Dull Garrison Chronicles Part VII: The “Guts” of BLT 2/8

By Carl F. Kusch

Situation

This is a continuation of the Dull Garrison Chronicles and takes place on the same terrain encountered in TDG #92-5. It is the last of the Dull Garrison Chronicles.

Currently, we find that through the skillful efforts of Company F, Battalion Landing Team (BLT) 2/8 has pushed past the village of Al Bandi and is bearing down on the larger town of Al Habib in two separate columns. The provisional rifle battalion (PRB) is desperately short of ammunition, water, and medical supplies and has a growing casualty list well over 60 percent. It is holding out on its last legs in the south central part of Al Habib.

In an apparent effort to eliminate the remnants of the PRB. the enemy has resorted to launching fanatic human wave assaults against the tiny Marine stronghold, while leaving weaker forces to engage and delay our advancing relief column on the outskirts of the town. Although it is thought that the bulk of the enemy’s screening forces are poised on the northern edge of town, it appears that at least four squads are located in the northeast corner.

Recognizing both the nature of the enemy’s dispositions and the urgency of the situation in relation to the PRB. the commander of BLT 2/8 has decided that the quickest way to reach the beleagured PRB is to envelop the enemy’s western flank, employing Company G, which is approaching from that direction in one of the battalion’s two columns. Finally, the battalion commander intends to fix the remainder of the enemy’s screening force in its positions by feigning an attack on the northern outskirts, using both Companies E and F. To this end. Company G has been designated the BLT’s point of main effort. Company G has attached two sections of heavy machineguns (total of four Mkl9/four .50 caliber M2HB) and one section (four launchers) of Dragons. Also available to the company commander are fire missions from the BLTs 81mm mortar platoon and artillery battery, as well as support from one section (two aircraft) of Cobra attack helicopters. Note: The accompanying map only reflects the northwest corner of Al Habib.

Requirement:

You are the commanding officer of Company G. Since time is critical to the survivors of the PRB, quickly formulate your plans and issue your orders. Include an overlay sketch and provide a brief discussion of the rationale behind your actions. Submit your solutions to the Marine Corps Gazette, Tactical Decision Game #92-9, P. O. Box 1775, Quantico. VA 22134. The Gazette will publish the author’s and other solutions in the November issue.

Dull Garrison Chronicles Part VI: F-O-X Spells Relief

By Carl F. Kusch

Situation

The 26th MEU has been directed to retake Dull Garrison Island from the forces of BAD in order to rescue the beleaguered Marine garrison and to establish a foothold for follow-on forces. Elements of the 82d Airborne Division have begun to arrive and have taken up defensive positions around DGI Airfield #2. Things appear to be going well in that respect. For a time, the pressure on the flagging Marine provisional rifle battalion had slackened. In an apparent effort to wipe them out once and for all, however, the enemy redoubled their efforts against the garrison‘s shrinking perimeter. The MEU commander, therefore, ordered a relief column to rescue the badly depleted battalion now located at Al Habib several kilometers south of Al Bandi.

BLT 2/8 will execute this mission with only its organic assets. The battalion commander was required to leave his TOWs, LAVs, and AAVs behind for airfield security. You are the commanding officer of Company F (“The Gunfighters”). Your company is assigned as the lead element of one of the battalion’s two parallel columns. Your mission is to proceed south along Al Bandi road, quickly bypassing or destroying any enemy resistance, in order to reach the provisional rifle battalion as rapidly as possible.

Your point has reported enemy activity in and around the small village of Al Bandi. It would appear that there are approximately 50 enemy soldiers armed only with small arms and medium machineguns. Attached to your company is a squad of heavy machineguns (two .50 caliber/Mk19s with component vehicles). You have your 60mm mortars and may call for support from the battalion’s organic 81mm mortars. There are also two sections of Cobras (four aircraft) supporting the battalion’s movement. The rules of engagement state that you may destroy any local buildings only if first fired upon from within, and you must direct your fire only into those buildings in which known enemy forces are located. In other words, you are to minimize collateral civilian damage as much as possible. After all, the civilians are on our side and preservation of community resources will help them to get back to their lives as soon as BAD forces can be driven from Dull Garrison Island.

