Home >> Articles >> Strategy articles  >> Articles for the Combat Mission Series >> Combat Mission-Urban Combat: Attacking

Combat Mission-Urban Combat: Attacking

Article written by Paintman (FGM)  [Wed Nov 18, 2009 10:51 pm]

Okay, urban combat is whole subject unto itself.

Based on my experience with urban combat in Iraq, it is a slow, dangerous, exhausting, and terrifying ordeal.

And it requires an entirely different set of tactics and skills from what we usually use. Now, much of the MOUT tactics I know do not apply in Combat Mission, because of the way that cities and buildings are modeled. Such as the fact that you try to never to enter a building through doors; instead you come from the roof, a window, or blow a hole in the wall for entrance. And the Borg factor REALLY makes urban combat in CM unrealistic. To know exactly how purely chaotic urban fighting is, you to have experience it for yourself. No one is ever quite sure just what the hell is going on, OR where anyone else, friend or foe, is.

Another thing that CM makes very hard for the attacker in an urban CM environment is the time restriction. Some scenarios give you 30 minutes to take a town, when in reality it could take 30 minutes to take ONE large building! In MOUT rushing gets you shot. Slow is smooth, and smooth is fast.

The first big difference between urban and rural fighting in CM: Concealment does not exist. You are either under cover or you are not. That leads to the second big difference: You are either in very good cover, or you are completely exposed. No in-betweens. And the third: You are in a 3-dimensional battlefield. Attacks not only come from the front and to the sides, but now they come from above and below too! And the fourth: Extreme close quarters attacks can come at any second without warning.

First we will look over the terrain that makes the urban environment so unique.

The light building: Comes in tall and short flavours. These are more of a liability really if you are getting shot at. Their construction will protect you somewhat from small arms fire, but you better be ready to scatter when the heavy weapons start hitting, because when that building collapses you are in a world of hurt. For me these are not long-term fighting positions.

The heavy building: Now these are some of the best cover in the game. As long as heavy HE isn't hitting you, you can hold a tall heavy building for a long time against a superior force. While I am here I'll touch on a subject that makes all the difference in how you plan your movement: In a block of heavy tall buildings, you cannot move straight from building to building. First you have to exit onto the street and move 10 meters or so before you can enter the next building.

Streets and pavement: It is VERY dangerous to move under fire in streets and pavement because of the ground itself: it is very flat, unyielding, and hard, making ricochets very common.

First I am going to look at attacking an urban environment. Attacking is very unforgiving of mistakes. One mistake will easily cost you an entire platoon or even company quickly if you aren't careful. When analyzing the terrain for your attack, you are going to have to pick your routes. Think of your route in steps: First I take this block, then I control this street, then I take this next block, then I control this next street, and so on. First you gain a foothold in the town, usually with one or two blocks of buildings, and then move on from there.

Slow is smooth, and smooth is fast! Don't rush! On the attack keeping 360 degree, 3-D security is VITAL. OK, you need to take the attack one building and one block at a time. To take a building or block, first you HAVE to isolate it. It has to be cut off from other enemy forces so that he cannot reinforce it, slip out, or hinder your attack from other building blocks.

How do you isolate a building/block? This is the base of fire's job. Use armor, guns, and MGs to control the streets around the target building so that he can't reinforce it or retreat from it. Use smoke if you need it. Smoke is VERY useful for blockng fields of fire down streets because it only takes one or two armor smoke rounds to do the job.

You now have the building/block isolated. The next step is to achieve superiority of fires, as discussed in a previous thread.

Once you have the upper hand firepower-wise, it is time to gain a foothold in the building or block. Send one or two squads or a HS, across the street and a short distance into a building. Have them immediatly start sweeping the outer edges of the building, top and bottom, or hiding enemy units. Continue sending units across and expanding your foothold.

You now have one of the buildings in the block. You have your foothold. You will repeat the process as necessary to take the entire block, going as fast as METT-T allows. Remember that when you take a building that gives you access to a street, move up machine guns to cover that street and thus deny your opponent use of it. If you have to exit a tall heavy building to enter an adjacent one, as explained previously, smoke right in front of your exit point is useful to help you get into the next building safely.

You now have the entire block. By now your MGs are covering any new streets you have access to, and your infanty are providing 360 degree security from this block. Your follow-up infantry should be fully searching the entire block for any hiding enemy. At this point you are going to pick your next target block and repeat the process.

Armor in MOUT: Armor is at it's most vulnerable in a MOUT environment. It is easy for infantry to mount close-quarters attacks with no warning. Therefore, armor should usually be kept a healthy distance away from uncleared buildings. Never lead with the armor in an attack scenario. Also, be wary of any wooded areas in the city, because if he has guns they will most likely be put there.

Close support vehicles like StuHs and the 105mm Sherman, and flamethrower vehicles, are worth their weight in gold! If a building is just too well defended to gain a foothold, heavy HE and flamethrowers will flush them out in no time.

Add on: When people read this, they seem to visualizing a force attacking very slowly through just one city block, in a tiny little cramped area. That cannot be furthur from the truth. Depending on the ALL IMPORTANT METT-T (Mission/Enemy/Terrain/Troops Available - Time) is everything you do. You will notice that the T for Time is seperate in that acronym. There is a reason for it and this because the time available will determine everything you do. Have the time available to take it slowly and methodically? Great. If you don't, consider doing the same, but at a faster pace, i.e. running, or consider making EXTRA footholds! You don't have to have just one.

