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Imp
January 5th, 2009, 04:38 AM
Came back to WW2 after a long break playing MBT so decided to give the long campaign a bash to get up to speed, needed the practice Bob.
Poles did not cause to many heart stoppers though the last battle they mounted a last ditch attack. Had a lot of trouble holding the line as just went with my core & 2 Stukas.
Those big squads take some stopping & I was about to get overrun when their morale broke halting the surge forward. My poor machine gunners must have been emptying their canteens over the guns to keep em cool. Of note Polish infantry AT weaponry seemed surprisingly accurate regulary scoring hits at 4-500m, not enough to kill but damage was a real possibilty.

Core as stands at move to France
3 Rifle Companies each with 2X MMG & scouts, 2 with ATRs
2 Truck transport Companies
4 Halftracks (new addition upgrded from above)
About 20 tanks MK IIs IIIs & IVs ratio about 6-10-4
Recon
6 assorted armoured cars & 3 motorcycles
Guns
3 37mmPak
2 AA
2 SPAA
4 81MTR
4 10cmNBw MTR
6 15cm Inf guns in arty role
Transport for above

So we head for France first battle is an assault so spend support as follows
1 company of engineers (thank god)
2 10cm, 1 15cm offboard
4 Ground attack & a spotter

Vision is 34 map 140x130 turns 48
What a map inverted Y stream running through with hills behind with a rough ridge near the stream protecting 2 of the flag clusters. 3rd is on a hill with little cover near. Cover to stream is good & fair from the one road that crosses the first. The second stream is deep in his territory with nice cover on his side & that ridge.
Bottom of map where fords are I can see wire (mines?) & some DT.
Fords to top have trees by river but followed by a KM or more of open terrain.
I would like to defend this lets see what the AI makes of it.

Main force heads down central road to first stream & crosses straight into a tight quarters fire fight. Luckily troops faned out & crossed but the 1 AC that tried got stopped by an ATG. Artillery is strangely quiet just some small stuff.
Fight way forward a couple of mines on road & armour crosses. Some nasty fields of fire here but the AI has deployed some units behind trees meaning sticking your head out for a look at sneaking round often results in getting it blown off close up.
Luckily French inf At weponary is not up to Polish standard as tanks are close.
Slow going but groups rather than main force so armour is turning the tide.

Top force has finaly reached the stream & infantry crosses & moves for a turn to see if can spot anything, notice a bunker then my smoke screen comes down & vehicles start to cross.
AI must have spotted someone or waited for smoke as steel rain poured from the sky.
3 of my new halftracks are gone & same amount of tanks are immobile.
Vehicles beat a hasty retreat as troops have spotted 3 bunkers & slightly further back some H-39s. I only have 1 platoon of engineers with this rifle company so send in the planes, second one flys straight over a AAA gun & leaves smoking. That does not bode well for my infantry this is open ground with lots of automatic weapons.
Drop smoke & get engineers to bunkers, ready to assault & armour pops out to suppress to find 3 ATGs had not spotted, more time lost.
2 Bunkers down but the third one seems to have a rifle company screening it by the amount of fire my scout just took, going round it.

Meanwhile the main force is nearly at the second stream relativly intact & all hell was about to break lose.
The AI has infantry all over the rough ridge & I have few safe crossing points for my vehicles. First to try was damaged as the hills seem full of Char-Bs
This turned out to be one tough battle those Char-Bs shruging off most arty & air attacks while my troops took heavy loses protecting the engineers from his infantry screen.
Tanks have given limited support as having to fight behind a smoke screen & I lost a couple when it disapeared a bit quicker than I had anticipated.
As it stands think I have got most of his Chars but at some cost & control central flags.
Top Group got to hill flags on without much trouble only to come over & find more H-39s in a reverse slope defence. Every sort of gun is here to further back & now I think the infantry I bypassed will come for me. I was hoping they would as will leave foxholes but did not want to be the meat in a sandwich. If the H-39s decide to charge as well I could be in big trouble.

A nod to Andy & Don as pester these last 2 battles have been very good no half hearted playing here & this one in particular my core will be heavily mauled. Good job it gave me a decent amount of time otherwise I would be kippered.

If the next battle is an assualt I think I might take a bit more arty as new routines mean it spends more time offline. As I said at the start the German War machine was awesome my armour is totaly outclassed, if I had not bought those enginners this could have been a disaster.

curious123
January 5th, 2009, 05:56 AM
i don't remember the poles had any AT guns in my campaign, maybe you mean their AA guns?

PanzerBob
January 5th, 2009, 11:31 PM
Great stuff Imp, and yes the Poles have some very capable AT to be watched for!! :hurt:

Bob out :D

Imp
January 6th, 2009, 12:16 PM
i don't remember the poles had any AT guns in my campaign, maybe you mean their AA guns?

I was refering to infantry AT weapons, dont remember name but some RPG type weapons have a range of 500m like a modern RPG-7 just not such a big bang. Plus they do have decent ATGs & you are right the AA is dangerous.

My view the Germans did not have better equipment but had far better tactics & command & control. I cant touch half the French tanks & the Brits have MatidaIIs.
Going to try to do without 88s till N.Africa or just buy a couple if defending.

runequester
January 6th, 2009, 03:30 PM
Didn't the Germans uses 88's in a ground role at Arras ?

The weapon he is referring to may be the Polish 46mm (or thereabouts) grenade launcher ? it can propably hurt the light German tanks with lucky shots, and I believe its carried by the infantry squads, instead of being a separate weapons team

Imp
January 6th, 2009, 04:11 PM
They may well have but I am assuming it was not a common practice till Matildas in N.Africa. I could well be wrong but as said will just use a couple if defending till then to "discover" their effectivness. Besides playing like this is making for a challenging game. The plan is not to become a fully mechanised force till Italy where the rough ground will make HT handy. Should not have bought trucks in core till near that time really.
Going to add a platoon of engineers to my force though.
I am sure I will lose more core this way & wont get as many kills as can't leap in taxis to mopup but its a 60 battle game my guys would be unstopable if all survived to veteran status. High exp levels & an extra shot make a big diffrence with poor FC of WW2

iCaMpWiThAWP
January 6th, 2009, 05:02 PM
88's are aways in my german core, i get a couple of them and trucks to move them, this way i get experienced gunners in N.Africa and 1337 gunners when back to the swim against the red flood in the east, and what if we can win "the last battle"(like in sp1)?
what happens if i keep being victorious in the east, may i change history, or simlpy live it again?(this lead me to a question, is spww2 long campaign limited to living history?or can i change it?eg:sealion,succesful defense of normandy?)

Imp
January 6th, 2009, 10:45 PM
See to me thats cheating, the AI is not as good as a human & its force does not improve with time so why do you want a further advantage. I will buy the 88s only when I need them & explore other avenues like air. Taking the easy option means you do not develop other tactics for when disaster strikes & while some do not work so well against a human they give you a grounding.

From reading several posts I think many people want their core to survive relativly intact & have an easy game as quality improves. It is gutting when you lose a guy with a Superman outfit as you sort of become attached to them & I have been known to launch rescue attempts to save them in the past.
I am in the other camp though & want a challenging game that makes me have to think as in my view thats how you learn & improve. I would even go so far as saying that playing with an ubber force makes you a worse player. I would find easy games very boring & have the option if so wish of having superior equipment for a decent chunk of this campaign

My campaign is set so AI recieves 130% (I think crap memory) of my forces & I must admit the hordes of Polish troops caused me some concern. I had to break up the assualt so I stood a chance of dealing with it & pick my targets.

Meant to say most of my squads have grenades & SMGs as extra weapons. Managed to nearly sneak 4 up on an H-39 when it decided to bug out. Mass tank panic they all decided to scatter, highly amusing but a bit of a setback. When they are in the mood & possible they are assulting the tank or lobing grenades at it first & soaking up any fire to allow the engineers to kill it in relative safety. Also they always get a kill as tank is suppressed if they hit the damn thing, sometimes have to fire twice.

Mobhack
January 7th, 2009, 03:23 AM
Didn't the Germans uses 88's in a ground role at Arras ?

The weapon he is referring to may be the Polish 46mm (or thereabouts) grenade launcher ? it can propably hurt the light German tanks with lucky shots, and I believe its carried by the infantry squads, instead of being a separate weapons team

88s under the personal command of Rommel at Arras. Also the 105mm arty in the direct role too (there is an AT version of the gun there somewhere).

Poland has a 37mm ATG, and can also field 75mm field guns in an AT role. Also have the usual ATR, which can annoy Panzer 1 and 2 and is availableto some heavy infantry sections.

Cheers
Andy

Imp
January 7th, 2009, 12:49 PM
Thanks for that did not know about 105 arty will take a look, I just dont want overkill, multi role stuff is useful

iCaMpWiThAWP
January 7th, 2009, 03:14 PM
Is there any 88 classed as flak?all them seem to be HATG

Imp
January 7th, 2009, 04:26 PM
This game does not like me more on later.
Well those H-39s were not so bad we had a funny little dance infantry chasing them as speed 12 & my armour joined in up close both can kill each other if MkIIIs, MkIIs have to pray a bit as vurnerable full stop.
Char-Bs still scare me but local force superiority will stop H-39s
My MkIIs held them off infantry that came to get me while dealt with H-39s.
Smoke to localise battles has become my best friend.
Nothing much else happened of intrest once tanks gone armour assisted in defeat of troops.
marginal victory

Swaped ATGs for 47cm - some chance
Added 2 platoons of engineer to core for tank threat & experience means will clear mines faster. Handy as usualy takes place under arty fire.
Swaped 4 more trucks for HTs they are taxis for the enginneers as now have 8.
Swaped a couple of MkII to MkIII for survival more than anything.

Next battle river crossing, oh b#$%#
Vis 62 turns 50 someting flags shotgun mainly round centre
Terrain clumps of woods a few low hills on my side. french side same but more hills & to level 3.
2 roads to river centre one near enough to heart of flags, top within a few hexes of map edge with wide open space on other side, centre not much better very little cover near river on either side, said smoke was my friend.

Spending all support points (lots) as would actualy like some survivers
8 barge carriers in case AI is unervingly good with arty again.
Several 105 155 offmap bateries one will be assigned CB duties
8 planes for armour.
3 bombers if I can identify on map arty if he has or to help with tanks if not
2 companies of paras, poor sods unexposed landing could be hard.

Vision will at least help my FOOs have 2 & a vehicleFOO. Risky bet but if moves to tree line slowly should be safe at over a Km, oh river is 14 hexes wide, thats a bit of time in a rubber boat

Paras come with a PAW 7.5cm with pen 8 heat 6 but only 4 rounds of each, if I can get them close enough maybe.

Current thinking is a feint crossing down the middle but main landing using top road.
to close to map edge for my liking but Paras can contest the area. Need road realy for barge transports as slow.
Also means if make it across can roll him up from there.
Timing is key here my troops are going to be in those boats way to long for my liking.
If there are any tanks near the crossing point those planes better do their job.

Mobhack
January 7th, 2009, 10:54 PM
Is there any 88 classed as flak?all them seem to be HATG

Errr - that is because they ARE heavy ATG in the game.

