It has been a while since I have persuaded anyone to embark on a journey into the wilds of Afghanistan with Colonel Ulyanov and his merry men so I decided I'd do it myself as it were and so last Sunday - 18 August 2010 - I conducted a solo sweep of the Chandaran valley.
Afghanistan 1983: Soviet Motor Rifle Battalion sweep of suspected Mujahideen hideout in a village strung out along a valley floor.
CO CV8
HQ CV7
FAO CV6
FAC CV6
9 bases conscript infantry – 1 Battalion
Hind D x2
Frogfoot
152mm artillery
The battalion was on foot, having conducted a sweep of an adjoining valley yesterday, and had sent its BMPs round the long way to act as a stop force Bronnegruppa (bet they never get into action).
This was more complicated.
The CWC rules allow a pretty good solo game ‘as is’ but I like to make my enemy less predictable in size and composition: so...
I take a green chit for the CO and one each the minimum number of HQs (1 here) and then take a dummy chit for each as well. Then take a mix of one HQ to five dummy chits (face down) up to the maximum number of HQs you want to face (2 extra here) and shuffle them – then draw three. Place all 7, - 1 CO, 1 HQ, 2 dummy and 3 unknowns, face down on likely terrain spots for the centre of a defensive group.
When the Soviets spot a chit – turn it over – if it is a genuine HQ dice for the command it has, in this case:
1,2 = 3 platoons/bases
3 = 3 platoons/bases + HMG
4, 5 = 6 platoons
6 = 6 platoons + HMG
Obviously you could include mortars recoilless rifles etc but I wanted to keep it simple.
In addition I wanted there to be some possibility of ambush from somewhere other than these chit points so each move there was a chance of an ambush being triggered, not dependent on these chit positions:
Throw 1 d10 – ambush on 9 or 10 (to a max of 2 ambushes) If/when triggered check any chits in likely ambush positions or if none (and if all eligible chits are dummies) number six likely ambush sites near Soviet units and throw the dice – the number that comes up is the site – dice for what is in the ambush (you probably don’t know yet what the Mujahideen have got so the units can either be extras if all units already positioned or from the nearest HQ when it is revealed).
I found myself a little rusty on playing the rules solo - it helps to have people saying 'You can't do that! You @@@@@!' but even so I thoroughly enjoyed it. I was happy with the way the dice generated decisions could be explained by a little creative thinking (all tactical errors were mine- the system worked very well).
I had expected ambushes to cause more mayhem (none were generated), and I didn't employ booby traps - the rationale being I didn't think the Mujahideen would have time to prepare these in a working village, but I think I was being too kind. I also think some minefields would have slowed down the Soviet advance (not that it went beyond a snail's pace anyway!), and the Frunze academy reports frequently mention them as problems.
Anyway Ulyanov and the fighting 2nd Bn 682nd live to fight another day (political officer aka my son Conaire permitting) .