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Grenada, October 25, 1983, USA army of 32 units opposed to Grenada & Cuba army of 16 units for a battle of complexity 0.42 at Company(I) level on a 2.5 Km/Hex map for 12 turns of 6 Hours each. by Jeff Riddolls submited on 19-12-2002 Rugged-Defense Playing Statistics
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GRENADA 1983 Operation Urgent Fury Date: October 25-27, 1983 Location: Grenada, Windward Islands Map Scale: 2.5km/hex. Time Scale: Six-hour turns. Unit Scale: Battalion/company. Formation Scale: Division/Brigade. Length: 12 turns. UNIT COLORS US (Units historically attached to Task Force 121 have a black foreground; units attached to Task Force 123 have a white foreground. Other combat units have a red foreground.) Navy - Blue background. Army - Green background. Marines - Olive background. OECF Caribbean Peackeeping Force troops - White on Black. Civilian units - Grey on white. GRENADA/CUBA Cubans - Red/White on Red. Grenadian People's Revolutionary Army - Red/Yellow on Red. Grenadian People's Revolutionary Militia - White on Red. SIGNIFICANT EVENTS * The US Programmed Opponent will choose from three invasion plans, with a semi-historical approach being the most likely (50% chance.) * The Grenada/Cuba Programmed Opponent will pick an aggressiveness level of cautious (25% chance), neutral (50%), or aggressive (25%) at the start of the scenario. * The Grenada/Cuba Programmed Opponent may decide on a suicidal last-ditch offensive in the later turns. * The Cubans at Point Salines may surrender en masse if the US gets close, or decide to fight. * UN, USSR, and US-ally responses to the invasion may give the Grenada/Cuba player 2-4 extra victory points per event, depending on the specific reaction(s). * The rescue, death or execution (via Theater Options) of the American students and/or Governor-General Scoon may give victory points to either side; see the below for a more thorough explanation. When a hex containing students or the Governor-General is captured by the U.S., a unit representing the released hostages will appear as a reinforcement. It is in the U.S. player's best interests to make these units avoid harm. (Note: There's a chance that you may receive notification that Gov. Gen. Scoon or a group of students has been both killed and rescued on the same turn. If this happens, ignore the "rescue" notice.) * Ongoing restriction of media access by the US player will probably give his opponent, in these stages, up to 13 victory points as media complaints escalate. * Granting partial or full media access will reduce overall US capability slightly (via the "shock" event) to account for the inconvenience of working around the media presence. This effect will end after a few turns. * Media access will also reduce the US airlift capability slightly, as reporters have to be ferried in and out. * US attacks into St. George's may cause civilian casualties, giving the opposing player 2 victory points. * Processing of Cuban POW's (if they surrender) may slow the US advance. * A couple of other "surprise" events, giving 1-3 points to either player. * Escaping Cuban/Grenadian troops may form a guerrilla unit (largely staffed by whatever is in the replacement pool) late in the game. * 20% chance of a storm moving into the area. THEATER OPTIONS US/OECF -Grant media access to noncombat areas. -Grant media access to frontline units. These options allow the U.S. a chance to prevent the loss of VP's through poor media relations. Historically, the American news media (and Congress) harshly criticized the limited access given to reporters during the invasion. Non-combat access must be granted before full access is allowed. Giving partial and/or full access is no guarantee that the reporters will not complain; it just lowers the odds. It may also lead to some of them wandering into combat and getting shot - which, naturally, will result in the US military being blamed for not offering adequate protection. Also note that the U.S. troops will lose some effectiveness while dealing with the media presence. CUBA/GRENADA -Execute students. -Execute Governor-General Scoon. Obviously, international opinion will frown on the execution of hostages, costing the Grenadian player VP, but that will be offset by the points the American loses by not being able to rescue them. However, there is an even more potentially lucrative option: let the American rescue succeed, then destroy the "rescued" units in combat. Getting students or Gov.Gen. Scoon shot in a bungled firefight following their rescue will give the American side a serious black eye. BACKGROUND In the early hours of October 25, 1983, the United States launched Operation Urgent Fury, an assault on the Caribbean island nation of Grenada, with the aim of restoring the recently-deposed government and rescuing a large number of American citizens. The U.S. troops, mainly a joint Army-Marine force, faced opposition from the Grenadian military and a Cuban "advisor" force of undetermined size. The Cubans had, in fact, been invited to Grenada by the legitimate government of Prime Minister Maurice Bishop, and were in the process of building an airfield at Point Salines. The airfield was of serious concern to the United States, as it gave the Soviet bloc a new base (capable of handling MiG-23's) in the Eastern Caribbean. When Bishop showed a desire to improve ties to the U.S., he was overthrown (and later executed) by a group of hardline Marxists, led by Gen. Hudson Austin, Commander in Chief of the Grenadian Armed Forces. The Grenadian coup gave the U.S. an opening to remove the threat to it Atlantic sealanes. With the backing of the Organization of Eastern Caribbean States (a somewhat shaky coalition of Caribbean governments concerned about the spread of Cuban/Soviet influence in the region), the Americans moved ahead with invasion plans. Of immediate concern to the US was the presence of several hundred American students attending medical school on the island. It was believed they were being held at the school's True Blue campus ("TB" on the game map.) Also under house arrest was Grenada's British Governor-General, Sir Paul Scoon, under guard at his mansion ("Gov't House" on the map) outside the capital of St. George's. The rescue of Scoon and the students would be a high priority in the early hours of the assault. The exact Cuban strength on the island was unknown to the U.S. planners. Intelligence indicated that most of the Cubans were unarmed construction workers based at the site of the new airfield. However, a Cuban-flagged ship moored in St. George's Bay had recently unloaded a large amount of cargo, leaving open the possibility that the Cubans were better-armed than was thought. The U.S. Army representatives (led by one H. Norman Schwarzkopf) in particular expressed dismay at the lack of accurate intelligence, but were overruled by CINCLANT, Adm. Wes McDonald. Late in the afternoon of October 24, the invasion, commanded by Vice-Adm. Joseph Metcalf, was given the go-ahead. U.S. troops would lead the way, to be followed by a "Caribbean Peacekeeping Force" contingent sent by the OECS. NOTES US/OECF Player Obviously, you have vast advantages in firepower and mobility. Use them to quickly crush any resistance. But try to keep your own casualties at a minimum, as knocking out fancy American equipment can grab the Grenadian a cheap VP or two. Historically, the Rangers paradropped directly onto the Point Salines airfield. Don't do this. Contrary to history, the Cuban troops will fight back. Secure the hostages first. This should be priority A-1; it's tough to win if they all die. Don't ignore the interior. Those troops that seem to be running away from you just might form a guerrilla unit or two later. It's a very good idea to let the media in early, rather than risking escalating complaints. This can mean the difference between a win and a draw. Cuba/Grenada Player Dig in, fight hard, and pray. Every American casualty helps your cause. You don't have a lot of options, other than deciding whether or not to start shooting hostages (see above.) The Cubans are reluctant allies. Don't count on them to stick around. If you form a guerrilla reinforcement, it's probably best to hide it as well as you can and then jump on an objective hex or two near the end. ACKNOWLEDGMENTS Many thanks to Erik Rutins for helping me resolve a show-stopping problem with the US Programmed Opponent's behavior. Thanks to Carrington Ward for playtesting. Scenario Design: Jeff Riddolls (jeffrid@netcom.ca) |