Heavy FLAK in the game is being deployed as ATG, and tactically spread out as ATG. If dug in they will be in deep gun-pits oriented for direct fire and not out in the open with wide arcs as needed for AAA fires. But as their only AAA usage is salvo barrage fire at high level bombers, which needed the guns to be all close together so the HAA director could be hooked up to the guns then there is really no point in an AA version that would sit twiddling its thumbs against the AI (which has no use for level bombers) and against most human players (who prefer strike planes or regular arty over a single-pass HE dumptruck that was really only provided for a few scenarios that might need them to drop arty all over the map and also likely on own forces too - e.g. the Normandy breakout).

The guns that have their AAA sights on the mounting and are used for following individual strike planes "down in the weeds", you already have to hand.

Cheers
Andy

Imp
January 8th, 2009, 03:31 AM
Well minor porky I bought 6 bombers not 3 , also 5 gliders & there are acouple of level 2 hills on my side.

My ATGs have been ordered to assist the paras so on board 3 of the gliders. The FOOs comandered the motorcycles for a run to those hills & FOO vehicle is following one, slowpoke.
Turn 1 the 6 armoured car & remaining motorcycle head down main road stopping in full sight & drop a bit of smoke near his side of the river. Will the AI think I am coming that way? Also a few empty trucks in general area but probably take him another turn to see.
Main force is grouped to close together as top road is to near map edge, if he drops arty here its game over.

Turn 2 one of the hills is not safe for my FOOs 155mm Bat just landed on, will wait nearby before risking.
I can get to about 250m from river in vehicles then have to unload as visible.
Drop arty barrage on landing zone.
82Mtrs are there usual useless self as cant reach anything they are now in range to bombard riverside.

Turn 3 Drop smoke to protect landing zone. I got 8 gold spots & placed 4 on riverbank some arty transfering over to hammer it. I have also decided to use the bombers here as crossing is the hard part, they are ready to go & FOOs should have eyes on next turn.

Turn 4
Ruse might have worked no AI arty this go, hope he has called on centre, will start pulling forces out of there next go.
Riverside bombardment starts & paras come in.
Sort of cheating did not realy think about but came in from side as that was the direction I wanted them to spread. Smoke worked a treat no plane was fired on before they dropped & only a couple were hit later, all 20 or so survived thats a first.
4 units drifted off & took fire while landing 2 lost a man & one LMG section was destroyed as forgot to set company rally point so Lemminged towards them.

So I have 2 intact para companies & 3 ATGs on his side to see what they can spot. Hope tanks are not to heavy in the area but planes are primed & ready to go when they have targets.
2 FOOs have a good view but on reflection should have risked sending one over as LOS will get messy fast.
Screen shot straight after landing attached.

Imp
January 8th, 2009, 11:50 PM
Turns 5+6
As usual weeding out dug in infantry without vehicle support is proving hard work, FJs are finding the odd mine to mainly along the road as expected. Most moving to end of road others fanning out & heading for the river. As got down so well one platoon has broken off & is going for a looksee towards the left.
Some infantry is in the water & 2 barges make it on turn 6, each takes a Rauempanzer + Pioneer plus whatever fits as expecting mines on river bank.
Ruse has worked only 1 arty strike vs my arty

Turn 7+8
Expending a lot of my arty to help FJs as first wave is 2/3rds across, thought for a moment they had gone one turn to early, have lost 2 rafts as smoke did not fall right. Having to keep avenues open so FOOs can see.
Nearly dug out top will be ready, further down progress not so good & people that were crossing there aborted & back on land as more bunkers. Not enough arty to deal with at the moment
Crossing in 2 waves as if mines as I expect will end up in a big clump when land.
AI arty happily is pounding mine & AAA which was supporting from far side along with a couple of MGs. Also hitting FJs but only one round in the water well back. Will my luck hold?
Tanks
Para drop transport saw 1 Char-B a long way from my position & FJ scout party has found a platoon of H-39/SA18s . There are at least 3 Somua S-35s near the bunkers & they are proving as resilent as Chars, bomber took one out on 3rd attempt others are happily taking pot shots at my FJs.
The SA18s will not be a problem when I get there as good armour but guns a bit of a peashooter pen of 1.
New arty routines mean placing arty takes a while now as check LOS & switch between plus you really have to think about dropping smoke. River crossings were hard enough now even more so.
The big question is can I Land & clear the mines before his arty hits. If smoke falls right 2 barges should make it next turn.

Imp
January 9th, 2009, 07:46 PM
I am seriously worried all arty fire has stopped exept 1 mortar versus the FJs. The second wave has decided discretion is the better part of valour & is moving back from the river.
Having to drop more smoke to screen now that most of his infantry is dug out so barrage can die down. I have 5 offboard & 2 are switching to CB mode.

Them damn tanks I thought the Frenchies were supposed to lift up there skirts & run, nobody told these guys. Targeted with 6 155s, also 2 ATGs no chance to kill but help suppress & they are still firing the main gun. 2 planes were supposed to hit but my usual skill with air means they targeted nearby bunkers instead.
Remaining troops I can see are in there sort of area or South in trees & FJ snippers have helped no end with digging out.
Calling top North from now on so NSEW

Barges have landed either side of road & busy clearing mines. Need to get out of there as troops arriving in rafts fast. Fjs to N have started clearing wire to help.
Arty has to be iminent God help us.

Considering adding 2 snipers to core, giving FJ ones an extra packet of fags for outstanding work.

Imp
January 9th, 2009, 10:40 PM
Pic of situation at end of turn 11

2 paths through mines cleared & hopeing paths through wire will be this turn. If not going to risk immob & run through with vehicles as expecting arty on crossing point. I hope the guys in rafts can make it to the bank & weather the storm before it hits.
2 barges are risking being in LOS of bunkers to make them think will continue loading further South. Should be able to survive a hit at that range & dumping arty on bunkers to suppress.
The idea is just to clear the immediate area, will sort into some sort of fighting formation once they have done so, 5 key will come in handy.
Risking bringing a couple of ammo trucks over in 2nd wave as think engineers might need a top up after bunker busting. One set of 82Mtrs coming over to the others will help provide smoke for the crossing.
Grief those tanks hit with arty again still holding.
Will find out if FJs PAW 75mm any good against as now about 300m away. Crawled up with it switched off so do not waste a shot & risking waiting so firer is stationary, thats assuming arty dust cloud does not hide the tanks as hitting again, 3rd time lucky? A lot of ammo going here.

Imp
January 10th, 2009, 08:28 PM
Turns 11-13

Check your arty at start of turn for lost contact. I lost contact with an offboard 155 with plot set that was going to shift 2 hexes. Did not realise till to late so a couple of FJs caught a few hits as on the edge.
On the plus side one of my bateries CBed this turn so I should have shut down 1 set of 75s
About 6 80mtrs have opened up at force to South of bunkers who are clearing out a platoon of infantry.
The FJ scout force has found no sign of infantry support for for the H-39/SA-18s found earlier but are proceding very slowly waiting for the last unit in the formation to catch up as he dropped badly.

The landing zone has been slamed by 75 & 155 fire. Most of the vehicles managed to clear the worst of it, several were on the edge a MKII is immobile & a MKIII lost a weapon. About 70% of infantry made it to some risking a ride. Most of the others have now started crawling but 5 units are getting hit hard. Its touch & go as if they retreat further will probably walk into mines.
About 60% of my core force is over & the 2nd wave is reformed on the shoreline preparing to load up. The force that aborted crossing is making its way to departure zone in trucks & will be one turn behind wave2.

The initial plan was to ignore the North bunkers leaving to wave2 & stop those tanks however there are 2 more of the damn things all within 200m of each other & covered by the Bunkers there & strongpoints (weak bunker tank can kill if close).
I now have the falling on those tanks about 18 tubes & still have not heard one resounding thunk. 1 FJ PAW75 now has only HEAT left but he managed to kill one so "only" 3 left. I digress as path cleared went past North Bunkers they are gone as means I wont need much smoke for wave2.
Turn 14 a good amount of armour in position to shoot at 2 tanks so time for the kitchen sink absolutly everyone fired at them LMG MMG sections halftracks ATGs tanks. They are still not running & as dug in I just cant get side hits on the hulls so any chance of damage seems slim.
Going a little slower than I anticipated :re:
4 engineers are in HTs & can reach 2 screening bunker they have to take out before can make a safe aproach so I just have to stop them getting shot up.
These French tankers are amazing, the Char-B I mentioned earlier & have ignored opened up at a range of 3Km all bar 100m low hit chance of course but guess what 3 side hits on a MKIII main gun gone what the

Imp
January 11th, 2009, 05:19 PM
Turn 14

Enemy mortar fire got an FJ sniper barrage on landing zone dying down but about half a dozen infantry units are not well.
2nd wave is in the water & crossing.
Thought & forgot that mines possible protecting bunkers have spotted some so Pioneers run is on hold. I think there are paths through But Raumpanzer & Pioneers now there slower approach.
That Char scored another hit no damage this time.
The other PAW 75 in the vicinity got a tank, seem to work well at 250m, 2 left.

THE PLAN
My units are in disaray after landing & the large amounts of arty air I took have spoiled me. I have ample time & while did not plan on using a turn or 2 to sort out before attacking makes sense.
1) Smoke Char-B
2) Smoke local tanks & take out easy strong points covering with ATGs & a few MkIIIs. Move PAW75s up.
They will be supported by 4 MkIIIs split to move to either side of so can get a rear turret hit by switching firers.
3) The other MKIIIs are moving to take out H-39/SA18s
4) The MkIIs are going to give troop fire support as will Raumpanzers when done with mines.
5) Most of FJs & core that has made breakout is heading along near river bank this will change.
6) There is a N-S road running about 20 hexes from West map edge main thrust will be along there with secondary along the bank.
This makes finding arty more likely & means should be able to attack several positions from behind, one hopes.
7) 2 Batteries will stay on CB duty I do not need all this arty now but smoke was vital for crossing & FJs were on their own. The rest will assist with dug in troops as & when found.
8) Planes, do not think I have lost any AAA may be light they are going to start passes on likely locations starting North & heading slowly down map. This should help them survive & give away location of AAA before infantry stumbles into & gets chewed up.

FORCE SUMMARY
1)Planes & arty have proved totaly ineffective vs tanks using to soften troops.
2) MkIIs realy need not to get in range of enemy armour, MkIIIs can help but will need an assist as can't get track hits need to be nearly point blank & still rear turret is best option & by no means a guarantee.
3) FJs have heaps of smoke & will therefore be leading ground forces as can pop to survive if need. plus elite so see fairly well.
4) Pioneers are my current tank killers but some will clear bunkers before working in conjunction with PAW75s.
5) PAW75s are effective tank killers close up have a range of 50, 2.5Km so may be effective at greater range but due to poor ammo load need evey shot to count.
Be nice to swap my few AT Rifles for in core but I don't think the FJs commander will take to kindly to a request to lend me them till I have something better.

Imp
January 11th, 2009, 09:18 PM
Not much to report managing to sort the troops out a bit from the chaos they were in, 5 key is a Godsend here as saves keep doing N+P when you have ended up scattered to the 4 winds.
Lost contact with a 155 bat again wonder if its the same one but not a problem as will fire next go on H-39/SA-18s before tanks expose themselves. Also lost contact with a plane but it did its run anyway. AAA is light round here anyway.
Keeping an eye on how radio contact with offboard develops throughout the war.
Will exp help a bit or is it simply the radio code. Will the radio code get better as time progresses, probably not for Germans but I am sure Russian radios were pretty poor at the start of the war if you were lucky enough to have one that is, could be talking out of my rear here.
Have dicovered a sniper near road & think possibly a mortar
A HMG on river bank has discovered me, logical place for realy.

