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.