Requirement

In a time limit of 5 minutes, decide how you will proceed, deploy your platoon, and issue your orders. Include an overlay sketch and provide a brief discussion of the rationale behind your actions. Submit your solutions to the Marine Corps Gazette, Tactical Decision Game #92-8, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the October 1992 issue.

Dull Garrison Chronicles Part V: Company Assault

By Carl F. Kusch

This is a continuation of the TDGs presented in recent months. As a general review, the commander, 26th Marine Expeditionary Unit (MEU) was ordered to assault and secure Dull Garrison Island Airfield #2 so it can be used by follow-on forces arriving from the United States. It it believed that the airfield is only being defended by one of the enemy’s small battalions (400 men). The battalion headquarters and one rifle company appear to be located in the village of A1 Joblin. The airfield itself (ATF Obj I) is being defended by a second rifle company. The enemy’s third rifle company is thought to be located near the bridge spanning the North River, which is virtually dry at this time of the year. Three antiaircraft positions have been identified and are depicted on the accompanying map.

To accomplish his mission, the battalion commander assigned Company E the main effort and directed it to land by CRRC over Red Beach (immediately south of the mouth of South Creek) at L -5 hours, and move covertly toward Airfield #2. At L-hour Company E destroy the antiaircraft artillery (AAA) site south of the field and secure the airfield (ATF Obj I), advancing no further than the designated limit of advance (LOA). Company F would land over Blue Beach at L-hour, destroy the AAA site to the north and and assault to secure Al Joblin (LF Obj 1) and the AAA site to the west. The light armored infanty (LAI) platoon will follow in trace of Company F and seize the bridge over North River. A 105mm howitzer platoon will be in position south of South Creek by L-hour.

Requirement

You are the company commander of Company E. Prepare the order you would issue your subordinates to carry out your mission. Include an overlay sketch and provide a brief discussion of the rationale behind your actions. Submit your solution to the Marine Corps Gazette, Tactical Decision Game #92-7, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the September 1992 issue.

Dull Garrison Chronicles, Part IV: Take the Airfield

By Carl F. Kusch

Situation

As the commanding officer BLT 2/8 (part of 26th MEU), you and your command are feeling pretty good about yourselves after Company G was able to rescue the American Ambassador. The general situation, however, has deteriorated further. The forces of BAD invaded Dull Island and are threatening to overrun the Marine garrison, which has suffered heavy casualties and is now fighting for survival on the outskirts of Al Habib. Furthermore, it would appear that BAD is already reinforcing and fortifying its defense of Dull Garrison Island even while it is attempting to eliminate the Marine stronghold.

The loss of Dull Garrison Island would be devastating to the American effort since access to other possible staging areas has eroded through the neglect of reciprocal defense treaties. Therefore, the National Command Authority has no choice but to order the immediate seizure of that vital island staging area.

It has been decided that the initial attack on Dull Garrison Island will occur at the island’s Airfield #2 in order to (a) relieve pressure on the beleaguered Marine garrison; (b) cut off the airfield through which BAD is bringing in supplies and reinforcements; and (c) provide an entry point for the U.S. forces that will continue the attack and secure the entire island.

In defense of Dull Garrison Island, the enemy has mustered a full division spearheaded by elite Guards and filled out with regular infantry spread throughout the entire island. Fortunately, other than a few antiaircraft batteries, the division’s heavy equipment has not yet caught up with it. Airfield #2 is thought to be defended by a small battalion (400 men) of regular infantry along with three antiaircraft emplacements. (See map.)