Imp
January 11th, 2009, 11:52 PM
Anybody following this finding comments on weapon effectivness new arty routines etc useful? I am open to suggestions if want things I am not covering or further explanations as brushing over.
Have so far found that French tanks are hard to kill without 88s but we do have alternatives.
Play is a bit quicker than vs a human he would have needed more evidence of a river crossing for instance before main push off & air could have had a look at the river bank there to help fool him. Things like positioning for flank shots tends to be easier but trying to use reasonable tactics. Having said that crossing where I did would probably not have been wise.

PanzerBob
January 12th, 2009, 05:12 AM
Good day, Imp

Great AAR, Wish I had some grand advice ref the Arty Routine but I'm still learning as well.. One thing I do find though and that is from what I've read over the years we are now getting a better feel for the Arty Business.

I have noticed that as the batteries gain experience their reaction still does get better. FO's should do the same as time goes on if they should live so long.

River Xing's have been and always will be a b*tch my friend, but it looks like you are holding it together.

Hey I just lost a Bn (-) of FJ on the Rock of Freckin' Gibraltar mostly due to bad timing and lack of good LZ's:doh::hurt:

Not to mention the debacle at the Football Field!!:doh::sick:

Bob out:D

Imp
January 12th, 2009, 11:59 AM
Sir Bob

Okay I will continue my observations on weapon effectivness & stuff just wondered if anyone was realy bothered. I will swap 3 onboard with whom I have had very little contact problems so far (but I do place them near each other) for an offboard & see if I can determine if contact improves with timeframe or experience.
First game I have used any amount of offboard so had not noticed contact till now will buy one even if no intent to use from now on.
Ha Para drops near water are never a good idea & I suspect also not that many soft spots for landing & a decent defence.
Risking a FOO with the drop would have made things a lot easier if you have to use a 0 unit check his arty rating first or you could be shooting yourself in the foot. Having said that it wouldnt as most arty has been wasted on those tanks.
A further note if want to use a 0 unit which I rarely do select your HQ & press 5, bingo there they are.

Imp
January 12th, 2009, 02:00 PM
1 PAW team strolled nonchalantly into a mine field, still alive but doubt I will be able to persuade him to take any further part, another lost a man to 155 bat the AI is not silly its figured out dont want it to see for a reason.
Strong points were easy just 4 bunkers & 2 tanks left now.
Forces are in some sort of order & heading for respective locations.
HMG is causing problems so 2 MkIIs heading that way & 80mtrs on far bank have under sights.
FJs hiding from sniper till a vehicle can get there, no update on the mortar but at least 1 squad expect more. AI has covered the route to the road, top dog. It cant have placed some mines that far back on it?
Tanks attacking H-39s next go needed time to get in position for flanks or it would be another wasted effort.
Smoking out distant Char may seem exesive but 4 out of 6 shots hit with silly odds suspect the gunner is of Irish decent (luck of the). But there are most likely other eyes on that hill & 2nd wave is landing including trucks.
Everybody thats coming will be over in 2 turns.
Decided any troop unit whos Icon shows damage is going to sit this out as will just give AI more targets & I will soon have 5 inf comp to play with.

Imp
January 12th, 2009, 02:58 PM
PAWs took out both tanks HEAT is not as effective but does the job, ATG that fired at first took a casualty.
Pioneers have hit 3 bunkers with varying results 1 each destroyed routed & damaged.
3 H-39s one destroyed one routed & third got a mech assault by infantry in a HT.
Threw 2 grenades then assaulted hopeing for a rout but got a kill, result.
Other situations static at present but troops landing are finding moving hard going as the ground is pretty churned up.
For a laugh sent 3 planes to see what hit chance they have on that sniper. Going to cancel 2 as I feel flight path might make them think my tanks are nice target, think ahead Mr P
An ammo truck is off it will be moving to cover behind some trees so Pioneers & PAWs will be looking for a ride to it.
The Bunkers were solid with mine cover good job changed the plan.
Arty fire is now sporadic I think because I have a decent front now so its trying to guess my next move. Probably hit troops in HMG area & ahead of me along road is my guess. If it switches back to landing will be to late again, I think. Its eyes are gone. Oh FOO AC is over PSW223 I think & one FOO has just jumped in the water.
The other has got on his bike & is heading for a good location to see units on 2 hills & a decent amount of far bank including some Flags.
Have 1 flag near 2 others by sniper lot.
Going to risk a couple of planes making a pass on Char to see if they can spot its freinds.
Turn is 18 I think.

Mobhack
January 12th, 2009, 03:30 PM
Anybody following this finding comments on weapon effectivness new arty routines etc useful? I am open to suggestions if want things I am not covering or further explanations as brushing over.
Have so far found that French tanks are hard to kill without 88s but we do have alternatives.
Play is a bit quicker than vs a human he would have needed more evidence of a river crossing for instance before main push off & air could have had a look at the river bank there to help fool him. Things like positioning for flank shots tends to be easier but trying to use reasonable tactics. Having said that crossing where I did would probably not have been wise.

Well - I did mention the volley-fire with 37mm guns to go for the track break/abandon way of dealing with chars B in another post.

Also - the 47mm gun in the Jpz 1 is rather hot, even without any sabot (comes later, but by then you are in the desert and the thing is too vulnerable there IMHO). It is reliable on class 8 (char b1 bis turret front) till 200 metres, class 7 (sides) till 400, and class 6 (turret sides, kilt and H39/R35 best armour) to 550. Under 500 you will get some weak point shots if to-hit chance is 80-90+. ( Best AP is a point or 2 more from WH size, but not reliable e.g you might get an 8 result at up to 800m but I would not bet the farm on it :)!).

I don't bother with 88s as German in my core - too much bother to cart about and set up in an unnoticed place (or they get shelled). Useful as support if defending perhaps. For France 40, I do bother to get a couple of sections of Jpz 1 and use these in close support of the tank platoons. It needs to operate "up front" as it has no great range. Nice toy.

(You can get the same Czechoslovakian gun as an ATG in 4/40+, it's miles better than the 37mm door knocker.)

2 88 flak 36 and transports = about 230 points.
For that, I can get 3 sections of 2 Jpz1, which are SP and somewhat less vulnerable.

France 40 = Jagdpanzer 1, for the German player who knows his kit.

Cheers
Andy

Imp
January 12th, 2009, 04:27 PM
Cheers Andy that saves me trawling through the units as German OOB is big & gives me a more viable alternative than troop assault. Could not justify getting PAWs on loan.

Fully aware of track hit option not reliable but if can hurt it bail seems more likely.
The trouble is they are dug in so its probably not going to happen unless a plane gets lucky which is why I took em.

Are you saying if have a high to hit chance more probability of weak spot hit. Makes sense aimed for the drivers plate not the tank.

My view on 88s the same if the map looks bad might get a couple for a defend battle.

Mobhack
January 12th, 2009, 04:39 PM
Cheers Andy that saves me trawling through the units as German OOB is big & gives me a more viable alternative than troop assault. Could not justify getting PAWs on loan.

Fully aware of track hit option not reliable but if can hurt it bail seems more likely.
The trouble is they are dug in so its probably not going to happen unless a plane gets lucky which is why I took em.

Are you saying if have a high to hit chance more probability of weak spot hit. Makes sense aimed for the drivers plate not the tank.

My view on 88s the same if the map looks bad might get a couple for a defend battle.

- Dug in means less chance of hull/track hits, more turret hits
- firing up from lower altitudes, ditto

Weak spot hit needs to be under 501m, 80+(may be 90+? I forget)% to-hit chance, and I think the firer may needs to be better than pinned status too, and is based on a skill roll as well so a 60 EXP less chance of it than a 100 EXPer.

Andy

Imp
January 12th, 2009, 04:48 PM
Keep us updated on whether you manage to pull it back from the brink,
situation sounds a bit shaky can you see the abyss, teetering on the edge comes to mind from your post

Imp
January 13th, 2009, 06:11 PM
Routed tank was killed
Plane pass on sniper 6% no effect
2 planes made a pass on HMG hit chance 12%
The MkIIs there now twidling there thumbs as planes destroyed it with 3 hits.
They have moved out of Chars smoke screen & he has scored another hit for no damage, they are a bit closer & heading for woods & cover.
2 bunkers left Pioneers are having trouble as arty has got heavy there & arty is hitting just inland from landing zone, 2 squads vapourised.
Ammo truck nearly in place & most stuff is on route to location.
Sdkfz 7 fired on by an unseen S-35 survived but lost half its passengers.
Start of next turn can see its right on map edge planes missed it & protects route to road, may have friends & sure it passed up previous fire opportunities.

Imp
January 14th, 2009, 05:02 PM
Well the 3 pioneers finnishing the bunkers are pinned down till the arty stops one left but mines in the way.
Mine tanks are heading to catch up bank force as expect more along it.
My pilots are flying with there eyes closed some AAA on Char pass 3 guns but Ok, the bank force should be in position to see one AAA on next pass.
Planes saw a squad but strangely no other tanks so trying another pass there have to be more.
They did not do a good job round the road area either scouts nipped up there on the motorcycles last turn & so had a look.There are a total of 5 just back from a row of buildings there. I could just smoke & ignore them which is what I did for the present courtesy of FJs smoke grenades.
As have time when AT guys have reloaded will try to deal with but its not going to be easy as 50-100m apart.
Sniper is still routed but have found a total of 3 squads in his area one more somewhere, one was found by a now immobile probably about to die 222, thats what comes of trying to avoid being shot at by those tanks, looks like I was wrong about the mortar.
Most Mortar fire has stopped but all arty that fired landed on pioneers or landing zone.
Last 3 barges are darting around trying to hide as unloading does not seem a sensible option, has to switch targets soon.
Next battle will not accept default turns to long.

Imp
January 15th, 2009, 06:05 PM
Forces involved 3 FJsquads 2 FJLMG MkII immobile 222
1FJ squad & LMG 400-600m from enemy rest 100-300m & 222adjacent.
As it turns out 5 French regulars & a routed sniper so far all dug in.

2 onbard 155s make a limited drop on 1 French Sqd 0.3+ 0.5
2 French fire c(asulties)= 1 everyone returns C=0
French fires RPG at adj 222 misses as pinned return 222 took offence C=2
2 French fire C=2 Return LMG C=2
Sniper rallied fires MkII forces him out of foxhole
2 French fire C=0 Return C=0
Squad by 222 fires at LMG C=1 222 returns C=1
Further French fire causes C=1 for none
Squad by 222 vacates & takes a further 2 hits & sniper is killed while routing.
Gotta love these FJs & that MKII its a great suppressor.

There fate is now sealed as infantry in trucks arriving & a couple more tanks.
2 MMGs move to tree line & hose down everyone conducts fire for few loses on either side but they are now outnumbered by more than 3 to 1 & all routed. Squad out of foxhole was killed.

Elsewhere
Infantry moving down bank have fanned out & are now slightly ahead but can see AAMG & a squad. 4 tanks are with them.

AAA fire has intensified 1 other AAgun location found & a Char but not where I expected he is about 15 hexes back from the bank. A plane took light damage.

Artillery fire has died down its finaly switching targets & mortars have started firing in support of OK Coral, final bunker is damaged & took 6 casulties but I lost a couple of trucks in landing zone plus 5 routed squads probably with some damage. Final landing commencing next turn.

