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The Iranian AI is hot for AA assets - especially man-pack IR missiles - never bought a helo as I figure they would not last long!
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And fighting at
night, with helos with thermal sights makes these somewhat moot. Ditto for any visual AAA guns, unless you trip over one flying in his territory. In daylight, then a belt of smoke will mask them.
At night (or after dropping a belt of smoke over his front), fly a drone over your own lines (at first) - or pop a helo up to high - and you should find out if any radar equipped AAA assets are present. Use your arty to send them some presents, and if in LOS of a TI equipped ground shooter, some from those too. Then repeat the drone pass/helo pop up, over your own lines as and until you are not getting any radar guided AAA or SAM. Don't fly your drone/helo over his territory
until you have scratched and sniffed out his air defence net. If you think you have zapped his radar air defence, then start edging your drone(s) and scout helos(s) in closer into his airspace.
Remember - Western armies rule the night (and smoke covered battlefields) after the 80s, when TI arrives.
Iran has access to only a few TI units - #31, Zulfiqar 2 is an entirely killable prospect. Terminate any such you find, instantly.
As to tanks - well, if you have a lot of targets then the CS mixed tank platoon may be what you need. There are enough stored kills there (10 sabot in the CS tanks x3, 20 sabot + 10 HEAT in the gun tank = 60 A/T rounds) to deal with 30 odds armoured targets. + 100 HE for grunt bashing +/- any of the 10 HEAT unused on the gun tank. (In a L/C, I might rebuild one of the CS ones as a gun tank for a few more stored AT rounds). Drop smoke in front of the Iranians (if fighting in daylight) so they have no reply. Or simply pop your smoke dischargers and sit behind the screen. Invest in a few armoured resupply vehicles, and you probably only need 2 such platoons, some arty and some infantry in tin cans to sweep up the debris.
The CS version is cheaper than the AT mix Abrams by about 60 points due to less stored expensive AP rounds. It can always pop behind cover and park up beside an ammo carrier as needed. Ammo carrier M548 - 39 points at 70 experience.
Actually - on reflection I would buy a platoon of the MCBS mine clearers, unit #469 or esp the #470. 20 HE/ 10 sabot / 10 HEAT. A pretty balanced load, and the HEAT ammo is dual-purpose. Keep a section of M548 nearby each platoon. 150-ish anti-HEAT frontal armour!. The mine clearing equipment adds anti-HEAT front hull armour, so the things really only fear top attack ATGM, so long as they keep the front towards the enemy... Oh, and they clear mines too!
And I likely would not bother with any helos in the core - not with such behemoths. That would render his AAA buy wasted points.
I think I would build up a core based on the following building block modules for the USMC in 2010 V Iran:
1 leg marine rifle coy (buy the ACOG rifles if you can - much better!)
+1 platoon of "engineer" M1s
+1 section of ammo vehicles
+1 or 2 LVT-only transport platoons from misc as grunt taxis/light AGL fire support (buy the cheap ones without TI, and maybe upgrade 1 in a subsequent repair phase with the TI version per platoon)
+1 SP mortar section
+1 off-map howitzer battery (take the VT section, no craters for the enemy to find cover in, cluster apers ammo)
+1 FO or FO vehicle (with TI)
- 2 such company groups should do.
coy Group 3 (battalion reserve):
1 leg marine coy
+ 81 mm mortar section
+ snipers (this coy is your defence element)
+ a light AT element (HMMV + TOW?)
+ some engineers with that SMAW flame thrower thermobaric warhead
- Transports would be borrowed from the other 2 coys as needed, or bought from support points (helos say in the attack)
Bn HQ:
the bossman
+maybe a scout helo + TI (if he shoots radar AAA or SAM and you survive, "hide with pride" till neutralised. Once he does not, you have the high ground)
+maybe a LAV platoon for scout/flank security/ bashing up tin can APCs or as a quick reaction force against any embarrassing flankers.
+ maybe some HMMV (40mm GL, it has area blast effect) as scouts/el-cheapo light fire support
+ maybe a section of towed howitzers (like the 155mm with VT) + 2 ammo carriers + prime movers. Though some armoured 120mm SP mortars are maybe a better idea...
+ maybe a section of 2 regular-load M1 as the anti-tank reserve (initially held back in overwatch, helps company #3 once tank threat is terminated with extreme prejudice)
AA? - OK, the Iranians
might get a flight. Buy 2 stingers as a fig-leaf just in case.
The M1 engineer tanks lead, and kill everything they or others see, the FO delivers gifts. The LVT move grunts up while taking nil risks (never
ever go inside RPG range). Grunts sweep up broken crockery while securing objectives. Ammo carriers top up tanks and SP mortars. Scouts and recce? - who needs them, the M1s are a pack of rhinos which you would only lose if you did something
really silly. Advance slowly, don't charge into situations where you may get an RPG in your side. Keep 1-2 stationary while the others move, and alternate.
If you are attacking/assaulting the time is set by you (its your attack after all, not his!), so you can justify screwing the visibility down to 2 or 3 to represent night.
Andy