My friend Greg and I had a chance to get in another Fate of a Nation game recently. With a desert board already set, we rolled up "Counterattack" as a mission. Unfortunately I rolled up as the Defender and thus the Mobile Reserve rule was really going to hamper my force.
I was running an AMX-13 based Israel force with:
HQ: 2 x AMX-13
Plt 1: 4 x AMX-13
Plt 2: 4 x AMX-13
Inf: Full Mechanized Infantry Platoon with extra Blinidicide
MTR: 3 x 120mm Mortar Halftracks
AAA: 2 x 20mm AAA Halftracks
A stalwart team of Israeli troops holds one of the key wadi/stream passes!
Greg's Egyptian Tank Battalion had:
HQ: 1 x T-55
Plt 1: 10 x T-55
Plt 2: 10 x T-55
Plt 3: 10 x T-34/85
Infantry Co with two platoons
Artillery: 6 x 122mm
AAA: 2 x ZSU-57
Ground level view of Greg's force deploying out of the northwest corner of the battle area.
Another ground level view with Greg's first T-55 company in the background advancing on the wadi/stream passes while his second T-55 company moves towards the center town.
A ground level view of Greg's T-34/85s and infantry advancing on the town behind the screen of the second T-55 Company.
So I started my turn one, failing to roll up any reserves and just getting one plane from my Ouragon jets.
On Greg's turn two, he moved his 1st T-55 Co laterally across the wadi/stream rather than trying to force the position.
It was now my second turn. I rolled up n reserves and of course chose to bring in my 2nd AMX-13 platoon. Again, I only rolled up a one plane Ouragon air strike.
I moved my AMX-13 platoon up again and hitting with a four tanks and Greg obliged me by rolling up three "1's" resulting in three burning T-55s.
Flank view of the burning T-55's.
My reserve AMX-13's arrive and are able to score four kills on Greg's T-34/85s forcing a unit morale check which they fail!
In Greg's following turn he has difficulty in getting any shots on my elusive AMX-13's but he still pushes closer the south west objective, leaving my infantry and 1st AMX-13 platoon isolated from where he is applying most of his force.
Greg does just catch enough of a line of sight to range in his 122mm artillery on my 1st AMX-13 platoon, which fortunately sustains no damage.
My attempt at a cheap Victory Point comes up short as my AAA Halftracks fail to knock out Greg's ZSU-57.
My 2nd AMX-13 desperately tries to keep what little cover is available between themselves and Greg's closing fast T-55s. One is not so lucky here.
Greg really starts to put the pressure on now.
The ZSU-57 has no problem knocking out my AAA Halftracks that attempted to do it in.
Greg's 2nd T-55 Company on top of the southwest objective at games end.
A very tuff fight for my AMX-13s. Poor air support results really hurt and the mission was about the worse I could get, but even without that poor luck it was going to be hard to beat Greg who did a great job splitting my force and keeping me off balance with his 1st T-55 Company by redirecting it twice.
Tom has been playing wargames since the late 70’s, and Flames of War since 2007. He maintains a gaming website www.battlevault.com for the BattleVault Gamers of Kentuckiana and posts and moderates WWPD as Iron-Tom.