US Divisional Armored Cavalry Platoon
Arty Conliffe's original Crossfire rules envisaged only a minor role for armor and concentrated primarily on combat from the perspective of the infantry. Barrie Lovell's excellent Incoming! rules, while retaining the emphasis placed on infantry by Arty Conliffe, also attempts to reflect the tactical significance of US armor as employed in Vietnam. As a result, the role of armor in Incoming! differs significantly from that as portrayed in the original Crossfire rules.
Back to Top1.0 Rules Changes
In the original Incoming! rules, Barrie retained many of the original Crossfire rules relating to armor. Vehicle actions were very simple in that a vehicle could carry out an action and, providing it did not lose initiative, it could attempt a further action on a roll of 4+ but if this roll failed, the action could not be carried out and the initiative was lost.
In playing these rules, it soon became clear that the mobility and fire-power of armored units (and in particular, armored cavalry) was compromised to the point of making them almost ineffective. An armored cavalry platoon consisting of nine combat vehicles (assuming that the mortar track is not deployed) simply could not be employed in a manner commensurate with it's historical counterpart. For instance, group moves were not permitted since each vehicle operated as an independent stand. Similarly, fire-groups and cross-fires comprised solely of vehicles were also not permitted as each vehicle operated as an independent stand with severely restricted command and control.
It was patently obvious that the rules relating to vehicles, particularly US formations, were completely at odds with historical fact. Armored Cavalry platoons operated as cohesive units, relying heavily on their highly coordinated mobility and their massed firepower, in both attack and defence.
The subsequent Incoming! Rules Supplement addressed these contradictions and while they provided for a significant increase in the potency of armor also went someway to redressing this by introducing rules relating to the effects of anti-armor fire on crews. By introducing crew stands, Barrie was able to make the aggressive employment of armor far more risky and hence added a further degree of tension to an already excellent game system.
In order to take full advantage of the increased playability of armored vehicles offered by Barrie's supplemental rules, I decided to build a US Armored Cavalry Platoon for use either on their own or in a combined action role with my US Infantry Company.
Back to Top2.0 Organisation
The organisation of US Divisional Armored Cavalry has been detailed elsewhere and will not be repeated here. One change that I did choose to implement was the omission of the platoon mortar track. In this instance I opted not to include the platoon mortar track on the basis that this would be used in an off-table fire-support role. As a result of this, the platoon consists of only nine, rather than the usual ten, vehicles. Figure 1 shows the organisation of a full strength platoon. Note that all M-113s are ACAVs.
Also, bear in mind that although I represent the tank section with three M48s, as the war progressed the M551 became the standard tank in divisional armoured cavalry platoons and the stats for that vehicle are significantly different from those of the M48. Note also, that in 11th ACR, the Armored Cavalry platoon does not have a tank section. Instead, the platoon consists of HQ Track, three Scout Sections each of two vehicles, an Infantry track and a support track. In this instance you will have to field two extra ACAVs and drop the M48s. However, after 1969 one Scout Section in the 11th ACR Armored Cavalry platoon was replaced by a section of three M551 Sheridans.
Back to Top2.1 Platoon HQ Track
The platoon HQ track functions in exactly the same manner as an infantry platoon command stand with regard to providing bonus's for close combat and rallying. The Platoon HQ track is required to coordinate the movements of all vehicles in the platoon as explained in Movement and Command and Control, section 4.0 of the rules.
Back to Top2.2 Scout Section (4 x ACAV)
The Scout Section consists of four ACAVs. These generally operated as two groups of two vehicles. The ACAV has two HMG attacks of 4 dice each representing its externally mounted .50-cal and side mounted M-60s. As a single firegroup the scout section can put out 32 fire dice at a target! Also, the .50-cal machine gun can be used for anti-vehicular fire since it has both ACC and PEN factors which although not brilliant (-1 and -4 respectively) can still destroy any vehicle with an armour value of 2 or less on a dice roll of 6.
Back to Top2.3 Infantry Track
The infantry track of an armored cavalry platoon was actually an ACAV and the Incoming! rules state that no passengers may be carried on an ACAV vehicle (Vehicle and Heavy Weapons Data table). I personally allow the ACAV the same infantry portage as a standard M113. The basis for this is that in Vietnam infantry rarely, if ever, traveled inside the vehicle whether it be an ACAV or a standard M113 and all contemporary pictures show infantry traveling on the decks.
Anyway, the infantry track carries a squad, or two stands of infantry which may be dismounted and used as standard infantry. One problem with this is that there is no command stand to accompany the squad and as a result they are severely restricted in terms of movement and close combat etc. One answer to this is to make the squad operate as if the Platoon HQ Track were the controlling command stand. Alternatively, the infantry squad could be treated as an exception to the normal command and control rules as detailed in Incoming! rule 4.0.2 ('Exceptions to the normal movement and command and control rules'). This is my particular preference since this squad would be quite familiar with acting in a more independent fashion than a standard line infantry squad.
Another solution, and one which is much more in keeping with the historical record, is to drop the infantry squad completely from the TO&E of the Armored Cavalry platoon whilst retaining the infantry track ACAV. Accounts that I have read, as well as those furnished to me by armored cavalry veterans, suggest that the infantry squad was often dispersed amongst the other vehicles of the platoon either to provide additional security for each vehicle or simply to act as crew in order to keep the vehicles up to strength.
Back to Top2.4 Tank Section (3 x M-48A3)
The three vehicle tank section provides the main firepower of the platoon. Each M48 tank is equipped with a 90mm main gun firing HE or Beehive (see below) rounds, and the commanders cupola mounted .50-cal. This combination of firepower provides for numerous combat situations including direct fire against infantry targets, as well as fire against structures and other vehicles.
