Meeting Engagements

This scenario takes place at the height of the Croatian resist­ance to Serbian/JNA intervention in late 1991. At this point, the Yugoslavian civil war had degenerated into an infantry shoving match with mortar and artillery accompanyment. This scenario is typical of many of the infantry meeting engagements which took place in the villages swept under the path of the war. Players can take the roles of Croatian ZNG militia or JNA regulars contesting possession of a nameless village somewhere in Croatia.

Scenario Outline

The scenario is based around a meeting engagement in a small village between Croatian militia and Federal Yugoslavian soldiers. The Croatian player has a small force familiar with the village defences, but lacks heavy firepower and training. The Yugoslavian player fields two squads of well-trained regulars, but is faced with making an assault across defensible terrain. Ideally, this scenario can be used to introduce new players into the game by teaming them with more experienced players and letting them command an element of either Croatian or Yugoslavian forces. If a larger scenario is desired to accomodate more players, then give the ZNG a second squad, and give the JNA a third squad as well as a platoon command group consisting of a Line trooper armed with an AK-47, and a Line trooper armed with an SVD.

This scenario takes place in the early morning in mountain­ous territory near Sisak. As an option, players who want to add in atmospheric conditions can make a 0-9 roll. If the roll is from 0-2, the entire map is covered with early morning haze for a -6 Visibility ALM to all fire. Otherwise, visibility is clear.

Setup

Croatian forces hold a village area and are able to set up anywhere in the northern half of the map. 

The Yugoslavian player must enter along the southern edge of the map, but may be delayed several phases, giving the Croatian player time to move to different positions should he so desire. The Yugoslavian player secretly makes a 0-5 roll and multiplies the result by 20. He writes this number on a card and places the number face-down. This is the number of phases which must pass before the Yugoslavian player can enter the map. When the required number of phases have passed, the Yugoslavian player flips the card over, showing the number to the Croatian player, and can enter the map. 

Croatian ZNG

The ”Zengee” squad has been moving forwards since before dawn to try to re-occupy a village it had to evacuate a week ago because of intense fighting. Since then, the village has been abandoned, although there are rumors of a Yugoslavian or Serbian unit moving up. The Croatian mission is to hold the village against any assault, although since the ”Zengees” only arrived a short while ago, they have not had time to make any improvements to the old defences.

Croatian ZNG Units

                        Number             Quality              Weapon

              1                      Line                  FN-FAL

              1                      Green               MG3

              3                      Green               AK-47

              2                      Militia                Ultimax 100

              2                      Militia                FN-FAL

 

Yugoslavian JNA

The war has gone poorly for Federal Yugoslavian forces almost from the beginning, and now it has become a difficult infantry campaign in what has become to the JNA a foreign land. The war has become one of territory and casualties.

This patrol of two squads has been ordered to occupy the village. JNA reconnaissance patrols have reported the village empty, but there have been rumors of increased Croatian activity. This patrol must overcome any resistance and capture the village.

Yugoslavian JNA Squad Organization -- Each Squad

            Number             Quality              Weapon

              3                      Line                  AK-47

              1                      Line                  RPK

              1                      Green               AK-47 & M-79 Osser

              3                      Green               AK-47

 

Special Terrain

Cemetary: The Cemetary is a typical Eastern European graveyard with large tombstones and crypts above the ground, mixed with patches of cement and foliage. The waist-high stone crypts have a PF of 11,000. The smaller tombstones have a PF of 6400. Both types provide waist high cover and grant a kneeling combatant full cover. 

Also, because of the density of the tomb arrangement within the cemetary area, all movement is at +1 AC per hex, which assumes that combatants are either moving between or vaulting over the tombstones and crypts.

Trenches and Ditches: Two trenches were built by the previous Croatian defenders of this village and are in the north­western section of the town. These trenches are 0.5 hexes wide and several hexes long and provide waist-high cover to a standing combatant and full cover to a kneeling combatant. Because of their narrowness, movement within these trenches is at +1 AC per hex.

There are also some shallow drainage ditches running along the eastern road. These ditches are 1 foot deep, 0.5 hexes wide, and several hexes long. They do not have any effect on movement, and provide no cover to a standing or kneeling combatant other than reducing the target size of a person in them by 2. However, the ditches will provide full cover to any prone combatant. The ditches are not much, but when bullets are flying, they are better than nothing.

