Tactics Article XI - July
2004
ARTILLERY
By Marc
“Bayonet” Bellizzi
Artillery,
colloquially known as the ‘King of Battle’,
‘God of War’ and the ‘great
equalizer’, has always been responsible for casualties all
out of proportion to its numbers. While inventions like the machine gun
and tank have revolutionized warfare, it is the artillery that has been
a real killer on the battlefield. A successful commander appreciates
the significance of firepower and understands that the effective use of
all available fire support will determine the outcome of a battle. It
was Napoleon who said, "It is the artillery that decides most of my
battles."
Artillery has its
roots in the Medieval years as a weapon of bombardment used to pound an
enemy into submission. By WW2, artillery, just like the tank and plane,
evolved into a weapon of incredible flexibility in employment.
In this article I
will discuss what I call ‘Heavy Artillery’ (long
range Howitzer & Cannon over 100mm) and how it is simulated and
used in wargaming; the Mortar, an excellent indirect system of its own,
is discussed in another article.
11-1
ORGANIZATION
Most armies break
their artillery down into batteries of 4 to 8 tubes a piece. An
artillery battalion usually has anywhere from 3 to 4 batteries
assigned. Each combat brigade or regiment has one artillery battalion
assigned to it. This coincides with the 3 to 4 maneuver battalions (or
troops) that each combat brigade/regiment consists of. This support is
called ‘DS’(direct support) in the US, British and
German Armies (in German- UU-Unmittelbare Unterstutzung), or
‘RAG’ (regimental artillery group) in the Soviet
army, and represents the firepower that a brigade or regiment has
dedicated directly to it. DS support typically consists of a battalion
of 100mm to 122mm guns.
Additionally,
divisions have another complete artillery battalion- and sometimes a
brigade of three battalions- assigned to them. This force is at the
division commander’s disposal, to provide additional heavy
support for any combat brigade in a serious fight. This support is
called ‘GS’(general support) by the US, British and
Germans (in German- AU-Allgemeine Unterstutzung), or DAG (division
artillery group) by the Soviets. These guns are typically 150mm to
203mm (8 inch) or larger in size. Divisions sometimes also had rocket
artillery (Nebelwerfer or Katyusha) that were available in
battalion strength as well.
Corps and Armies have
artillery units assigned to them, to provide even more firepower on the
battlefield. These are typically independent brigade sized units of
three battalions. However the Russians have entire divisions of guns
organized with the express purpose of providing pre-attack bombardment
during an offensive. As an example, during the final offensive on
Berlin, the Russians employed thousands of guns expending thousands of
rounds a piece (packed 100 guns per kilometer).
This equates to guns being practically lined up hub to hub for miles,
with a round striking on average every 6 inches in the target area!
11-2
EMPLOYMENT
In theory, each
battery is "assigned" to support a maneuver battalion. In practice, the
artillery batteries are typically assigned to support the battalion or
battalions that are involved in the most serious fighting. Thus, a
reserve battalion may have no artillery support, while the battalion
conducting an attack may have all the DS batteries in support, plus GS
support from the division. If it were a critical battle, additional
Corps and Army support may be forthcoming. Essentially, if the guns are
available (i.e. deployed and within range), the unit in the thick of a
fight can probably call on them.
Other factors that
influence the amount of support available must be kept in mind. In a
movement to contact, batteries will be
‘leap-frogged’ forward so that at any one time,
only one battery is available for support for the brigade, one battery
is moving, and the last battery is breaking down or setting up. Thus
the amount of support available is considerably less than in a
deliberate attack or deliberate defense, where Division and Corps
support will be moved forward as far as possible to provide additional
firepower to support the units in combat. The rounds available will
also influence the amount of support forthcoming; German units in
1944/45 will not get nearly the amount of support they did in 1942 due
to ammunition shortages.
In fact, as WWII
progressed, the Germans placed less and less reliance on big tube
artillery, and more on mobile assault guns, mortars and rocket
delivered projectiles even though these weapons had less accuracy than
conventional tube guns. This was because the mobile guns could
‘shoot and scoot’ before counterbattery artillery
could locate and destroy the mobile guns. The Russians went the
opposite direction since they were on the offensive in later war years,
adding more towed tube guns into the line until they had tens of
thousands of guns available by wars’ end.
11-3 MISSIONS
Field
artillery has three basic missions: to Destroy, Neutralize or Suppress
the enemy.