2 PSWs & 3 Pioneers reloaded & on route to tank formation. 1 of the pioneers is badly damaged so will only be used in a last ditch attempt as his kill chances are not to good. Have a second ammo truck in place now.

Should have left a few more trucks on far bank stuff is getting out of range of some arty now.

Imp
January 16th, 2009, 12:05 PM
Taking the advice of High Command & having some Jagdpanzer 1s along for the ride would most definetly have helped, despite operations length I am now watching time.
Nearly in a position to launch an attack on 5 tanks but delaying slightly as sent a scout for a look & he has found 2 more so far about 600m back covering them., Taking this lot down could prove expensive & time consuming.
Road Force is at bottom of first hill no fire recieved from woods on.
Bank force took out first AA Gun Raumpanzer moving in sight at a safe range to draw some fire then infantry & MkII killed it for no loses. Found another one tricky LOS as surrounded by high grass.
This force cannot move much further unless I smoke original Char again so is vectoring towards it. An ATG has opened up vague idea where troops off for a closer look on foot. So 2 pronged attack on hill.

With the adition of FJs this has turned into quite a big game having to think logistics trucks are ferrying people to contact & having to move arty pieces several of which are now out of ammo as resupply is otherwise occupied.
Becoming increasingly harder to maintain momentum without incuring loses.
The number of tanks is proving a problem 17 so far & I play with tank heavy off because & could well be wrong AI seems to buy more complete formations & hence a better force if do.
The easy option would definetly be to leave Northern tanks alone as don't protect anything now but will probably make a rush for 3 flags in area I have taken.

Imp
January 16th, 2009, 01:48 PM
5 tank force - half a dozen planes made passes as expected no effect all turret hits last bomber making its run next go then smoking & kicking off attack, no other units found.

Just over a third of the way down the map & the enemy is in an Lshape made it to tree line on the hill without problems but so far can see 6 troops & 3 Char-Bs. The chars are at the intersect of the L & stretch along the horizontal line & the ATG is there somewhere an FJ looking for took 3 casulties from an unseen HMG & there is at least 1 more Char that missed my armoured car, things are hotting up.
Enemy is in woods on 2 hills & open that I have to approach across.
Idealy I would like to scout a bit West & place MMGs AAA for support fire but time beckons going to have to take risks.
Considering this means I still have half the map with unknown forces I was right in that I can't hang about. Tank force I have found so far is now the size of my armour & those pioneers take 2 turns to fully rearm. The attack is in danger of stalling due to the amount of armour present.
Enemy arty will become more dangerous as generaly I have managed to keep it falling behind me the last few turns just pinning the odd troop.
I hope we get a lock for CB fire soon because I am going to need those guns.
About a 1/4 of my arty is out or critical on ammo so attacking across the whole front will start to become unviable.
Expecting some armour loses now.
Forgot other AAA taken out without loss

WarrenOzz
January 16th, 2009, 04:27 PM
A good read Imp - keep it up.

Your scouting the way I do by the sounds of it. Good luck with those tanks. Those Char`s are a tough nut to crack.

Imp
January 16th, 2009, 04:34 PM
Thanks for the comment Warren, do try not to use scout by death tactics but think this might get a bit tense

Imp
January 17th, 2009, 12:43 PM
Bomber attacked tanks for a typical result, nowt. Begining to think these forces family are local they are a tenacious lot generally just shrugging stuff off & returning fire.
3 guns firing smoke on tanks only managed to drop one round in a useful place, what a farce FOO had no LOS scattered everywhere, going again attack delayed.

Taking the hill is progressing Ok but crossing the open ground is not slowed to a crawl. Cleared 2 squads out of foxholes & adjacent to another but those HMGs are causing havoc.
Found 1 HMG & another Char but cant locate other HMG ATG or the Char in woods somewhere on hill 2. Tanks are not moving till I find at least one but HMGs severly hampering efforts to locate. Found another 3 squads one the hard way, AI won that turn
Called in 3 planes on infantry then another 3 will attack an AAAgun that has been harrasing.
1 Scout is taking a gamble & skirting round running ahead by motorbike to see if he can get an idea of whats to come, if he makes it will send him a buddy.
Stiff resistance

Imp
January 17th, 2009, 03:42 PM
1
3 2
4
Hills actualy peaks all one big hill 1 2 3 make up the L
3 mainly open terrain, others interspersed woods & a road runs through rear 3
4 also contains a village on the road.
To Right of hill 2 are 3 Chars & a soon to die (I hope) HMG

The motorcycle scout made it to near the village on hill 4 dismounted.
Droped some smoke in front of hill 2 as this holds the stuff I cant find so need to get closer. Forces are now about halfway across open because of this & tanks are moving cautiously. 2 halftracks risked running to the base of hill 2 & made it.
Hill 1 is now largely under my control 1 squad still has some fight in him but rest are running. There are 4 squads on hill3 & forces are engaging,1 now routed & armoured cars & infantry working well here. 3 Squads are loaded in truck by road out of LOS to capitalise next turn by running up to foxholes for point blank fire.
1 tank recieved 2 damage in the fight for hill 1 but troop loss was fairly light this turn, about 4 -5 men.
Sods Law the lucky Char is just on the other side of hill 3 crest to closest units but has LOS to open area. Smoke screen is about to clear & as its getting short sent Stuka to suppress him for a turn. Think thats all the bombs possibly one more left.
Hes routed first direct hit immobilised. Up to now I have only been hiting tanks when in a position to take advantage of the outcome. But as well over a 100 shells & 15 bombs have had no effect why bother aaaargh.

CB fire on his 75s he now has one set of 75s & 155s but 155s have gone quite.
Cant find the mortars

Tank attack was worth the wait 3PAWs & a Pioneer got kills for the loss of 1 man
The last was attacked by a squad + 7 MkIIIs 1 was damaged but he turned tail & ran.
He is now in the open & should be able to get point blank with some units as troops in position to lay smoke in front of 2 tanks covering who are next.
Things are getting back on track & going to work my way along the rear as tank hunter force will need several turns to reach the Group of Chars at the end of the L.
Transport is en route. One ammo truck moving towards hill 1 the other has been tasked with feeding arty as its looking a bit dire.

Imp
January 17th, 2009, 09:00 PM
Want to knock this out so pushing on, its turn 26 am nearly halfway, morale will go soon. Entering part of map FOO who remained on far bank is covering
The hill> all defenders out of foxholes on 3 as trucks roled in, scouting of hill 1 found another guy also ejected from his hole. Scout had to jump on bike & come back crew bailed out of Char & I was not letting him get back in.
Troops moving toward hill 2 in force & some splitting off to find LOS around 3 Chars so tank killers know where to take up positions.
Went for a fast attack on remaining tanks as want to reposition.
2 MkIIIs attacked runner followed by pioneer mech assault rest moved on other 2 tanks with 3 infantry & a pioneer. Slightly worried there might be more tanks in tree clumps, there were. Killed 3 2 with MkIIIs another to Pioneer, losses 1 tank damaged 1 immobile 3 troops lost. At least 1 tank is still there maybe 2 But I will not have to worry about reloading PSW Eng before moving to next target so can maintain momentum better.
These planes have been crap vs armour, can't even see them but they are good vs dug in troops, 3 made there pass scoring 1 hit on a squad & eliminating another HMG.
Other 3 then made pass on AAgun first plane destroyed & rest shot at nothing. Not quite sure how they all survived as a shed load of AAA filled the skies. Despite this they found 4 squads & located the position of another AA gun.
Took a decent number of planes in hope of track hits Doh. Also my air direction is not the Mae West so practice.

Imp
January 18th, 2009, 02:37 PM
Enemy arty might have been quite light but effective most of bank force is pinned.<?xml:nam<O:p</O:p
have found the tank there approach will need smoke<O:p</O:p
My company leader found lost 3 men discovering there are 2 tanks left up North, transparent woods hex caught him out.<O:p</O:p
Another squad covered him with smoke grenade, has rally in high 80s so want to keep him alive.
Scout & motorcycle that killed Char crew died finding Char covering a road, my fault for being a bit reckless.<O:p</O:p
Planes are going for a dangerous life & taking on what they find.
Either CB fire was not very effective or first battery has recovered & is back on line, more stuff lands on bank force.<O:p</O:p
It is worth noting I think AI set up well guessing my crossing point as planes have seen no bunkers in area though could be doing there usual great job at scouting.<O:p</O:p
The AI still controls 15 flags.<O:p</O:p
1 Near 3 chars<O:p</O:p
4 In woods about 250m apart<O:p</O:p
The rest in 3 distinct groups woods, hill & open areas.

Imp
January 18th, 2009, 04:04 PM
2 Tanks taken out for 3 men 1 to MkIII other to PSW
A scout found another CharB 2 squads attacked & then scout made up for the loss of his friends, killed for no loss.
Moving on others & lost an 222 due to transparent trees.
Found that HMG he is out of his hole for 1 man
Raumpanzer is backing up he is supporting 4 FJs working down bank & has come under fire from 2 ATGs at about 300m, expensive if he dies FJs smoked to block one firer.
Planes one down as skies filled with flack but did there job this time. Another AA gun is toast & a few hits on infantry but discovered.
5 R-35s
1 Inf Co in woods area near 3 chars, this has kippered best approach on them as could get to within 150m through woods.
2 Inf Co round hill & wood flags.
Most of these disapeared at the start of my turn.
Where is that arty I need it back on line fast giving up CB think one of its battery only has a couple of guns as fired twice same place.

This is turning into another hard fight the only real error AI made in deploying was the groups of tanks without inf support as taking out is not to hard. Stuff that has protection like first group is tough to get to.

Imp
January 18th, 2009, 11:13 PM
MkIIs now have French armour under there belt, Char covering road taken out by FJ & 2 MkIIs for no loss.
99% of all fire vs armour is taking place point blank to rear or sides, vehicle fire vs troops nearly all under 250m.
Most MKII & all AC main gun HE is gone.
The other Char was also taken out for no loss by FJLMG a Squad & 1 each of MkII, III, IV the III getting the kill.
Finaly found 2 mortars near Chars, hard to get decent shots without giving them targets but 1 down.
Made a risky move through village with lead elements unscathed, 3 armoured cars looking at likely ambush spots & troops in position to find out if vacant.
Once through here I have about 1Km of open ground (with a partial line of trees halfway) to the hill held by a rifle company. I can take most of this before in LOS to S-35s in the area. Think some AAA in area to. Some smoke ploted.
Most of tank killer is trying to catch them up so can help with S-35s as they will be a problem. 3 chars as unsuppotted will fall to regular guys, at least thats the plan.
FJs are trying to get a bit closer to ATGs before open up & arty should hit next turn, Raumpanzer has done a bit of pant wetting & taken cover I hope.
Force on hill 2 is moving in direction of woods near chars planes saw a company in. My offboard is being directed here to soften, moving on dug in units in woods is not a good idea so going slow, hopefully by the time I have a go at them some of their spirit will be gone.
All MMGs are heading for road area to support lead elements. If arty becomes critical they can Z fire to aid. 223 Fu vehicle is with already.
Transport is getting well confusing now as moving all sorts & I just dont have enough, tanks are picking up some in safe areas.
Will resolve arty at start of next turn as have lost contact with a battery that is about to drop on me due to speed of advance this go #@%$, have also lost contact with entire troop of onboard or as I suspect they all ran out of ammo together, smoke to.