Church: The Catholic church building is at the south edge of the map and consists of a small chapel with a bell-tower/steeple, accessible by a ladder within the church itself. The church has brick & stucco walls (PF 400) while the steeple is simply wood and stucco (PF 6). The steeple itself sits 3 floors (30 feet) above ground level and a combatant wishing to reach the steeple must spend 20 AC climbing the ladder. The steeple floor is made of thick wood (PF 7) and has a 2 x 2 foot hole to accomodate the ladder and a long-vanished bell rope. There are 2 x 1 foot openings in all four walls of the steeple, permitting a good view of the entire town. Treat these openings as windows for spotting and firing purposes.

Victory Conditions

This scenario is a fairly straightforward infantry battle with both sides having the objective of capturing the village. The battle for the village ends by mutual consent of the players.

To score a major victory, one side must have the only non-incapacitated armed troops on the map after the JNA comes onto the map. 

The battle dynamics of an infantry match may prevent a major victory in the case where neither side is willing to surrender ground and both are too spent to launch an offensive. To score a minor victory in such a case, one side must have possession of more buildings than the other. To have possession of a building for victory purposes means to have the only non-incapacitated armed combatants within the building itself.  Any other result counts as a draw. 

Sniper Alley Variant

In Croatia, and later in Bosnia-Hercegovina, the role of the sniper was redefined. No longer were snipers units targeting enemy forces with surgical precision, in Yugoslavia they became instruments of terror, targeting mainly civilian targets, media personnel, and relief workers. The rationale for this activity was that the presence of one side's sniper in an area was sufficient to indicate that side exerted influence over the area. Snipers took advantage of urban terrain by operating from fortified nests and multistory buildings in order to keep shooting at targets for as long as possible. 

Sniper weapons in Yugoslavia were rarely ”bona fide” military sniper rifles. Hunting rifles, assault rifles, and even machine­guns were used in the sniper role. This reflected the sniper's new purpose--no longer was precision required, but only sufficient firepower to telegraph to the opposition which side actually did have control over the sniper's area of operations. 

This variant allows players to take the roles of a Serbian Cetnik sniper team and a Croatian ZNG patrol meeting in a Croatian village. Again, this was a fairly common event in the war. Use the same map as the main scenario. 

Cetniks (variant): 

Cetniks set up inside the church, with the sniper setting up in the top floor of the steeple itself. The sniper team must kill or incapacitate as many of the of the Croatian squad as possible before pulling out, if necessary. The Line trooper with the SVD is the actual sniper, while the 2 Green combatants act as his security team.

Cetnik Units

            Number             Quality              Weapon

            1                      Line                  SVD            (sniper)

            2                      Green               AK-47

 

Cetnik units also have one RPG-18 disposable rocket launcher distributed as the player desires.

Sniper Nest: A double layer of sandbags have been placed around the steeple walls, giving a total PF of 48 to each steeple wall. Firing holes 2 feet by 1 foot have been cut in the steeple walls and should be treated as windows. 

Croatian ZNG

The ZNG have learned about a sniper team operating in the village and are sent to eliminate it. They must capture the sniper nest itself by killing or driving off the sniper. ZNG units set up on the road on the north side of the map.

Croatian ZNG Units

            Number             Quality              Weapon

            2                      Green               AK-47

            1                      Green               Ultimax 100 SAW

            3                      Militia                AK-47

            2                      Militia                Kar 98K  (Mauser Bolt-actions)

Victory Conditions (variant): The Cetnik player wins the scenario if the ZNG units retreat or are unable to take the sniper nest. He also wins if he is able to exfiltrate his forces off the map and has killed or severely incapacitated (>20 Minutes) four members of the ZNG force. For each Cetnik not making it off-map alive, increase the requirement by 1, but note that at least one Cetnik must be alive and not incapacitated for the Cetniks to claim any kind of victory. So, if only one Cetnik survived the ZNG assault, at least 6 ZNG troopers would have to be dead or seriously incapacitated for the Cetniks to claim a victory. ZNG forces win if they take the sniper nest or if the sniper nest is abandoned by the Cetniks and the ZNGs have taken less casualties than the Cetniks need to have inflicted for victory.

 

 


Page last modified: July 25, 2003