Alright, I've found some post holiday time to go through the responses. First off, thanks to everyone who submitted - they all had some real effort and thought put into them. There were seven responses submitted this month. The winner for this month Technoviking!
I based the criteria for this month's problem on four factors:
1. Making a Decision in the absence of order! The good news is everyone who responded made a decision. I think the solution of "dig in and try to get communications with higher" hands the initiative to the enemy and probably doesn't leave much room for a successful outcome for the Blue side. While there are no "right" or "wrong" answers, doing nothing, or acting passively certainly appears to me to be the "least optimal" course.
2. Determination of the critical operational issue. This, in my view, involves considering multiple perspectives. The critical operational issue for the battalion may be the assembly area. But that triangular wood only held value when it served as a jumping off point for a launch across the river. Is it relevant anymore? The hills could be critical to the battalion to stabilize the situation. To me, the key is to start looking higher - what is important to 4 CMBG and 1 Commonwealth Division? I'd argue the bridge. Here is a crossing point that the formation held and now does not - getting that back, in my view, is thinking one and two levels up. Reclaiming the woods near Wisoko may set you up to do other things, but does it do much for your commander, who probably doesn't know how pear shaped things have gone? The bridge is probably the key to reclaiming initiative in this scenario.
3. Main effort. How does the solution link the critical operational issue to its solution, and how does it weight this as a main effort. A big part of this will be any resources the solution puts towards its main effort in terms of time, space, and resources to ensure that issue is dealt with. What sort of sequencing and timing is applied to ensure the plan can achieve its goal. Solutions that keep things simple and focus on the identified main effort are less likely to suffer from the inevitable frictions that will arise once forces are launched. Clearly, how the BG employs its tanks in the solution should indicate where the main effort is, followed by the mortars. As well, all seven responses advocated some sort of attack - how does weighting the main effort and deciding on a scheme of manoeuvre take into consideration some defensive responsibilities the 2 QOR BG has in terms of limiting the enemy's penetration?
4. Reserve. What does the solution do with regards to a reserve? The reserve is the means by which a commander deals with uncertainty, and in this situation, with comms down, and the enemy where we thought there were friendlies, there is a lot of uncertainty. As well, there are two problems - a bridge in unfriendly hands and an assembly area with enemy in it - that are spread by 3-4 KM, so the physical location of the reserve needs to be considered. It's well enough to designate a reserve, but you want to put it somewhere where you think it will be useful.
These were the factors decided prior to the game, but on top of that, I noticed some other things. All the solutions demonstrated some good efforts to estimate what the enemy was doing. There is no "DS solution" - I didn't make any secret dispositions, I just presented a murky situation to help guide the problem. Thinking about the enemy is critical to deciding what to do, something that will be explored in Decision Game 4, if you haven't already looked it over.
This solution also forces us to consider the meeting engagement. We don't really know where the enemy is, or how much of him there is. We have three avenues - around the 212/214 feature (left), up Route Blue (centre) or around Route Yellow (right). What option offers a mix of security and speed - both essential to surprise? What are the risks of a meeting engagement on each of these routes? How can the reserve respond to each of these routes. I think, if I was CO 2 QOR sitting in a command vehicle, that I'd have to quickly trace each route and wargame in my head the likelihood of "if I run into the enemy here, then what?" at numerous points.
Finally, a few solutions also mentioned various ways of trying to re-establish comms with higher headquarters. It almost seems like an afterthought, but mission command isn't all about running around as one sees fit. There is an imperative to try and advise Comd 4 CMBG on what is going on, even after you've made the decision to launch. Perhaps this isn't something that the CO should concern himself or herself with - a good unit would probably have a lost comms SOP, perhaps with the DCO to quarterback that effort.
Anyways, here is a rough run down of the seven responses as I tried to categorize them for anyone's interest. If I got something wrong, its because I had to try and draw the idea out of the solution, or just misread things - communication is always a challenge in tactics!
Solution 1: Vital Ground - Bridge. Mission - Seize Bridge. ConOps - Attack Assembly Area with 1 x Cbt Tm, attack and seize bridge from right with BG(-). Reserve - Coy.
Solution 2: Vital Ground - Bridge. Mission - Seize Bridge. ConOps - Attack by fire Assembly Area with 2 x Cbt Tm, attack and seize bridge from right with BG(-) (Coy + Tk Sqn). Reserve - Coy.
Solution 3: Vital Ground - Near Side. Mission - Block Enemy. ConOps - Attack AA with BG, seize AA and contain enemy bridgehead to enable FPL of Bde forces. Reserve - Tk Sqn.
Solution 4: Vital Ground - Near Side. Mission - Block Enemy. ConOps - Attack AA with BG, seize AA and contain enemy bridgehead, attempt to regain contact with 2 PLF. Reserve - Cbt Tm.
Solution 5: Vital Ground - Bridge. Mission - Secure Bridge. ConOps - Block further enemy penetration from AA with 1x Coy, with second Coy attacking AA by fire, attack and seize bridge from left with BG(-) (Coy + Tk Sqn). Reserve - None.
Solution 6: Vital Ground - Bridge. Mission - Secure Bridge. ConOps - Attack AA with BG, reorg and attack bridge with a BG from right, Reserve - None.
Solution 7: Vital Ground - Near Side. Mission - Clear Near Side. ConOps - Attack AA with BG up centre, reorg and advance to bridge, Reserve - None.
I look forward to any additional comments here. Feel free to raise any additional issues or considerations I may of missed, either on this thread or via email/PM.