Imp
January 19th, 2009, 07:21 AM
Enemy arty was totaly inefective not sure what it thinks its firing at. Not so my stuff lost at least one man 2 trucks & MkII took a hit straight through the engine deck, good job realised & bailed passengers. On board troop is out of ammo arty truck has started resupply so will at least get 1 back, a lot of my arty is in transit to its final resting place as have outrun its range so planes filling in but most are nearly out of ammo to. I do have 1 Stuka left with bombs.
Progress to woods has slowed even more due to blue fire pinning can see fisty cuffs at the mobile canteen later.
Whoops FJs have run into a spot of bother 1 ATG down but heavy loses there are at least 4 of them, where is that arty they are being outguned, & Raumpanzer is pretending to look for mines, I cant support them on the ground tasking air but they could well be dead by the time it arrives.
Lead force found ambush forces 2 squads so far but not in trees where expected but slap bang on the road. One is dug out but a 222 is in a bit of a dodgy situation at turn end. One 222 has moved West slightly onto a hill, if he does not recieve fire 223 Fu will move onto it for a nice view of the area.
The other mortar died & his offboard must be getting low so all stopping all CB made sense, had little effect again.

Works quite so will try & knock some out today.

Imp
January 19th, 2009, 08:03 AM
FJs are putting up a valiant fight taking out 2 gun crew but they have been cut in half.
On the road a couple of units have made it most of the way to mid point treeline going past the funeral pyre of my 222, running out of them another one here took an alarming amount of damage, still mobile but armour must be paper now, if he can make it will be running. 223 Fu is on the hill & troops did better finding another 4 squads in ambush area, another co? 3 are out of there holes & hand to hand combat is in progress for another foxhole.
3 47Paks have managed to get in position to target 1 of 3 Chars at 400m he died going for the other 2 with infantry assist.
I have realised wooded hill if take level 3 can overlook some lower levels to East so force has split some going that way rest to approach from East to force retreat towards them. A couple of Pioneers are going to help smoke them out. East guys have to be a bit careful or could run into other elements.
Think I missed a unit near hill 1 a Bat of 75s is targeting transit along that road, detouring but lost a Sdkfz7.
Planes took out 2 ATGs 1 left some FJs will see another day, barrage started on level 3 woods
My force is looking a bit thined out now as the French are slowly taking a toll on my forces, troops mainly are the guys that are suffering & he still has a fair bit of fresh stuff out there. But they are now confined to a shrinking 3x2Km box.

Imp
January 19th, 2009, 08:53 AM
Planes took out last ATG & 47Paks got another Char
Units aproaching wood hill from West & North have found several units & are at level 2 a couple ready to move to level 3, East force was in position to start entering when French infantry left woods & came round corner, boy did he get a surprise. Think he was moving for flag I have just taken or running from barrage possibly, morale going? Found 6-8 units lost count most still dug in, slow now we are in woods & no arty this turn so its coming for me.
About 1/2 a dozen squads + 2MMG 2 tanks & 2 AC behind treeline ready to push out on hill 1/2km away.
Some arty is finaly getting near its positions most aren't & apart from units in woods these guys are on speed wizzing along.
Briliant 222 survived & moved to safety not, he is leading a charmed life 3 Char-B1s (the easier ones marginaly) just roled in as reinforcements & missed.
Eek thats thrown a spanner in the works so much for morale going they are launching a counter offensive. More are bound to turn up & 1 turn earlier I would have been in a lot better position to counter it, thats life.
I hope this battle does not wind up early as I was just approaching main flag areas so French still control the majority. At 180 a pop they are valuable.

Imp
January 19th, 2009, 11:14 AM
Its all gone a bit manic I seem to have stirred up a real hornets nest here. Fighting in the woods I have destroyed a few squads but currently engaged with 6 or so.
The force attacking the hill has been reinforced but have found an entire company to take on across open ground. 2 MMG took 2 hits each plus a few other casulties I think.
Then there is the reinforcements to think about they seem to be heading for hill 1 & now I have looked must have entered 1 turn before they were seen.
Trying to get to 2 wide woods & setup an ambush if they carry on that way plus get some eyes on the subject, 222s luck finaly ran out.
Last Char killed by 47 Paks they are heading for hill 1 to try & harass French reinforcements
Lot of men sweeping woods I am being spread a bit thin Oh er.
Well the arrival of reinforcements seems to have hardened their resolve, in French turn killed my MMG & a FJLMG plus several more casulties, that smarted a bit they just had a bit of a mad 3 minutes. Lost sight of reinfocements.
Arty falling on woods & CB vs my onboard 155s ammo truck is exiting stage left if its still able.

Imp
January 19th, 2009, 12:31 PM
This renewed vigour has slowed the pace but
About 1/3 of the way through the woods have not found any new squads 2 are left 1 out of hole 1 cas & 3 flags.
150m from hill now 1 squad killed 4 dug out, they have taken a dislike to MMG teams another takes 2 hits, oh they are dual MG teams.
Getting close to seeing whats on the other side of the hill & entering R-35 line of sight. I know somewherse there is another company dug in.
223 fu moving to woods hill to firm up view & 3 PAWs + 2 Pioneers are close now riding trucks.
Typical got reinforcements in LOS vanished again but worse as I am now right on top of several flags some infantry on the other side has started moving & FOO across the river has just seen 5 more R-35s break towards me. Plus 5 of the 6 in my general area vacated & are heading up woods hill.
My ATGs are going the wrong way & PSW pioneers are going to have to backtrack. The only bonus is if they enter the woods its not the best enviroment for tanks. Annoyingly last bomb was ploted to drop next turn on 3 adjacent ones. Typical though it might actualy have some effect now they are in the open.
Think arty has immob a HT & CB continues ammo safe.

Imp
January 19th, 2009, 12:59 PM
The halftrack survived but its passengers are gone!!!
They are crawling out of the woodwork everywhere
Just South of the FJ debacle Raumpanzer & small infantry escort have seen & fired on 2 squads heading inland one routed.
Planes spotted some troops furter South heading to woods hill seems to be an alarming amount still about, due to lack of transport some of mine are still up Northish
At least some arty is in place now so trucks can go get em.
Reinforcement ambush is set up but have lost sight, do not think anyone else is with but a bit early to say for sure.
I have a big problem with the advance on the hill.
Need to realy because flags are here & could hit lone tank, fine if they head off into woods but if they come 150m my way so at level 2 treeline that force are sitting ducks.
Heck if they head into woods its where I have least concentration (2squads) as working that way. Troops have to find / stop them as even point blank I will need lady luck for a frontal hit to mater. Pioneers are the guys I want in the woods but getting them there is problematic.
ATGs are going to be of no further help as I keep moving them in wrong direction :doh::shock:
Its got a bit tense all of a sudden this turn will take a while to figure out so signing off for today & leaving you with a cliff hanger aka any good TV show.
Its turn 35

Imp
January 20th, 2009, 07:13 AM
Pic included of position so you can do own sit rep if wish.
France has more squads in East trees & a company just off map behind
Also 5 tanks that way which will be in picture next turn if use road.
German 2 of tanks in pic have no main gun 1 in woods is one of.
Other forces in North woods are at least 2 turns away by transport if charge through unscouted.
Road is clear & some relief can come down in 1 turn for squads 2+ for tanks or enter woods from.
A reasonable size force could come East round woods in 3 turns but infantry is coming back from halfway to river & probably its bank as well
Most remaining flags East & NE
Feel free to post any tactical ideas you might have tried but I feel visible tanks will head into woods & others come down road.
If I push on though think they will probably turn for me.
Dont forget even point blank side rear is by no means a guaranteed kill for German tanks.
Me thinks I am going to wimp out for a turn or 2 till can get more in the area & direct arty at, wait for prayers to be answered.
Armour losses so far have been Armoured cars though quite a bit running round damaged, think I underestimated blue fire incidents effects.:p
If it wasn't for his infantry could hide behind trees in hopes of ambushing 2nd tank force.

Imp
January 20th, 2009, 09:15 AM
Force listings N>S
North Force (Raumpanzer) & a few men trying to get in position & perform a holding action
Ambush force is hoping its in position now as needs to finnish & head out, has 1 pioneer with several tanks squads but think they have changed direction.
East force that could come round East end of woods has 1 Pioneer Platoon, it is trying to keep an eye on furthest tank group & vector towards but is still finding squads & lost 2 men as moving fast now.
Men in woods going South lost a man enemy is fine will include in South force
South force killed 3 closest squads for no loss at the hill & half are moving to take up positions in vacated foxholes & hold. Tank without gun is taking cover behind line of trees to help support. Rest crossing road & heading for woods scout dropped smoke to cover just in case. 2 Pioneeers & 3 PAW in area are at West end of woods. Dont realy want to use PAWs in woods but little choice trying to keep so can respond to tank force 2 depending on what it does.
Squad in woods pulled back he is not taking on by himself.
Taking on the tanks in woods is risky if troops cant kill tanks may have to risk a blind move to get a rear shot & finnish it
Time to find out if this is the Man or Maus Division
French arty landed on West end of woods hit a couple of tanks. Tank force 1 Proceeded into woods trying to task arty on, Force 2 veered off NW, Reinforcments can now see & 2 assualts failed not even buttoned.
2 planes flew 1 limped away.
Concentrating arty in woods as still not clear but more towards force 1. Reset planes to fly in from East now hes moving might give me an Idea of whats out there. Stuka was supposed to hit force 2 but plotted wrong area, If infantry about may well target those anyway

Imp
January 20th, 2009, 10:41 AM
Rampanzaer > 4 squads seen now 2 routed cas 4 for 0 ATG in area picked up by truck FOO trying to find cover before he is compromised.
Reinforcment > Pioneer got 1 with flame MkIII got 2 lost 5 men in 2 botched assaults, there does not seem to be anyone else but found HQ which explains arty on the road previosly.
East/Middle Killed a squad for 1 man bit rag tag but moving through bottom of East woods & into more woods running off NE, cant find fire positions & infantry is moving on them, tank force 2 is heading roughly in there direction.
South > Killed 1 squad by hill have a line of infantry in woods 4 squads 2 pioneers, PSWs & a couple of tanks in supporting positions with some LOS behind.
Other tanks have done there best to get to a position can move on & a couple of squads are in HT for mech assault option.Remaining Flak wagon is trying to muscle in on the action as has Pen of 6.
Line in woods caught on outskirts of arty, minor several trucks in there all survived, Tanks missed pioneers but it was as far as I could get them but 1 S-35 immobile cople of men down, risked close arty strike they are all buttoned, force 2 is heading towards middle force

Imp
January 20th, 2009, 12:15 PM
Reinforcement > HQ killed moving to support middle
Rampzr > 1 enemy squad down
Middle > In position to attack tanks depending on what they do light engagement with 6 found squads
South > Suicidal FJ had a go at tanks, 3 in LOS 2 men down, Squad had a go at 2 tanks OK. Pioneer flamed 1, 2nd Pioneer found enemy Squad attacked tank under fire twice killed. Squad & MKIII that cant reach S-35s routed enemy squad. MkII moved through woods for flank shots no effect, 2nd MkII rear shot kill,222 rear shot kill, MKII & MKIII flank for no effect, 2 Squads mech attack force wiped out. Rest doing best to clear area before arty strike 2 PSW towards dug in tank 1 on motorbike heading for middle force, might make it.
Squads at hill decide to take it 2 squads killed 1 routed on the hill that other tank could well decide to move.
Enemy morale has I think gone 3 squads surrendered his turn, arty hit as expected 1 man down

Imp
January 20th, 2009, 02:39 PM
Ram > 1.5 squads left
Middle >this was harder than first tank force because of 5 infantry, attacked them first with my troops & 1 tank then sent in 2 pioneers got a kill & one damaged.
Tanks followed 1 damaged by S-35. After lots of shots got 2 more kills. Damaged tank bailed out when attacked FJ killed crew. They are folding now.
2 squads killed but I lost about 8men. S-35s were 100-150m away & 1 still lives took a couple of shots at my tank but missed.
South > Taken the hill forces that killed tanks took on squads in the woods 2 are dead rest unwell. Some of that force made it to near dug in tank & engaged 2 squads just past it. Fearing atack from tank 1 scout & 2 squads that started turn on other side of woods from him all assaulted to make him think about it, died when routed.
French still control 10 flags & planes made pass can see about a 1.5 companies, Stuka with bombs hit tank so should be an wasy kill.
There are AAA guns some where but 1/2 squads are a KM away as are 1/2flags loading up & moving out.