Available to provide close air support (CAS) are the the MEU’s eight Harriers and eight Cobra’s. A carrier battle group (CBG) will support the landing from a distance but will be engaged primarily in air superiority and CBG and amphibious task force (ATF) defensive missions. Once the airfield secured, elements of the 82d Airborne Division will be airlifted directly into it (by parachute if necessary). The initial elements are to assist the MEU in strengthening and expanding its foothold. The division will eventually assume the mission of securing the rest of the island. Finally, you are ordered to minimize collateral civilian damage. In support of this effort, the BLT’s specific missions are to:

* Secure Dull Garrison Island Airfield #2 (ATF Obj I) ensuring that the three antiaircraft emplacements are destroyed. The airlift of stateside forces is scheduled to begin a mere 6 hours after the commencement of the assault.

* Secure the village of Al Joblin (LF OBJ 1) in order to destroy the enemy headquarters and combat units located there as well as to prevent any reinforcement of the airfield.

* Seize the bridge over North River (LF Obj 2) in order to block any reaction the enemy may attempt as well as to facilitate future operations ashore.

Because of unfavorable beach conditions, the only suitable landing site for an amphibious assault is located at the mouth of North River, which is dry at this time of year. It is felt that the LCACs and AAVs will have no difficulty in overcoming any sandbars that may be located in this area. Beachmasters, however, will have to determine if an alternate landing point will have to be offset slightly for the LCUs, LCM-8s, and general offload. There are two LCACs and two LCUs aboard the LHA and one LCAC and one LCU aboard the LPD. Company E retains possession of the combat rigid raiding craft. Furthermore, there are only enough helicopters available to lift either one reinforced rifle company or the 105mm platoon of the battery at a time. The BLT is tasked organized aboard ship as follows:

LHA BLT 2/8 Headquarters (-) (rein)

Company G

Artillery Battery (4xl05mm+4xl55mm)

Engineer Platoon (-)

TOW section

3d Squad, Dragon Platoon

LPD

Company E

Weapons Company (-)

2d Squad, Engineer Platoon

Platoon LAI

(4xLAV+2xLAV-AT+lxLAV-M)

IST

Company F

AAV Platoon

1st Squad, Dragon Platoon

1st Squad, Engineer Platoon

Requirement

As the BLT commander, briefly discuss your plans for accomplishing your mission to include your task organization for the assault, your sequencing of units ashore, and the broad missions you assign your subordinates. Include an overlay which indicates the landing zones you intend to use, additional BLT objectives that you may designate, and your general scheme of maneuver. Submit your solution to the Marine Corps Gazette, Tactical Decision Game #92-6, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the August 1992 issue.

Dull Garrison Chronicles, Part III: Last Stand

By Carl F. Kusch

This is a continuation of TDG #92-3. The enemy is continuing to press its assault of Dull Garrison Island. Against overwhelming odds and in the face of heavy casualties, the fight is not going well for our provisional battalion, which has begun to consolidate its survivors into a single perimeter here at Al Habib-a relatively large town and the regional communication and transportation center for this part of the island. The enemy’s main body is still many kilometers to the north but getting closer. Eventually, the enemy’s main attack is expected to come from that direction.

The battalion commander’s plan is to shrink the perimeter and fight a defensive battle within the town itself. The final stand will be a tight “shoulder-to-shoulder” position located at the very heart of Al Habib where the battalion command post (CP) is currently positioned. The 1st Company is deployed on the outskirts of the town and will constitute the northeastern section of the battalion’s perimeter with the 2d Company on the northwestern outskirts. Both will meet in the middle and refuse their outboard flanks. Meanwhile, 3d Company will continue to delay and frustrate the enemy’s main body in order to give the battalion as much time as possible to make these final arrangements. 3d Company will ultimately constitute the entire southern sector of the battalion’s perimeter once they fall back into town.

