You may recall our starting positions from last week. In Lock n Load Tactical, on the defense I find it beneficial to be somewhat in depth, so as to chew up the time for the attacker with clearing their flanks/rear or securing spread out objectives.
In this case we want to make the wire clearing hard as possible, and we have an RPG…. So. IT would make sense to stick that bad boy in dense jungle and await the pot shot opportunities to take out the thin skinned LVYP’s.
Providing a leader unit will allow us to recover from shaken and /or grab the RPG to fire if the squad eats it.
The rest of te units are set back. With one squad seemingly in the open, but he is behind the jungle hex that the counter represents. This will allow us to potentially melee at x3 strength when coming from a hex out of LOS.
The rest merely hunker down and look to hold the village. The one unit behind Arnat can provide some cover fire and potentially stop the ‘sneak up adjacent to spot move’.
The USMC Delta co are spread out. Only 1 unit is mounted. My plan for them is to indeed attempt to take out that likely ambush spot with the RPG in it, by probing and trying to get close. The Mortar team will move to D6 to provide supporting fires, either direct or indirect. The Corpsman and Sarge will load up with the 2nd LVTP and also likely press up on the RPG hex with Arnat in it. WE can then leave the LVTP’s to tackle the wire solo, and the men will look to clear the village hexes door to door.
That’s our plan. Lets see how long that lasts at first contact!
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