Imp
January 20th, 2009, 04:24 PM
Turn39
Lost a tank killing last one 4 flags left woods are mine he has 12 squads
Turn40
Silly me lost a tank to mines on road probably why it did not use
Found AAAgun, Lost 1 HT to ATG 6 Squads left have all flags


GAME ENDED

German > French > My total loses 6 battles
Men > 351 >1279 > 697
Art > 0 > 11 > 1
AFV > 6 > 31 > 21
All Air > 1 > 0 > 3
Score > 7550 > 1078
Marginal victory
That battle accounted for nearly half my men lost


Standardising reporting
C = casulties listed his > mine, if I don't take any just his.
Forces if use will say then give its Name > when talking about.

Anything else you think might be nice say.
Also might be easier to follow can suggest map from either game.
Give map no. & description City Villages Woods Hilly Open etc will only use if matches type of terrain it gives me as take what it gives.

Calling division bridgehead taken time for some quick R&R before having a look at these tank destroyers we are getting.
Then its time to spearhead the push for Paris & the coast. Wonder if those Tommys are going to try & muscle in on the action

Imp
January 20th, 2009, 07:15 PM
New Battle
We are to dig the French out again & are assaulting at dawn.
Turns 45 visibility is 11 terrain is mainly fields with some single line trees surrounding them (like fulda gap MBT), area 130 x 130

Road runs E>W 250m from top with a small village at coord 50,4
2nd E>W road runs mainly down 91 going sligtly South for last 2km in the West
A third road runs at 45 degrees from 30 to the bottom right corner.
Where it crosses route 91 there is a small settlement & also at coord 60,42.

We have to capture the level 3 hill that dominates the NW quadrant at its most Eastern point it is about 10 hexes from last village mentioned & North of the village gets fairly close to the road. It stretches to within about 10 hexes of route 91 which veers away from it & has 2 large peaks.
Level 1 has about a 70% ring of trees on it but the rest is mainly fields.
Elsewhere its flat.

We must control both Peaks & the terrain between the hill & route 91 so as to control the roads in the area for the advance.

We have had some changes to our line up & it currently stands as follows.
Total inc crews 8 shy of 900 men

Infantry
3 Comp > 39xSquads 6xMMG 6xScouts 2xSnipers
20xTrucks 8xHalftrack 3xMotorbike
A&B comp have swapped 2 squads for Pioneers giving a total of 4

Armour
2x222 4x321(8rad)
14xMkIIIe 2xRaempanzer 6xJPz 1

Arty
4 Each of 8cmMTR 10cmNbwMTR 10cmK18(offboard) 15cmInf How 12 Trucks
2 Foos 223Fu

Other
4xFlak36 mobAA
3x 4.7Pak ATG 3XSdkfz7

Support
2xJPz 1
2x75mm offboard
1x22cmMrs offboard

Notes Got a bit big for a fast game last time so pioneers deleted now in inf com.
Rather than increasing my tank company stayed with 22 tanks but swaped MkIIs &IV to JPz1 for the moment.
Upgraded MkIIIs & 4 armoured cars.
I actualy have 40 squads 1 is in command of the odds & sods.
Trying big guns 22cmMrs, it might hurt but has a very low rate of fire so thinking not that useful.
Looking at arty listed core has grown a bit might delete some next game.


Votes for path please when get there Balkans N.Africa or Eastern Front, thinking Mother Russia. Not played this campaign before but a long time in dessert could get a bit boring. Could I do a few dessert battles & then get transferred?

PanzerBob
January 20th, 2009, 08:02 PM
Imp.

Sounds like a heck of a fight you got going on there, interesting read on a slow night at work. Have not done a long campaign for a while this gets me to thinking I should start another. Keep the SITREPS coming. :up:

Bob out:D

Imp
January 21st, 2009, 07:00 AM
Bob
As you have done before can you say if I can flit around in the campaign.
Realise its not realistic for my unit to be everywhere but could I change theatres when I want. So say do Eastern Front but nip over for half a dozen N.Africa then off to Italy on the line for D Day etc. Switching foes every 6 - 10 battles say. It gives battle dates so I could turn up for the big events
thanks

Imp
January 21st, 2009, 10:06 AM
Well those damn French may get us yet it seems they have a secret weapon.
This morning I woke to a raking chorus of coughing due to those Gauloises my men have liberated. It is probably to much to hope for them to be cursed with the same affliction which is a shame as it would give away their positions, my gut tells me going at first light may not have been the best choice as it will be harder to locate them in the half light but command is eager to press on & maintain blitzkrieg. Its to early for our planes to fly so we are on our own, still now we have a few battles under our belt most of my troops are veterans & have performed admirably thus far.
I am keeping these new tank destroyers back as a mobile reserve, while I am assured they have the firepower to dispose of these French tanks they appear somewhat fragile.
The main force is ready to move out & will head down route 91 & its general area before dismounting. Once they have engaged 2 platoons from C company supported by a tank section will head for the Northern village. The idea is once mines are found they will attack to try & draw some artillery & give my pioneers a break so we can clear a path for our advance. Our new 10Cm guns probably are not up to the task of counter battery fire so will want to get some kills.


Moving out
Well pre bombardment was a bit to close to my 155s for comfort ammos pegging it pronto. Have found a use for those big guns though as they took out some 75s straight off, that will help when it comes to mine clearing.
Main force has the pedal to the metal & storms down 91 & diagonal road then lead elements dismount, they borrowed arty trucks for the trip & they will now head back. Most of the force will stay mounted so it can respond to contact which could be soon if facing an area defence.
AA are twidling there thumbs they could do with some exp as most died last time out but are a bit vulnerable at this vis level. This could help the ATG crews who are after a few more kills this go as getting into range should be a tad easier, not a lot of hiding places mind. Pioneers are trailing main force in Hts.
It occurs to me that arty should be plotted if anything slightly in front of where I might expect contact due to vis as FOOs are riding up front at least to start with.

Proceeding on foot & frankly its all a bit to quite, perhaps they are still asleep

Well I love this game I can feel the tension 10 minutes in & no sign of them French. The morning air resounded to the sound of my 155s opening up but otherwise nothing, they left smoke signatures on first fire so maybe borrowing there transport was not so wise he has a confirmed target.
I can see to row 52 in a couple of places so it looks like the AI has decided to concentrate its defence around objectives, damn.
Have not even found a mine..... yet. They nearly always make me jump if find the hard way but not even on the roads.

Imp
January 21st, 2009, 12:12 PM
I was just thinking at this rate my mortars will be out of range but contact at about 60,65 This is about 1.5 Km in front of central flags & just below a Km from the hill.
A couple of squads moved into trees another entered open & drew fire, unit spottrd MMG opened up ranges 300m+, first blood to France they realy do not like my MMGs, 2nd squad seen. Decided its best not to draw fire so more squads take up position to return fire. Two in HTs move to a position behind trees 150m away, thats as far as they dare, was pretty risky as wary of mines.
Kinda caught with my pants down 3 tanks here are carrying riders, another reason not to, 231 wastes some ammo.

Further South have made further progress nearly to 50 on the road & there is a line of trees running verticaly along 54 nobody seen so a motorcycle ran near to, no fire so mounted troops heading for treeline. Trouble must be waiting on the other side & my scouts seem to have got shuffled to the back of the pack.:)

Have managed to position 2 mtrs for a half hearted strike at the vissible squads.
4 mortars have been picked up & will be moving up to get the hill in range.
Going to leave that big battery on CB in hopes of something. Has limited ammo so saving for concentration expecting round flags

His go MMG evened up the score & arty kicked up enough dust to totaly hide a squad. Things just go from bad to worse winds blowing in my direction, risking losing my FOOs will not help much.
Giving troops fire support with my new armour could prove costly as those ATGs are going to be very hard to spot so once find mines or a break in holding a tight formation.

Well just as things are hotting up works finaly come online so its going to have to wait

Imp
January 21st, 2009, 03:43 PM
MF=main force SF=secondary force AIT=AIs turn CWA=Camo Workshop acronyms
Well this is not what I was expecting
SF has reached the village & it appears empty from what I can see. Continuing further down that road seems madness so 1 platoon will detor in slightly. Will continue down road at a crawl just in case its undefended.
Waste of good arty

MF Haa these 231(8rads) not such a good idea no HE & doubt they will last long enough to use AP loadout.
Bit of fire & first squads out of the fight, getting a shot at 2nd is not easy & have to risk vehicles. 222 makes him give upto. Squads in Hts move up & dig out but with the dust kicked up by fire at nobody can see them now, aargh been a while since I had a low vis battle. :)
One squad makes it to that treeline then beats a hasty retreat, not staying there by himself saw 3 Char 1 bis (the hard ones) on t'other side, scouts please.
JPz1s are going to get there first taste of French armour vs a formidable foe, moving up.
There is a line of trees between this area & where French squads are but there is a gap & have found another squad so any hopes of a stealthy approach on those tanks is blown
I have got so far down route 91 its starting to veer off SW, my bottles going, the lead squad have put on their brown trousers.

AIT No arty another squad fires giving away position close.

Just where the hell is everyone, was thinking of working my way round that hill & doing a pincer attack but think they might have had a big party last night & there could be a reasonable amount of latecommers to the battle. So probably not wise, wonder if my adled brain will remember this conclusion.

Imp
January 22nd, 2009, 07:30 AM
SF> Don't make predictions they may come true, detouring in was not so sensible 231 moved 100m & went bang mines parallel to village, said he would never shoot his load (scuse me). Thing is he had a squad on either side (blind as bats) & there is a row of trees not far away with no fire forthcoming. I could clear these without coming under fire. Of course all dedicated mine clearers are in the other force. Playing the AI more often would help here if facing a line of mines could transfer to here, but if not wasted 3-4 turns moving over. Poor deployment somebody should be watching.