The 2d Special Infantry Company is currently deployed with its 1st and 3d Platoons positioned facing north and 2d Platoon facing west on the company’s left flank. You are Sgt J. H. Quick, the acting platoon leader for the 2d Platoon. Your platoon sector is shown on the accompanying map. Between being deployed from the States understrength and the casualties you have sustained in the recent fighting, your platoon is down to 20 Marines, many of whom are walking wounded like yourself. Although the company’s attachments from the battalion are located with 3d Platoon, you have been assigned one machinegun squad (two guns) and one SMAW squad (two launchers) from Weapons Platoon.

Since 3d Company is doing such a tremendous job delaying the enemy, your company commander (Lt S. D. Butler, who was your original platoon leader until an enemy mortar attack hit the company CP a couple days ago) feels that he has a little extra time and has called his acting platoon leaders and remaining SNCOs together to discuss the tactical alternatives before he issues his final instructions.

Requirement

In a time limit of 5 minutes, complete your suggestions for the company commander. Include an overlay sketch indicating the recommended positions for your platoon and provide a brief discussion of the rationale behind your actions. Submit your solutions to the Manne Corps Gazette, Tactical Decision Game #92-5, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the July 1992 issue.

Dull Garrison Chronicles, Part II: Buy Us Some Time, Lieutenant!

By Carl F. Kusch

Situation

This is a continuation of TDG #923. You are the platoon leader for the 3d Platoon of the 3d Special Infantry Company of a provisional rifle battalion, which has been deployed only recently to Dull Garrison Island located in the Indian Ocean. Currently, you are located in the vicinity of the small village of Al Bandi.

The enemy is continuing its invasion of Dull Garrison Island. Against overwhelming odds and in the face of heavy casualties, the fight is not going well for your provisional rifle battalion, which has begun to consolidate into a single perimeter in the hopes that it can hold out until relieved. The 3d Company is being used to establish platoon-sized outposts across a wide front and has been instructed to trade space for time in order to give the battalion an opportunity to prepare its defensive positions.

The north-south road through Al Bandi is just one of the likely avenues of approach for the enemy’s continued advance. The enemy will be approaching from the north. Several hundred meters to the south are other fallback positions for your platoon as well as the company’s command post. The battalion’s final perimeter is located a couple kilometers to the south of those.

Your mission is to establish your first blocking position in the vicinity of Al Bandi. You are to disrupt and delay the enemy for as long as possible at this position without becoming decisively engaged. You are to fall back to your next position either when ordered to do so or when the local situation dictates. Inform the company of your withdrawal. Although most of its citizens have not yet evacuated Al Bandi, the situation has become so desperate that you have been authorized the use of its buildings as part of your position if needed. You have been assigned one machinegun squad (two M60E3 machineguns) and one assault squad (two SMAWs) from Weapons Platoon as well as one heavy machinegun squad (two HMMWVs, each with one .50 caliber M2 machinegun and one 40mm Mk19 machinegun) and one Dragon squad (four M47 launchers) from Weapons Company. For indirect fire, the company’s 60mm and the battalion’s 81mm mortars will be available.

Requirement

In a time limit of 5 minutes, decide how you will deploy your platoon. Include an overlay sketch and provide a brief discussion of the rationale behind your actions. Submit your solutions to the Marine Corps Gazette, Tactical Decision Game #92-4, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the June 1992 issue.

Defend the Airfield, Part I

By Carl F. Kusch

Situation

Beginning with the fall of communism in the early 1990s, the past several years have witnessed tremendous changes throughout the world. You find yourself the commanding officer of the 1st Special Infantry Company in a provisional rifle battalion that has been formed recently and deployed (without major attachments) on a deployment for training to Dull Garrison Island in the northern region of the Indian Ocean. In part, the deployment maintains presence and replaces the more expensive regular deployment of amphibious forces. It also provides familiarization and training for potential leaders of the local defense force forming on the island.

Even before international sanctions had been lifted, the Southwest Asian nation of BAD had been secretly rebuilding its military arsenal with the intent of avenging the embarrassment suffered at the hands of the United States in 1990-91 and of accomplishing its original objectives of that period, but this time BAD has determined to do it right.

