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- ABKAZIA/GEORGIA - July 2,
1993.
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- Georgian forces fighting
against Abkhaz secessionists suddenly found themselves cut off
by an amphibious assault in their rear.(Mechanized)
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- 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.
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- 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.
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- 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.
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- This is a daytime scenario and
there is a light wind from the east at 1 MHPT.
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- 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.
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- 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.
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- 2 x Armored Platoon, each with:
- 3 x BMD-1 with Dismount Elements
and Crew, Line
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- 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
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- Desant Antitank Platoon:
- 4 x UAZ-469
- 4 x AT-5 + Line Crews
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- 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.
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- 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.
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- 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.
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- Georgian Motor Rifle Platoon
(set up in town)
- 3 x BTR-80
- 3 x Motor Rifle Squads (dismount
elements, Green)
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- Georgian Militia (set up in
town)
- 5 x Militia squads
- 3 AK-47 (Green)
- 2 RPK (Green)
- 5 AK-47 (Untrained)
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- 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)
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- 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)
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- Arriving after 30 + 2(10) MT
from the North Edge of the map.
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- 2 x Motor Rifle Platoon
- 3 x BMP-2
- 3 x Motor Rifle Squads (dismount
elements, Green)
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- Reconnaissance Platoon, elements
- 4 x BRDM-2 with Green Crew
- 2 x BMP-2 with Green Crew
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- 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.
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- 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.
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- 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.
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- 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.
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