Anyways, just wanted to clear that up.
(FGM) Paintman

There are no comments

This page is Copyrighted © 1999-2011 by The Blitzkrieg Gaming Club All Rights Reserved.
Powered by Venus | Copyright 2011 Razvan Chis
0.0664
follow us on facebook follow us on tweeter
Survey
noavatar.gif
doulos05


How did you find the Blitz?
The Great Google Machine

Read All
Latest Results
Info

Ancient Wars Results
Ironwulf
Leonadis
Major Defeat
Ironwulf
Leonadis
Major Defeat
Belisarius
Leonadis
Major Defeat
Belisarius
Leonadis
Major Defeat
Belisarius
Ironwulf
Major Victory

Black Powder Results
agmoss99
macnab
Major Win
Lucid
Varjager
Minor Win
fastphil
Landser34
Major Win
agmoss99
Dragoon66
Major Win
Lucid
Graeme
Major Win

Campaign Series Results
Dogovich
Hawk Kriegsman
Major Loss
Otto von Blotto
Boisforas
Major Victory
XLVIII Pz. Korp
Norry
Minor Victory
Tiger 88
majog
Major Victory
Dogovich
Tiger 88
Minor Loss

Combat Mission Results
Hedgehog
ekrommen
Total Victory
Wittman
bluehand
Total Victory
Sphinx
Westland
Total Victory
Sphinx
Westland
Total Victory
Tank Killer
Hughen Tanken de Tote
Tactical Victory

Combat Mission x2 Results
Wolf Blitzer
HoseJock
Major Victory
Wolf Blitzer
HoseJock
Total Victory
kghammer
H
Total Victory
cargol
Wolf Blitzer
Minor Victory
cargol
Wolf Blitzer
Minor Victory

Grigsby Ops Results
TJD
enigma6584
Decisive Victory
redboot
KG_RangerBooBoo
Minor Victory
redboot
Levanten
Decisive Victory
redboot
Blutch
Minor Loss
redboot
Blutch
Draw

Naval Warfare Results
Three63
Antoni Chmielowski
Decisive Victory
Currahee
Antoni Chmielowski
Decisive Victory
Antoni Chmielowski
Currahee
Decisive Defeat
Currahee
Antoni Chmielowski
Decisive Victory
Antoni Chmielowski
Currahee
Decisive Defeat

Operational Art of War Results
Macdonald74
Marw
Substantial Victory
HerrDak
Marw
Overwhelming Victory
Karantos
Macdonald74
Draw
Macdonald74
Iriglin
Forfeit Win
Captain Al
flip0009
Overwhelming Victory

Panzer Command:Ostfront (No Blitz forum support) Results
falco
Rik Creighton
Legendary Defeat
falco
Rik Creighton
Marginal Defeat

Squad Battles Results
Outlaw Josey Wales
vendetta
Major Victory
Outlaw Josey Wales
vendetta
Major Loss
Richie61
Laza
Major Victory
Landser34
Laza
Draw
Colleoni
Landser34
Major Loss

SSG Decisive Battles (No Blitz forum support) Results
Contra
mackensen
Draw (all scenarios)
Colleoni
Contra
Marginal Victory (SSG)
Contra
Freiherr
Overwhelming Loss (SSG)
Contra
mackensen
Marginal Loss (SSG)
Colleoni
Contra
Decisive Victory (SSG)

Steel Panthers Results
Machean
Ugluk
Medium Victory
SaS TrooP
low_bidder
Draw
Weasel
Walrus
Decisive Victory
roman
july
Decisive Loss
Buckaroo
july
Medium Victory

Tiller Operational Campaigns Results
burroughs
CarnageINC
Major Victory
burroughs
scots greys
Major Loss
Ricky B
Maseda
Major Loss
Hwkhuntswalking
celamanka
Major Loss
Hwkhuntswalking
celamanka
Minor Victory

Ladders
Info

Ancient Wars
1 Leonadis 100
2 Ironwulf 16
3 Belisarius 4

Black Powder
1 agmoss99 794
2 Havoc 346
3 Sgt Jasper 252
4 D-Day_Dodger 202
5 Eckerslyke 202

Campaign Series
1 Ashcloud 1920
2 Herr Straßen Läufer 1102
3 Tiger 88 1094
4 Oberst 873
5 Panzerjaeger 838

Combat Mission
1 Hedgehog 805
2 OWL 788
3 Jobu88 632
4 Tank Killer 502
5 Hughen Tanken de Tote 496

Combat Mission x2
1 Wolf Blitzer 1992
2 kghammer 999
3 cargol 880
4 H 572
5 DasTiger 547

Naval Warfare
1 Currahee 800
2 Antoni Chmielowski 460
3 Three63 180
4 enigma6584 80

Operational Art of War
1 burroughs 400
2 Macdonald74 298
3 leopard9 185
4 Captain Al 141
5 jah4tol 134

Squad Battles
1 Richie61 1668
2 Landser34 1284
3 Laza 989
4 Outlaw Josey Wales 931
5 vendetta 526

SSG Decisive Battles (No Blitz forum support)
1 Contra 201
2 Freiherr 156
3 Colleoni 78
4 mackensen 33

Steel Panthers
1 SP Tournament Player 290
2 jadpanther 255
3 Cuckoo 220
4 SaS TrooP 200
5 Buckaroo 195

Tiller Operational Campaigns
1 burroughs 614
2 vLuttwitz 489
3 Lucid 438
4 flip0009 398
5 Landser34 370

[All Ladders]
Articles
Campaign Series-CS SCENARIO DESIGN, A SHORT GUIDELINE

This article is a short guideline for those who would like to design custom scenarios. I based the article on my own experience as a designer. The set of guidelines is basically the “best practice” of the scenarios I designed over the past few years. The technical know how and issues of ... Read More

[All Articles]