You have been following the message traffic, which states that BAD has invaded its neighbor (the peace-loving nation of GOOD) and the 26th MEU with BLT 2/8 and a carrier battle group has been dispatched to the area.

You are now being told that BAD has the capability to stage limited amphibious and helicopterborne assaults using its elite Guards battalions. Furthermore, it is believed that BAD is planning an assault on the relatively large island of Dull Garrison in an effort to forestall any American effort to redevelop this island as a marshalling area. Faced with this threat, your provisional battalion is directed to deploy throughout the island and attempt to provide security until reinforcements arrive.

Your company is currently located on the southeast coast of the island in the vicinity of one of the island’s three small airfields/landing strips. Your mission is to defend the airfield so that additional forces may be introduced for the island’s defense. You have been assigned one squad each of heavy machineguns and Dragons from weapons company. Your only indirect fire support comes from the battalion’s organic 81mm mortars. Currently, both the carrier battle group as well as the amphibious task force are too far away to provide any support.

Approximately 2 kilometers northeast of the airfield is the mouth of North River, the only suitable landing beach in the immediate vicinity. North River itself is extremely shallow and often dry in this arid land. You are ordered to ensure that your deployment will in no way endanger the lives or property of the good citizens living in the area.

Requirement

In a time limit of five minutes, deploy your company. Include an overlay sketch and provide a brief discussion of the rationale behind your actions. Submit your solutions to the Marine Corps Gazette, TDG #92-3, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the June 1992 issue.

Ambushed En Route

By Capt Carl W. Schwamberger

You are the commander of a Marine artillery battery of eight M198 howitzers. Your battalion is part of a brigade-sized task force exploiting past a defeated enemy defending force. The brigade’s mission is to seize a strategic enemy city, which is presently lightly defended. Additional elements of the Marine division are to follow within 24 hours. It is expected that any available enemy will converge on the objective and your route to prevent this, so time is of the essence. The route to the objective is a well-paved highway, which zigzags through a marshland. Much of this marsh is drained for fields and is crisscrossed by drainage ditches and dikes, and dotted with small villages and occasional patches of high ground. Secondary roads lead off the main route. You know from experience that these can either be useful alternate routes or dead ends. They are not accurately marked on the map. The terrain has confined the brigade to the main highway for this movement. The brigade is led by a tank-heavy mechanized element, followed by the remainder in a column. Your battery is several kilometers behind the lead element, sandwiched between miscellaneous support units. Although your battery is moving as a single unit, the liaison section is not present. Other artillery batteries are well behind you in the column or in firing positions to the rear.

Several hours after starting the move a nuclear weapon is detonated at high altitude and a considerable distance away in the direction of the division’s main body. This causes no casualties in your battery, and damages little radio equipment, but subsequent heavy static effectively jams the entire frequency range preventing any further radio communication.

Shortly after nightfall the column in front slows to a halt. Your map spot places you 9 kilometers from the objective. On the left an empty field extends into the darkness. On the right a substantial looking road intersects the main highway. You become aware of small arms fire about 2,000 meters ahead. Mounting the cab of the lead gun truck, you can see fires that appear to be several burning vehicles, occasional lines of tracer ammunition, and flares. Another check of the radio frequencies proves fruitless.

Confronted with this uncertain situation you give the order for personnel to dismount and take defensive positions along the road. The firing ahead fades twice, only to pick up again each time. After a few more minutes a HMMWV emerges from the darkness ahead, rapidly picking its way through the column of (rucks. It stops near you, and a major dismounts and identifies himself as the commander of the combat service support detachment unit ahead. He quickly explains that the truck-mounted infantry ahead of him came under enemy fire, and they are presently attempting to defend against repeated attacks. There is no sign of support from the mechanized group that was leading the brigade. The attacks, which he judges to be of at least battalion size, seem to be originating from the village, which he indicates on your map. He has moved back along his column ordering all but his drivers to dismount and move forward to support the infantry. Far ahead you notice a large quantity of mortar fire building up.

