Zasjeda

”Zasjeda”, meaning ambush, was a favored military tactic in the fighting in Yugoslavia, and was used extensively by all parties. In this scenario, a group of Bosniaks plays a deadly stalking game with Bosnian Serbs.

Scenario Outline

This scenario is a bit different from the other PCCS scenarios in that it takes place over a much larger than usual map area. This allows ”Phoenix Command” players to explore fire and manoeuver tactics of small-unit combat. Chapter 7 of the ”Advanced Phoenix Command” Rules Supplement will be required to resolve the use of large-scale battlefields and group spotting rolls in this scenario. 

Rules are provided for converting the scenario to a smaller map if players are interested in simply playing out the ambush, and ignoring the aspects of small-unit manoeuver. 

The main scenario revolves around a Bosniak patrol which is tasked with orders to locate and ambush a Serbian column. The Bosniaks must locate the Serbians and prepare a hasty ambush to prevent the Serbians from passing. Both Bosniak and Serbian commanders will have to engage in careful planning and manoeuver in order to accomplish their missions. 

The main scenario requires a referee and can be enlarged to accomodate any number of players. The Bosniak side should have a single player controlling the main ambush element and other players controlling any other elements like security teams, reconnaissance units, and so on. The Serbian side can be played by one or two players without difficulty, and can be expanded to include other players. 

Players should use the Initiative, Morale, and Leadership rules of ”PCCS” and ”Advanced Phoenix Command” for maximum realism.

Setup

The Referee distributes copies of the main map to both sides, and asks them to draw in their itineraries, formations, and projected path of movement. Remember that a walking pace is roughly 1 HPP. Then the Referee resolves any spotting according to the Spotting Rules of ”Advanced Phoenix Command” (2nd Edition) Section 7.2, and if one group spots the other, then the Referee informs the spotting group and allows them to prepare alternate movement plans. This continues until contact occurs, at which point, play is moved to a tabletop map.

The Play Map: 

Although any miniature terrain system can be used to reproduce the smaller map, a system using banquet paper and colored felt-tip markers is the easiest and most accurate. Cover the playing table with a sheet of white banquet-table paper and tape the ends down to prevent curling or movement. Players may wish to have several sheets of banquet paper ready to permit simulation of harassing attacks. Then, using the felt-tip pens, draw in the major terrain features and buildings of the main map to an agreed miniatures scale on the banquet paper. Center the banquet paper map on the location of the ambushed column. At this point, players may elect to use the Cover Generation rules of  ”Advanced Phoenix Command” (Second Edition) Section 7.1 to add in a variety of cover. The general terrain of the main map is Hilly for Cover Generation purposes. 

When the tabletop map is completed, the ambushed player sets up first and must position his column in the centre of the map in whatever formation his unit was using. The ambushing player sets up next anywhere, provided that the ambushed player's forces would be unable to spot the ambushing combatants in their chosen locations. Combat then begins, using the instant ambush rules below.

Meeting Engagement: There may be situations where both sides spot each other and choose to engage each other immediately. In this case, reduce the conflict area down to a tabletop map. Both sides set up simultaneously in their respective positions, and must be set up in their formations. Combat then proceeds normally. 

Bosniak Irregulars

Other units have reported a Serbian column moving towards a small village, and a squad of available fighters has been ordered to locate and ambush the Cetniks before they reach the village. Bosniaks start the scenario anywhere on their baseline as marked on the map.

Bosniak Irregular Units

                        Number             Quality              Weapon

                          3                      Line                  FN-FAL

                          4                      Green               AK-47

                          1                      Line                  MG-3

                          1                      Militia                Ultimax 100

                          3                      Militia                FN-FAL

                          2                      Militia                AK-47 & M-79 Osser

 

Special Equipment: The Radio-Telephone Operator (RTO) carries a Soviet R-107 Manpacked radio. Two R-126 hand radios (walkie-talkies) are also available to the Bosniak group. This equipment allows Bosniak forces to split up into at least three elements and remain in communication with each other. The hand radios have a 1100 hex range, while the manpack radio has a 2500 hex range.

Army of the Serb Republic of Bosnia & Hercegovina

The Serbians have planned a patrol sweep in the south quadrant around a village to investigate reports of Bosniak forces operating in the area. The Serbians must execute a patrol sweep throughout the area covered by the map and wait for follow-on forces at one of the Objective Rally Points (ORP), that they select on the map. 

Once at the ORP, the Serbians are to provide security for a follow-on group who will secure the village, but this is beyond the scope of this scenario. 

The Serbians enter from the south edge of the map.

Serbian Units

                        Number             Quality              Weapon

                        2                      Line                  AK-47

                        1                      Line                  RPK

                        1                      Line                  AK-47 & M-79 Osser

                        4                      Green               AK-47

 

Smaller Scenario

Players not wanting to engage in a patrolling scenario may simply run the scenario as a straightforward ambush. 

Instant Ambush

At the start of the ambush, the Bosniak player rolls a number from 1 to 4 for each of his troops; this is the number of combat actions that the combatant has available at the start of the ambush. The Bosniak player can use these Actions as desired, including movement and fire. During these actions, the Serbian player cannot take any actions and cannot Duck. Once the Bosniak actions have been used, the Serbian troops can react and play proceeds normally.

Squad Level Combat

As an option, players with the ”Mechanized Combat System” can play this scenario using the system's squad combat rules. Simply split up the forces into the appropriate elements and calculate each element's firepower rating using the rules in Section 5.2. Have both sides plan their itineraries as before, and then place the squad elements on the play map. Movement proceeds on a turn by turn basis until one side spots the other or is fired upon, at which point the side's original itineraries are abandoned and combat proceeds using the ”PCMCS” squad Combat rules on Section 5.3.

Victory

For the main scenario, the Serbians claim a victory if they are able to reach their ORP with more than 75% of their force. Bosniaks win by preventing a Serbian Victory. In the smaller scenario, the Bosniaks win if they are able to kill or capture all of the Serbs. The Serbs win a minor victory if any troops survive, and they win a Major Victory if they either hold the field or withdraw while inflicting more casualties to the Bosniaks than they take.

 

 


Page last modified: July 25, 2003