MF> 4 Vehicles opened up on new squads followed by a squad. Unit out of sight then moved into wood & dug out all dead & there is no one else on this side of the trees. Now I have a problem even with JPz1s I will need to be close from front or mid for a turret side hit, this mean have to find whats past them in the murk to deal with safely & thats if I dont hit mines. Think I can get in position to South of as horizontal row of trees about 200m from them & those guys are the furthest forward. They are only a Km from level 0 flag cluster though so are likely to be coming up on something
Decided 2 Pioneers are heading North to clear mines just in case, turfing the others out of halftracks as safer transport if need to move up & dig out stuff.
Being honest not being very effective here I am in a mess. The only thing I have done right is all mortars are now mobile & should not have to move again once arrive.

Imp
January 22nd, 2009, 07:35 AM
SF> they are hunting mines as are troops in far South, Brown trouser squad has made it to row 44 without incident which is more than can be said for the rest of the MF. A few are working there way North of tanks in the open & have discovered 4 pretty poor bunkers armour 3 HMGs only but some decided to move into trees running NE, squad 100m away kills 2 in first squad to try,hmm. Now spotted another squad risk moving an AC to trees then a couple more vehicles, dont bother firing moving fast getting in more of a mess. Bunkers have made it hard for ATGs to get in position North of tanks.
AIT> kills another of my men but tank retaliates & evens the score, top man. I fire arty for no reason as forgot to cancel it Doh.

Imp
January 22nd, 2009, 09:39 AM
SF> 2 Squads risk moving onto adjacent mine hexes & make it theres a line.

MF> South now at 41 seen another tank in position to attack them.
3 tanks take out 3 bunkers & another 2 take the fight out of 2 seen squads. Can't see anything so squad moves out from tree line, bad move 5 men down seem to have found the rest of the company so thats 9 squads then. Scrub that its a full company trying to save 2 damaged squads moved more into treeline, on reflection should have picked them up with a halftrack.
Casulties I should CoCo 1 of his squads is dead, my guys don't ask to many not a good opener textbook cock up. Misjudged LOS & truck drove into a hail of fire trying to go round goodbye, pioneers somehow ended up getting involved.

AIT> I drop some arty on tanks one gun drops miles away & hits my squads & ATGs instead, Mortar fire lands in my general area.
Did a bit better in this exchange heavy loses on both sides. Squad in open hanging on by a thread & 2 others badly shot up are the worst of it.:sick:
All in all I have had better.

Imp
January 23rd, 2009, 06:30 AM
Time to see if we can pull something out of the bag.
Tank attack kicks off 2 MMGs fire then the ATG thats still up for a fight, 1hit no effect, only unpinned squad croses the 100m to near tank & assults hoping to draw fire from them. No fire because LOS vanishes as he drops a grenade in, strike1. MkIII thats been killing bunkers comes into sight & I discover that they have dischargers now, moves again hit survives but only 1 tank has a LOS to. 2nd MkIII breaks cover & they both move once more. Can't risk going any further as do not know whats out there but reckon 1 tank is out of shots. JPz1 enters trees & 2 shots later notches up its first kill then another takes out the third.
4th tank requires a bit of a gamble, squad fires at from 100m man down hes had enough so 2 MKIIIs run past at 500m, he misses obviosly not related to the last lot. JPz moves to 150m fires no effect on front turret, next tries 100m damaged, last shot kills & I wipe my brow.
Scout can now stick his head out, 2 more tanks its a good job I did not go any further. Brown trousers platoon still no contact of any sort hes sped up!!
Last bunker dusted off

Now to the tricky bit choices choices who do I fire at first most are 250m+ away but there is a group of 5 with 3 within 100-150m of squads I have there hidden behind treeline. If I can deal with them my units nearby could try & dig some out. At the other end of the cauldron I have a pretty hurt squad next to a Frenchie
There are 2 in the centre & the rest are hugging the trees behind.
I have about the same number of units facing them but it includes 4 tanks & 1 AC.
Also 4 squads most in transport just out of sight & a few more that might reach the area.
When these tanks fire they are kicking up enough dust to block view which I have to think about & may be able to use to advantage.
To difficult to explain but its hard to judge when dust becomes vissible any fire adds to even small arms can create you just dont know when but more than normal. Managed to block my LOS in error but got round it, blocked 1 French squad from taking part in what one can only call heavy fighting, this is not a firefight we have the real deal going on here.
Vehicles & some squads fire concentrating on left flank, moving forward & the French are throwing more at it to. Village on the diagonal road errupts with fire then more comes streaming through a gap in the trees, the grounds turning red & we are now climbing over the dead to push on towards the trees. A pioneer makes it by truck to a previously unengaged squad. Boy is he pissed, his first fire kills 6 men & the remains head through the trees.
The boys 100m away charge & break the left flank. The middle has crumbled all that remains is 2 men running for their lives,a mortar was found here to & quickly dispatched.
Thoughts of mounting an attack on the tanks are fading fast as everyone is heading to the cauldron by any means.
That includes a FOO who finnished off 2 squads with his smg. We cannot afford to take loses like this but need to clear the area before his arty comes down.
At the end of it all somehow I have not lost a squad & we have moved forward 300m everywhere but the right flank. Can see 2 new units, there are more. Of the original 13 squads 3 are still in there holes 1 of which is badly hurt & routed & the taters of 6 other squads litter the field.
That was pretty manic part of the problem being most armour is near his tanks but there is no way we can maintain this type of push, good fun though I am enjoying this campaign. Going for a fastish ending to this battle, find & kill.
Also realised my Blue strike was effective again no men down but a JPz1 is immob before it saw any action.
The Pioneer who managed to stay out of this got dropped off North of the village for a looksee.
Casulties so far the French are about a company of infantry & 4 tanks & bunkers down, mine I realy don't know but not good a platoon maybe.

AIT> Another Mortar hits truck 2 passengers & it dead. Fire was quite light compared to earlier both sides lost 2 or 3 men & tatered squads survived mainly because passed through woods. Bringing my arty on song round village & West of. If I had known those big guns would have been handy leaving on CB.
Cleared some mines up North.
Think we can conclude I found them, funny thing is old brown trousers is still unscathed maybe he did not get the short straw after all.
Time will tell.

Imp
January 23rd, 2009, 11:18 AM
Well my trucks have a death wish SF is still clearing mines but moved a couple of trucks to position for the gap, drove straight through known minefield to other side & then through another lot!!:shock:
Should have been ski troops slalomed mines to great effect & emerged intact.
Brown trousers can see one flag then lost a man, recieving fire from 2 squads I think smoked. Long range fire by French has been surprisingly effective so far.

French tanks are blind moved troops near nothing tried moving a MK111 into trees at 200m nothing, squad placed smoke & JPz1 drove into trees with LOS to 1 tank at 200m kill. Another did the same no shots fired by Chars tanks now moving to support brown trousers & few troops here fanning out towards the hill.
Giving up idea of tight force as it isn't MF is spread over a couple of KM after recent actions & moving to contact is whats taking time so fanning approach out & trailing with a mobile reaction force once current threat dealt with.

Pioneer East of village thinks his approach is clear.
The French put up a valiant fight at the cauldron but its over they are hopelesly outgunned. 3 more AC several HTs & more troops are bolstering my forces.
Moved tentativly after runaways into woods not wanting a repeat of recent events & cleared out right flank moving towards village. Several relief units turned to become forward units for the advance on the hill.
There are 2 squads in the village & 2 in next row of trees after tree line all healthy & about to be shelled, remains of 2 squads is all thats left of the original company, we lost another man. Formation seems to have lost some finnesse the term charging about like a bull in a china shop comes to mind.
Having words with my MMG team, realise they are replacements but they could not hit a barn fired everything at men in open 150m away & all that happened was they gave him the finger, FOO showed him how to do it 3 kills now. He is giving up arty directing & heading off to kill 2 surviving bunker crews for his 5 kills.
AIT> Minor ecxhange no cas my arty routed 1 village squad his landed right were I was, path cleared through mines ready to roll.

Imp
January 23rd, 2009, 02:19 PM
Brown trousers platoon can now see an enemy platoon fire exchanged for no effect. 3 tanks & a sniper have turned up for an asist, MMG on the way.
Further in a few lead units are 150m from hill, no trees on this bit & a scout spied a Char bis, JPz1s moved to take up position & 2nd recieved fire from an unseen S-35 on the hill. Squad in a truck just managed to get close enough to drop smoke & cover.
Slightly further North virtualy in line with central flags several units inc ATGs moved up to treeline, just ahead is another that forms the base of the hill.
Village deffenders folded easily & can confirm 70% of it is empty.
There is now a gap of less than 1.5Km between my 2 forces so driving for the hill anyone in it can come to me.
SF> moved to treeline, will be moving on to next one about 250m furter on then cross the road & level 1 treeline that forms the base of the hill is another 200m.
AIT> Brown trousers lost another man to Frech long range fire some arty dropped on them. There arty died down most shifting?
Have used hardly any arty so far keep ploting & over running before it fires so most now targeting level 2 crest line.
Will not be moving onto hill till I can do so in force as squat all cover once I pass other trees.
Thinking as my force is a bit smaller will reduce map height to 110 so AI is not so spread out.

Imp
January 24th, 2009, 12:47 PM
A false sense of security
Brown trousers is pinned so he opens up along with the tanks 2 French won't be sampling wine anymore, a squad has worked its way onto the road to run up to them out of LOS & appear bearing gifts at short range. This did not go according to plan nobody else gets a shot as realise it might be flat but in the middle of a field & can't see if further North. Squad takes fire from flags another spotted.

MF> Well working on the fact last lot of tanks were blind (totaly unmolosted) troops moved up found S-35 then Char fires at squad at 350m C>1, fires again so I think heck in position go, JPz1 enters trees fired on miss damages Char, another moves into adj hex & dies to new fire. LOS here not to clever but think alright if come further East MKIII tries & any idea of carrying on vanishes as multiple shots hit the dirt round him, hasty retreat. Now the troops can see 3x S-35 on level 2 crest (handy arty plotted) & another Char at level 1. The other FOO moves out to get a LOS on S-35s & promptly takes fire smoke C>1, now I am thinking there are troops up there to tanks can't have seen him surely. Even without troops there this approach might need a complete rethink as I cannot get in a position to pick off a couple, the village is clear.

AIT> I lose a man in BPants area decide to smoke S-35s out as will take a while to reposition. Also they cover any approach from the South to.
His arty still moving some of mine is wildly inacurate as no LOS like miss by 250m. Lost contact but not a prob forgot to say think this is 3rd time a battery has gone walkabout.
On new arty its very difficult to get a full fire for effect 0.0 0r 0.1 before you would move it about to delay partial fire for a full slam next go but you end up with 0.2-3 if you try this. A delay button if it does not move could be handy so get full effect actualy I will post.

Imp
January 24th, 2009, 07:21 PM
SF> Moved up to road treeline last turn then a squad moved to next one 200m from the hill, the rest decide to carry on forward a bit & first squad is fired at by 25mmATG at 250m , hes pinned so smokes as a couple others & tanks move to trees to his right. force is 2 platoons & scouts with an AC & 3 tanks.