Requirement

In a time limit of 5 minutes decide on the course of action you would take and prepare the frag order you would issue to your battery. Justify your decision and order on the basis of the mission assigned the task force and the present situation. Include an overlay sketch and provide a brief discussion of the rationale behind your actions. Submit your solutions to Marine Corps Gazette, Tactical Decision Game #922, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the April 1992 issue.

Rescue the Ambassador!

By Carl F. Kusch

Situation

You are the commanding officer Company G, Battalion Landing Team (BLT) 2/8, 26th MEU(SOC) currently embarked aboard amphibious shipping on your regularly scheduled deployment to the Mediterranean. You have been awakened from your early afternoon MORP and hurriedly summoned to the BLT commander’s stateroom where the BLT commander, S-3, S-2, and air officer are waiting for you. You are told that our national security agencies have been watching the crisis unfold in the neighboring Middle Eastern region, and the situation has just taken a sudden and dramatic turn for the worse, as the small, peace-loving nation of GOOD was invaded (without apparent provocation) early this morning by its much larger and stronger neighbor BAD in a blitz-style attack. In a matter of hours BAD had completely engulfed the unprepared nation of GOOD and is now engaged in consolidating its conquest. Of immediate concern to us, however, is that the forces of BAD have captured and are holding the U.S. Ambassador and his family in his country residence. All of the Ambassador‘s staff, servants, and security who were present at the residence when it was seized have been removed.

The National Command Authority has decided to attempt a surprise rescue immediately before the forces of BAD either relocate or harm the Ambassador and his family. Your mission, Skipper, is to rescue the Ambassador tonight. It is expected that the Ambassador will be located in either Building A or B, both of which are two-story stone buildings. All of the other buildings in the compound are made of wood. You are to bring out the Ambassador, his wife, and their three children. The rescue attempt will be conducted in the last few minutes of the predawn darkness. You are to depart in less than 6 hours.

It is believed that the residence is being guarded by no more than 60 lightly armed security forces. The exact deployment of this small enemy force cannot be determined. However, no BAD vehicles have been observed inside the compound. (It is precisely because of this temporary vulnerability that the decision has been made to attempt the rescue immediately.) It is estimated that BAD forces are capable of reacting to the residence from the west within 15 minutes with a reinforced company mounted in OTC-62 personnel carriers. BAD air should not be a threat, as we expect to maintain local air superiority over the objective area for the duration of the raid. However, BAD air defenses will preclude us from either approaching or retiring from the west.

Because of the distances involved, you will be supported by six CH-53Es (.50 cals mounted) and fixed-wing aircraft only. (Aerial refueling will be required.) The objective is out of range of naval gunfire. You are to build your raid force from six rifle squads and can take as much of your weapons platoon as you need. Finally, you may take any two of the specially configured M151s. Our air operations will support your scheme of maneuver on the ground.

Requirement

Describe your task organization for the mission. Submit an overlay of your scheme of maneuver within the objective area to include specific landing points for each of your six helicopters and a brief explanation of your plan. Send your solution to the Marine Corps Gazette, c/o Tactical Decision Game #92-1, P. O. Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the March 1992 issue.

The Short End of the Stick, Part II

by Capt Bruce I. Gudmundsson, USMCR

The Tactical Decision Game (TDG) is a follow-on to TDG #91-10 which was presented in detail in MCG Oct81 and discussed on the preceding pages.

The Situation

Nightfall found you and your battalion in the town of San Miguel. In accordance with your continuing mission of clearing the woods, you divided your battalion sector into three company sectors, ordered Companies A, B, and C to send out reconnaissance patrols (one per company), and let the rest of your battalion get as much rest as they could. (See Solution, A, p. 60 and Map below.)

During the night, you received the following reports:

2100: The patrol from Company B reports that it was shot at by three machineguns located north of Argentina Farm.