Back to Top2.4.1 Anti-Vehicular Fire
Apart from late war scenarios involving ARVN forces who were 'bequethed' the M48 from departing US forces, it is most unlikely that your M48's are going to be facing NVA tanks - the only instance of this in the entire war was at Ben Het. However, the M48 is a formidable vehicle against all but the best of the available NVA armour.
With its +2 PEN factor, hits against the PT-76 result in automatic 'kills' as do side/rear hits against both T-34 and T-55 tanks. Even against the frontal armour of the T-34 a kill will result on a dice roll of 3+ and against the T-55 on a dice roll of 4+. The T-55, whilst having the same armour characteristics of the M-48 is still at a distinct disadvantage in a gunnery dual since it only has a +1 ACC modifier and can be outgunned by the M-48.
Back to Top2.4.2 Anti-Personnel Fire
Against infantry targets the M-48 really excels itself. The standard round of the M48 has a HE rating of 5 and an EFF or Kill Potential of 2, that is, it rolls 5 Fire Effect dice against the target and, if the target stand is eliminated, up to a further 2 adjacent stands that are within 1 stand width of the eliminated stand are automatically suppressed (if already suppressed, they too are eliminated).
However, it is when using the the Beehive/Flechette round that the M-48 really gives the enemy infantry a bad day. Supplies of these deadly anti-personnel munitions are limited and each vehicle commences the game with 1d6 of these rounds which, used judiciously, can bring an enemy assault to a complete standstill and result in heavy enemy casualties. When firing a beehive round an extra 2 Fire Effect dice are rolled for a total of 7 dice. The chances of scoring 3 hits, sufficient to eliminate the target, are extremely high and if the target is carefully selected then a further 2 enemy stands could well be suppressed.
Imagine then, three M48s each firing a single beehive/flechette round into an oncoming enemy infantry attack - the result has the potential of completely destroying or at least stopping, the best part of an enemy platoon.
There is one restriction however on the use of beehive, it can only be used against troops in the open and within two stand widths of the firing vehicle. This represents their use as primarily close-defence rounds. There may well be an argument for allowing their use against enemy stands that are in wooded/jungle terrain since this also fits the historical model.
The commander's cupola mounted .50-cal fires as an HMG with 4 fire effect dice and can be used to finish off enemy stands that have been suppressed by the firing of the main 90mm gun.
Back to Top2.4.3 Bunker Busting
The M48 is ideal for busting those stubborn enemy bunkers. Tanks attack bunkers as if they were armoured vehicles using the anti-tank fire procedure (Incoming! rule 4.4.2). In this case a bunker has an armour value of 5 (front) and 4 (side/rear). Assuming that the the M48 actually hits the bunker, it is destroyed on a dice roll of 3+/2+ depending on the facing attacked. Occupants of destroyed bunkers are automatically eliminated.
Back to Top3.0 The Platoon
As a single unit the armoured cavalry platoon has immense firepower and mobility. Taking good advantage of group moves, firing while moving, recon by fire while moving, firegroups and crossfires, the platoon can lay down some withering firepower at the same time that it maneuvers to either outflank or directly assault the enemy. The platoon has the capability to assault and reduce fortified enemy positions as well as fighting a more fluid encounter.
All of these advantages however are balanced by the new rules regarding AFV and APC crews. In the case of tanks, an enemy anti-tank attack that penetrates the vehicle will result in its total destruction or the crew will have suffered sufficient casualties as to make it unable to continue in action. Further, the crew are considered suppressed and may not move or fire and thus present the enemy with a sitting target. Once rallied the vehicle may move but no longer fire.
As Barrie pointed out in his Incoming! supplement, this presents the allied commander with the dual problem of either securing the vehicle and its crew or of recovering the vehicle. Alternatively, the crew can abandon the vehicle and take its chances (see section 1.1 of the supplemental rules, 'AFV Crews').
Similarly, the crews of APCs are also vulnerable to both enemy anti-tank and smallarms fire. For instance, in order to use both the externally mounted .50-cal and M-60 machineguns mounted on an ACAV (which provide for the vehicle being able to make two HMG attacks) the crew must be exposed and thereby vulnerable to return fire from the enemy. Small arms fire against exposed crews is conducted as if the crew were in cover with Pinned results having no effect. If suppressed, the crew button down the hatches and may not fire again until rallied, although the vehicle may still move as normal. A Kill result indicates that sufficient casualties have been taken amongst the crew so as to make the vehicle unable to take any further aggressive part in the action and the vehicle is only allowed to move but not fire. The vehicle also receives a casualty marker.
A player who is capable of utilising all the benefits of an armoured cavalry platoon whilst at the same time remaining aware of its potential weaknesses has at his control an awesome unit. On the other hand, players who fail to take note of those weaknesses may experience short term gains but will, in the long run, face almost certain catastrophe once one vehicle after another gets eliminated by a wily opponent.
By the way, in terms of direct fire, the platoon has the potential to put out a mind-blowing total of 75 Fire Dice - (3 x M48 90mm HE @ 5 dice each = 15) + (3 x M48 .50-cal @ 4 dice each = 12) + (12 x ACAV HMGs @ 4 dice each =48)
On the other hand, and this is a sobering thought, under normal circumstances, for instance moving in the open, an ACAV is automatically penetrated by a successful hit from an RPG!
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On This Page
Building Blocks of the Armored Cavalry Platoon
An M48 tank
An M113 ACAV
Platoon HQ
Platoon HQ Track 1-6
Scout Section
Scout Section Tracks 1-0, 1-1, 1-2 and 1-3
Infantry Track
Infantry Track 1-8
Tank Section
Three M48s provide the platoon with some awesome firepower. The 'Big Boys', vehicles 1-4, 1-5 and 1-7
Armored Cav Platoon
The complete Armored Cavalry Platoon