Brown trousers has a pretty effective prep fire 5 or so for 1, sniper is learning his craft, couple of squads move forward & recieve fire 2 more spotted & a 2nd MMG has been droped off. Dust now provides covers to trees so squad & bike that droped sniper move in, 3 out of 7 have left cover
Scout risks the hill another S-35 slightly South 2 squads in position to assault a Char, rest here are struggling to find useful paths to move up but further along
several are now nearly at the hill. 1 ATG is in position to move onto it but not close enough to be effective
AIT> Squads rallied plus think an unseen one motorcycle died. Thought arty might hit this turn but only fire mortar in a back area took out a truck, if it had a passenger doesn't now. Smoke came down okay & plotted big guns at S-35, dont expect much joy but thought I would try. Gold spot here actualy got one half right:)

Imp
January 25th, 2009, 08:27 AM
HSF> Only 1 squad can get a bead on the ATG unless they sprint & it loses 2 men in the exchange. 222 risks a move as its pinned survives then a tank fires at ATG kills. Now proceding North of hill but a squad & scout are heading for its "corner"

BT> LOS round here are weird several units failed to fire because could not find one. The guy on the flag is proving very hard could see at 500m+ but 150m & still can't get a line on him. This lot are hardy nearly all back to ready status & luckily discovered bikes killer before ran into. My units ave exp seems mid 80s some are higher. When get in SMG range they seem a nasty lot managing to kill 2-3 dug in men with full use of firepower, nice. C> 7 for 1 squad gone

MF> Damaged Char brews up to first grenade assault, 3 more units crawl onto hill in area of tanks & ATG moves into trees to find he is 150m away from another Char bis, can't fire of course, 2 squads remain out of LOS & move to 100m of him. Further along move onto hill in force thining out further north we go, about the 5th unit to move loses a man to an AAMG, 222 gets sights on it without exposure & pins, troops open up its gone. Armour stays behind trees or in at a couple of places as moving safely onto the hill is not an option.
AIT> Chars spot a squad 2 men down French lose a man routing in BT area His arty is firing at nothing mine is wild again but more smoke drops S-35s are hidden. Going to try directing arty by platoon leader with LOS to see if improves accuracy, might be me but it seems a lot worse than normal. My units within 250m or so are getting hit & JPz1s cant take much punishment.

Imp
January 25th, 2009, 08:31 AM
Not sure what I helped with but with what you are trying in your campaign mail me I could keep track of how well people rally etc if useful as a sort of comparison just say what might help
John

Imp
January 25th, 2009, 03:40 PM
SF> As there are probably more ATGs out there vehicles don't move troops end up moving flat out but find nothing. Still not risking move next turn will have a good view of other side of trees, there are gaps.

BTrousers > Dropped arty here now most units cant see a thing & half the enemy has done a magic trick & vanished. Only guys adj to road can see anyone so clear squads here out of foxholes but C>1 in process. Few other troops move but cant find a thing another man down. Had enough of this tank moves to flags now we can see so they all move there, MMGs jump back in trucks to head up as wasting their time sitting back, time to just risk it.
Situation ends up C> about 5 for 2, 3 new squads in good order 6 fairly healthy originals running & have 4 flags. My forces here consist of BTs platoon, scout, sniper, 3 MKIII, further back 2HTs & 2 trucks with MMGs on board, smoke was used by both sides & now only 2 tanks can see anything.
It all looked so simple to start with.

MF> ATG fires twice for no effect on front & loses a man to Char return fire then a squad fires at him so one of my squads moves to see if can draw more fire, does enemy located fires are exchanged & several squads move forward the upshot of which is I am 2 more men down & have found another 2 squads. Jpz1 moves onto hill 100m from Char damage then kill, another uses cover of smoke for a rear shot & gets the other one. Armour moves onto the hill, more diabolical LOS its all field & I think at this vision the cumulative effect of invisible dust is shuting down fields of fire. Tank has to move to 100m to find a target but digs out a squad. Pioneer says sod it & rides HT to level 2 slope & shreds the other squad, he to vacates, in a good position to move & lay some smoke for ATGs to deploy for flank shots. As he made it several squads in transport run upto that crest line & it forms the new front, just the furthest South tank is on level 1 but its out of reach for the moment.

Of possible intrest since Poland my tanks have had few kills main role has been protecting troops. This along with 2 vehicle changes, start of this battle plus they started out in 35(t) or 38(t)s cant remember which means ave exp is 80. The AC on the other hand are low 90s, they might have died but crew normaly made it.

AIT> Nothing much about C>3 for 1 mainly vs runners, big guns fired on target all tanks are buttoned up as targeted other one 2. AI has lost the plot with his its anywhere but useful & another of my batts has gone walkies.

PanzerBob
January 25th, 2009, 09:17 PM
IMP

Sorry to confuse you, I've been keeping track for what I've read so far with the "Thanks"

As for the increased rally/route 140% in my Campaign I've really seen no difference for the Germans but it has made the Poles more aggressive!! This is a good thing.

Bob out:D

Imp
January 25th, 2009, 09:35 PM
IMP

Sorry to confuse you, I've been keeping track for what I've read so far with the "Thanks"

As for the increased rally/route 140% in my Campaign I've really seen no difference for the Germans but it has made the Poles more aggressive!! This is a good thing.

Bob out:D

You might not say that when you get overrun:hurt::doh::D

Think you can remove the thanks Bob so just remove the last one & place a new one as a bookmark.
No objection to you leaving but my ego might get out of hand:)

Imp
January 25th, 2009, 09:45 PM
SF> Troops moved & found nothing so stragler in truck moved up & promptly lost 2 men, ATG sighted not firing at though, 2 units on hills "corner" now.

BTrousers> Tanks & sniper took most of the fight out of the defenders sniper getting another 2 men, tank runs out of HE. Squads closed in 2 more squads killed one left in his hole. MMGs drive up & are now heading the attack :)
A squad breaks off as at least 1 squad heading down the road to safety the chase is on.
MF> AAA decides to get in on the act fires at squad C>1 & routes the others have done there disapearing trick. Squad moving to dig out takes fire from level 3 so vehicles unleash a hail of fire to no avail. My squad fires & loses a man. Others move find missing squads & have better luck 5 down they will probably die when route. Kitchen sink hits the new squad eventualy he hits retreat status but still healty & dug in, Squad moves up & kills last of the original guys.
2 ATGs move up & take position to fire on tanks next turn possibly.
Next squad moves to assault S-35 but wimps out & runs, a 2nd tries & loses a man for his efforts, JPz1 finishes the job for him with 3rd shot.
One of the Co leaders has a go at the lone Southern tank & another gives his boss a hand, everyones alright so a JPz1 runs up & says goodnight.
Units move to position 100m from last 2 tanks placing smoke canceling big arty at (checked it first) A JPz 1 gets hit during this but somehow is perfectly OK.
Small problem just found the other S-35 slightly back & covering remaining 2. I need to clear this area soon as arty would have a fieldday way to many units in one place.
Seems to be nobody home on North peak so HT truck & tank move to its slope with a scout & MMG onboard.
Now own 6 flags & adjacent to central group. N ones are in depression between the 2 peaks & being closed in on from all sides.

AIT> Well that was alarming the dust cleared a bit & new tank fired at now exposed MkIII but missed. Luckily ATGs also exposed all return for 1 hit, it returns MkIII is damaged & Sdkfz7 dies to its mgs. Both ATGs hit & it fires again but none to accuratly & ATGs kill. Had managed to get arty on it now wasted & AIs has stopped. Can see smoke likely 2 mortars targeting as South of browntrousers.

Imp
January 26th, 2009, 10:35 AM
SF> first squad to fire kills 2 men & breaks them others move in & lose 3 men as walk point blank into another, original squad moves to 150m & opens up killing 3 so others finnish them off. Vehicles move seems like there is nothing else out there so turning for the hill my 231 dies to a third gun. It has totaly ignored troops passing at 100m. Original squad fires his last shot at 300m & kills 2, thats a 100m move & 7 men taken out top bloke check 91 exp. Tank finnished it off. Scout recieves fire from West side of hill tosses smoke, can't see but protecting approach to flags

BT> The defenders are totaly decimated another squad is found running down the road, remains of 3 squads is all taht survives & they will probably die as they run. Two squads are going for a closer look at the mortars, all flags taken.

MF> One ATG cant get a LOS the other does but is fired on routed, Pioneer emerges from the smoke & routes it. Squad does same for the other tank, it fires but says its paniced so misses squad fails in its assault, Jpz1 delivers its calling card to first tank & MkIII & JPz greet the other.
The first squad onto South peak returns 3 men down the next makes it & decide its time to stop pussy footing we have to clear the area anyway so vehicles role over the crest in force, another squad reaches the peak & the French fire its now a lost cause more vehicles swarm on to the peak & the sky fills with lead. Others move up & there is no return fire they are doomed.
The North peak is clear but a unit loses a man as enters the depresion, scout searches two targets AA moves up takes one out of it & an armoured car runs to we hope a safe distance. MMG moves & takes fire so AC does a ballet dance twirl & we have 4 targets more units moving to engage & HT are loading for assaults. Only 2 visible squads are untouched in this big push casulties dont know but very heavy for French me about 6, centre flags are mine.

AIT> Flakwagens should have stayed out of it like I said, immob & destroyed but crews alright. French fire soon faded under the onslaught & all that remains is 5 dug in squads in the Peak area. Brown trousers pursuit of last 2 might have to take a back seat as Char bis near SW of hill managed to constantly miss a halftrack. It will have friends & covers chase paths effectivly. They could make a break for flags so care needed here.
My arty hit some of his positions as guessed some of his remains quite rest hitting several of my mortars, they will be moving next turn.

Does adding turn no help keep track?

Imp
January 26th, 2009, 01:17 PM
Mr half a brain forgot vis 11 so Char does not cover to much so browntrousers area cleared then South peak & a couple of squads make it to the edge taking out runners but seeing no tanks so 4 MkIII a Rampz & 3 JPz1s engage it before an ATG moves up & takes it down. Pushing for turn 20 finnish lose 2 men & a truck when find squad here, dig him out.
At North flags open up then move to find more lose a couple of men but the area is filled with a company between MF & SF have targets for arty adjust now, one squad is out of his hole & another is nearly dead. A good portion of MF is still moving to engage them & SF only has part of force engaged to, FOOs have good LOS.
AIT> I lose a man but the withering return fire means they fair far worse & soon stop shooting then the arty comes down, only one squad I can see is in ready status & my mortars are clear of his stuff.

Imp
January 26th, 2009, 03:47 PM
The German war machine rolls on brown pants squad seemed to be on his own & most flag defenders are out of their holes, the HTs are still enroute.
2 squads make a valient attempt to engage during its turn but are rapidly silenced.
All visible units are routed now where is that HQ

T20 Press on find 2 squads in tricky location due to slopes dust but dig out anyway then hit 2 AAA guns, take them on MKIII is damaged but they lose 1& 3 men. Cancel arty & everyone but AAguns are wiped out in the route.
Objective achieved have all flags game ends so have a look at map.
HQ was just about to fall but South of route 91 I have missed a large lump of him.
Lots of mines Bunkers & at least one infantry company & 5 tanks, oh well.
Score 5638 vs 388 Decisive victory
I lost 125 men & 4 AFVs so about 1/8th of my force

If you have any suggestions now is the time if you dont say you want turn no will just mention on occasion.
I have a path choice it appears france capitulated, N.Africa or the Balkans
Chose the Balkans I am going to take on Greece then switch to N.Africa unless somebody suggests otherwise.
Lots of mountains here & detailed report when get round to deploy but I am going with no support this time on an assault I think

Details in new post "Balkans N.Africa leg"

PanzerBob
January 30th, 2009, 04:04 AM
Turn number is fine, wouldn't want to inflate your ego!! Imp ;)

Bob out:D