11-3.1
Destroy
- means
exactly that – to completely
kill the enemy. This is the least preferred method for artillery usage,
as it requires a large amount of rounds to achieve this result. As an
example, the US Army estimates it takes 72 rounds to kill one tank, and
50-60 rounds to destroy a platoon of infantry dug in. This equates to
several turns worth of firing at the same target. This can quickly use
up a battalion’s allotment of rounds for a battle.
11-3.2
Neutralize - entails inflicting 20%-40% damage to a
target; thus rendering the target combat ineffective. In wargame terms
neutralizing would be demoralizing an enemy squad.
11-3.3
Suppression - means to stop the enemy from doing what he
is doing- attacking, etc. by making him go to ground. This can be
achieved by making the enemy simply ‘go to ground’
with your fire or causing him to ‘pin’.
Realistically, most
players can expect to receive a few turns of Suppressing and
Neutralizing fires; battery commanders normally intervene and stop
destruction missions so as not to use up all the rounds or give away
the batteries’ location to counterbattery fires. A skillful
player will synchronize his artillery fires with his direct fire units
(tanks, infantry, AT guns, etc.) by pinning the enemy with arty while
his ground units finish the killing.
11-4 TARGET
IDENTIFICATION
There
are three types of targets: Targets of Opportunity, Planned Targets and
Final Protective Fires.
11-4.1
Targets of Opportunity –
These are situations that appear
during combat – the unplanned shots. These require skill on
the part of the observer calling for fire as well as the guns that are
firing. Targets of opportunity take the longest to call for and to get
rounds onto the target; for the Germans in WWII it was around 15
minutes; the British took around 5 minutes but were wildly inaccurate;
the Americans around 3 minutes with very good accuracy; and the
Russians virtually could not conduct these impromptu fires at all
(around 20-25 minutes - a smart target was gone by then).
11-4.2 Planned Targets -
are pre-arranged/pre-plotted targets that commanders place
across the battlefield such as road junctions, prominent terrain
features, etc. All nations’ artillery units can respond to
calls for fire on these targets within 2-5 minutes since the target
data is pre-determined. Many times artillery units use Planned Targets
as a reference point to assist in firing Targets of Opportunity. For
example, it is much easier to adjust guns “1000 meters at 90
degrees from the road junction” than to have to calculate,
plot and fire a fresh Target of Opportunity each time.
11-4.3 Final
Protective Fire (FPF) -
are a special set of fires that are preplanned in the defense. The FPF
is called for by the defending unit when the situation has become
desperate; as a last act when the enemy is overrunning the position,
the defender calls for the FPF to be fired, and every available gun in
the sector swings over and fires on that FPF target. The result is that
the enemy is hit with everything you’ve got, hopefully
stopping the breakthrough or inflicting horrendous casualties, or both.
Usually one FPF is allowed per platoon and in wargame terms it is one
specific hex. Think carefully where you plot it! To simulate such a
call for fire in wargaming, a designer could consider adding artillery
tubes that are only to be used for the FPF; this mission should have a
short response time, and a large volume of rounds involved all at one
particular hex.
11-5 STRIKE
PATTERNS
There
are two strike patterns (how the rounds fall in the target area) that
are typically used in artillery shots.
11-5.1 Open
Sheath - is where a series
of rounds falls pretty
much in a line across the target. This is the way Steel Panthers and
Squad Battles artillery is currently set up to play; a large 4 to 5+
hex line of rounds blankets the target area, typically laterally across
the target. More rounds hit a larger area, but less rounds hit any one
particular hex. The military uses this pattern to fire on spread out
targets, such as a dispersed platoon of troops or vehicles in the open.
In Squad Battles, the gun tube’s morale and radio
operator’s morale play a significant part in how much scatter
will occur during a call for artillery fire. Poorer morale results in
more open sheaths.
11-5.2 Converging
Sheath -
this is the way that Squad Leader artillery tended to play. In this
pattern, the rounds tend to blanket a smaller 6 hex cluster area and
more rounds hit the same hexes repeatedly. The military uses this
pattern to blast targets like bunkers, houses, dug in troops, etc. A
way to achieve this pattern in Squad Battles is to have a high morale
gun firing at the direction of a high morale radio operator.
A player wanting to truly be able to simulate the
use of the two different patterns could have two separate batteries,
one with Converging Sheath and the other Open Sheath, and use only one
battery at a time to provide the various patterns on his targets.
