, but will not be able to make any mistakes in the process, that is the challenge of the game. The defense is more forgiving of a mistake or so. However, both sides need to player very carefully. If not, you might be able to play two or three scenarios in one evening.


As always, I encourage discussion. If you agree or disagree, feel free to write me.

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