Home ] Up ]

Scenario: Abkazia/Georgia

 
ABKAZIA/GEORGIA - July 2, 1993.
 
Georgian forces fighting against Abkhaz secessionists suddenly found themselves cut off by an amphibious assault in their rear.(Mechanized)
 
The Georgian city of Sukhumi had come under heavy assault from separatist Abkhazians in 1993, and would ultimately fall to the Abkhaz forces in September. Georgian leader Eduard Schevardnaze remained in the city providing political and military leadership in the city right until the fall.
 
This scenario represents one of the earlier battles leading to the fall of Sukhumi, where on July 2, 1993, 600 Abkhazian paratroopers used the Gumista river to make an amphibious landing at Tamysh behind Georgian lines, cutting the Sukhumi-Ochamchiry road and encircling the Georgian forces fighting to keep Sukhumi from falling. It would take two days of fighting for the Georgians to reopen the road.
 
Scenario Outline: The Abkhazian paratroopers have made an amphibious landing using small boats and barges, and have moved to cut off the road. Although they were on the offensive briefly, their advance has been stalled by the stiffening resistance of the Georgians. They are now fighting over the a small village near Tamysh, and the lighter armor has been brought up to try to force a resolution.
 
This is a daytime scenario and there is a light wind from the east at 1 MHPT.
 
Setup: The Georgian player sets up first. There are limits to where certain forces may be set up as described in the order of Battle.
 
Order of Battle
Abkhazian Forces:
The Abkhazian forces must capture the village and establish a salient long enough for reinforcements to arrive in order to blunt a Georgian counterattack. The Abkhazian commander realizes that if his forces are overextended and fall before the coming counterattack, then the beachhead at Tamysh will be for nothing. Abkhazian forces enter on the first turn from the South edge of the map.
 
2 x Armored Platoon, each with:
3 x BMD-1 with Dismount Elements and Crew, Line
 
2 x Desant Platoons, each with:
3 x Desant Squads, Line
2 x AGS-17 and Crew, Line
3 x Ural 375 Trucks
2 x UAZ-469 Jeeps
 
Desant Antitank Platoon:
4 x UAZ-469
4 x AT-5 + Line Crews
 
Note: The armor given to the Abkhazi paratroops is primarily done for the purpose of play balance as well as making the scenario a bit more interesting in terms of a light-armored clash as opposed to a straight-up infantry-armor fight. Players wanting to give the scenario a more authentic feel should replace the Abkhazi Armored platoons with an equal number of Desant Platoons, using the above organization.
 
Georgian Forces:
The Georgian Forces, since they are reacting to an Abkhazian push, will set up a hasty defence with forces at hand and will obtain more forces over time. The Georgian commander realizes that he must break open the Sukhumi-Ochamchiry road quickly in order to preserve the battle at Sukhumi. Also, he has heard rumors over the radio nets that 2000 Russian troops from the 14th Army have crossed into Georgian territory from Moldova and are fighting on the side of the Abkhazis, so time is of the essence, and his forces will be very limited.
 
Georgian orders, therefore, are to hold the town (or recpature it, that being the case), and then drive through any Abkhazi forces towards the beachhead.
 
Georgian Motor Rifle Platoon (set up in town)
3 x BTR-80
3 x Motor Rifle Squads (dismount elements, Green)
 
Georgian Militia (set up in town)
5 x Militia squads
3 AK-47 (Green)
2 RPK (Green)
5 AK-47 (Untrained)
 
Arriving after 15 + (10) MT from the North edge of the map.
Motor Rifle Platoon
3 x BMP-2
3 x Motor Rifle Squads (dismount elements, Green)
 
Militia Units, Wheeled
2 x Gaz-66 Trucks, carrying
Georgian Militia
10 AK-47 (Green)
2 RPK (Green)
2 AK-47/GL (Green)
2 AK-47/RPG-7 (Green)
10 AK-47 (Untrained)
 
Arriving after 30 + 2(10) MT from the North Edge of the map.
 
2 x Motor Rifle Platoon
3 x BMP-2
3 x Motor Rifle Squads (dismount elements, Green)
 
Reconnaissance Platoon, elements
4 x BRDM-2 with Green Crew
2 x BMP-2 with Green Crew
 
Scenario Length
The scenario is designed to be open-ended as to length, and players should agree that the scenario ends whenever one side is no longer combat-effective. Combat-effectiveness is a judgment call by the players, and the following guidelines may be used to determine if a side remains combat effective.
 
A combat effective unit is cohesive (i.e. still under a unified command, not broken), mobile (no mobility kills, no fatigued units), and armed (vehicles still have 1/3 of their maximum ammunition load, main weapons in working order, squads have at least 1/3 of their members uninjured). Players should tally all the combat effective units on both sides at any time after all the Georgian reinforcements arrive, and if the number of effective units (infantry squads and vehicles are each treated as one unit) on one side is more than three times the number of effective units on the other, then the weaker side is no longer effective, and the scenario ends then.
 
These guidelines should not be interpreted literally. For example, one side may have only armored units, while the other has only infantry remaining--the armor may still be effective even though facing down three times their number of infantry units, especially if the infantry have spent most of their antiarmor weapons. It depends on the circumstances.
 
The effectiveness guidelines are based upon the realities of combat, where a 3:1 advantage is typically required in order to successfully attack a defending unit. Consequently, an infantry unit reduced to less than 1/3 its complement would not be able to defend against another infantry unit and is therefore not combat effective.
 

 

 


Page last modified: July 25, 2003