2115: The patrol from Company C reports that enemy mortar fire fell near Route 5 about 600 meters south of Checkpoint 256.

2125: The patrol from Company C reports that the crossroads at Checkpoint 256 are occupied by field fortifications, heavily manned. Further progress by the patrol near Route 5 is not possible.

2130: The patrol from Company C requests the attachment of a machinegun squad. The patrol also requests an 81mm mortar concentration on the crossroads at Checkpoint 256.

2140: The patrol from Company B reports that it saw two light armored vehicles on road east of Checkpoint 256.

2145: The patrol from Company B reports it has heard the distinctive noise of enemy light armored vehicles moving through the woods to its west.

At 2145 you order all your patrols to pull back well south of the east-west road miming through the crossroads at Checkpoint 256 so that the mortar concentration requested by Company C can be fired. As the patrols return, you get more information. Company A reports that it encountered no enemy in its sector. The lieutenant in charge of the patrol from Company C provides you with a detailed sketch of the area around Checkpoint 256.

A particularly valuable part of the sketch is the broad outline of the fields of fire of machineguns in the concrete bunkers. Thanks to the light of a full moon and the poor light discipline of the enemy, the lieutenant was able to locate the firing ports (embrasures) of the bunkers. This information allowed him to deduce the rough shape of the fields of fire. (See patrol sketch.)

At 2230 you order the mortar platoon commander to fire the mortar concentration. At 2315 you receive an order from the regiment. This order forbids all offensive action before 0900 the following morning. At that point, the regiment, with three battalions on line, will move forward to clear the woods as a unit.

What frag orders do you issue your company as a result of these developments?

Requirement

In a time limit of five minutes, describe the actions you would take and the instructions you would issue to your team leaders. Include an overlay sketch and provide a brief discussion of the rationale behind your actions. Submit your solutions to Marine Corps Gazette, Tactical Decision Game #91-12, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the February 1992 issue.

Ambush at Dusk

by Capt John F. Schmitt and SSgt Henry E. Johnson

You are the squad leader of 1st Squad, 1st Platoon, Company C, 1st Battalion, 9th Marines. You are fighting in a tropical jungle against guerrilla forces armed with small arms, light machineguns, and sometimes mortars and rocket-propelled grenades. Recently, Company C has been conducting patrols in a populated region to counter increased insurgent activity. On this day, your platoon, with a machinegun squad attached, is running a security patrol to locate and destroy any enemy forces. Dusk is approaching-within the hour, you estimate. Your squad is the point of the platoon patrol column, some 200 yards forward of the platoon’s main body as you advance north through a rice paddy, paralleling a four-foot dike some hundred meters to your right. As your squad picks its way through a bamboo fence at the northern edge of the paddy, one ‘ of your Marines trips a boobytrap, suffering a severe leg wound. With the corpsman and platoon radioman, the platoon commander hustles forward to investigate. While they are still 150 meters away, the enemy suddenly opens fire with automatic weapons from the village, and the platoon commander is hit. The steady volume of enemy fire from the village has 2d and 3d squads pinned down in the rice paddy. After tending to the lieutenant, the corpsman makes his way forward under fire to your position, followed shortly by one machinegun team. The corpsman tells you the lieutenant is in a bad way. You wish you had a radio, but the radioman is pinned down near the lieutenant. The enemy fire against your position is sporadic; the two squads in the paddy, on the other hand, are returning fire but appear unable to move. You estimate that the sun will disappear within a half hour. You have no communications with your platoon sergeant. What do you do?

Requirement

In a time limit of five minutes, describe the actions you would take and the instructions you would issue to your team leaders. Include an overlay sketch and provide a brief discussion of the rationale behind your actions. Submit your solutions to Marine Corps Gazette, Tactical Decision Game #91-11, Box 1775, Quantico, VA 22134. The Gazette will publish the author’s and other solutions in the January 1992 issue.