11-6 BARRAGES
Barrages, or first
turn/pre-attack bombardments, are another option players have that
represents the massed firepower of indirect artillery support. The
purpose of barrages is to ‘soften up’ an enemy
before the attacker begins his assault. Barrages are typically
conducted by at least a whole artillery battalion if not more. However,
these guns are not usually available again in these mass numbers for
the coming battle. This can be simulated by taking the guns you want to
have firing in this bombardment and cutting the number of missions per
gun to one turn worth – available only at game start
– but having a large number of rounds available for those
first turn guns. When selecting targets during a barrage, one must be
careful to ‘realistically’ select somewhat random
impact areas for these guns; the rounds are typically unobserved, and
so are inaccurate. They should be placed evenly across the playing
area, and not clumped on to all the enemy units. Barrage missions
should be separate from your fire support available during the game.
11-7
TARGETING
When adding those
finishing touches to a scenario, do not forget to add a few
'pre-planned' targets to the map for each side. A good rule of thumb is
one target for each Battery of artillery available, but you can vary it
as needed.
"Whoa!" you say,
"what if it is an ambush, or movement to contact where neither side is
expecting the other?" Add them in, one per battery, except in the
deliberate defense and offense, where you should add even more. Here's
why:
All armies have FSO's
(Fire Support Officers and a pretty big staff from the artillery
battery) that travel with the infantry battalion headquarters, whose
sole purpose is to plan artillery fires in conjunction with all
operations; these guys sit around and drool over maps that current and
future battles will or may be fought on, picking out targets and
pre-planned fires. In fact, from experience I can tell you that the
battalion operational battle map gets so cluttered, it is referred to
as "the measle sheet" such is the density of red
ink targets plotted across it.
This data is then transmitted to the companies and
ultimately to the platoons and squads, so that anyone with a radio and
a map with ‘measles’ pretty much can call for and
adjust fire where they need it and have a reasonable response time.
Many times companies
will have FISTs (fire support teams) or FOs (forward observers) that
plan out at the company level a series of targets in their area of
operations. This information is then transmitted up to battalion for
inclusion on their maps. Additionally, platoon leaders and platoon
sergeants have the knowledge and ability to call for fires. This way,
if the battalion HQ was knocked out, units could go on with getting the
support they need (this is experience talking too <DG>
"desperate grin").
11-8 THE
SB WARGAMER
So what does all this
mean? If you are in the
defense, a good rule of thumb is to have at least two preplanned
‘targets’ per battery; depending on how long you
are sitting in the defense, you may want more or less (i.e. if your men
are in hasty positions- less targets; if they are prepared in
pillboxes, etc. add more preplanned targets to represent the additional
‘time’ spent plotting targets). An additional way
to simulate this preplanning in the defense is to shorten the
defender’s response time from the call for his artillery to
when he receives that support. Also, consider adding an FPF mission
that represents a massive artillery attack on one spot, to a defense.
This FPF should have a pre-determined hex and be allowed to be used for
that hex and FPF mission only.
Likewise, in the
attack, add several targets that blanket the enemy's suspected
positions. Don't forget to consider picking a few deep targets for if
you successfully break through and get in to the rear of the enemy (or
want to get his reserves). Don't forget to plot flank targets, since
the enemy may try to reposition units to aid a crumbling defense (these
artillery fires are called "isolating the target").
In the movement to
contact, less targets should be planned, and they should usually be
distinct terrain features (road junctions, church steeples, bridges,
hilltops) things that you can see from just about anywhere on the
battlefield. This represents the fact that no one has seen the terrain
before and are only going off maps for targeting. Also, less firepower
should be available for the reasons mentioned above (the guns are leap
frogging). And response times should be longer.
In planning an SB
scenario, the wargamer should keep in mind that the role of the unit in
his battle will determine the amount of support at his disposal.
Considering that most scenarios are set up to represent critical
battles, not some backwater mop-up operation, dedicating a
battery-or-two per battalion sized element is a reasonable expectation.
Additional support should be considered, but play balance quickly
becomes a factor. In WWII, many times batteries of American guns would
pound a town to rubble, and the infantry would then move in and mop-up
the few dazed stragglers. While realistic, this does not make for a very
interesting game.
In summation, real
battle tactics always consider artillery employment, no matter how few
tubes are available; always pick at least one target, period, and
preferably one target per battery to represent the work of those men
whose sole purpose is to bring ‘the great
equalizer’ into play.
SOURCES:
SH
20-19 Artillery Employment and Capabilities, US Army, 1994
TM-E 30-451 The
German Armed Forces, US Army, 1945
FM 71-1 The Tank
& Mechanized Inf Cbt Tm, US Army, 1988
US Army Infantry
School CATD training supplements, US Army, 1995
FM 7-90 Tactical
Employment of the Mortar, US Army, 1992
Bibliography
of Tactics Articles to date
Prior tactics
articles have been converted to .doc format and are available on the
Articles Archives of this site.