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View Full Version : AAR Balkans N. Africa Leg


Imp
January 26th, 2009, 10:45 PM
The second leg of the Them Germans Were Good Campaign

Abreviations used
Top = North so NSEW etc
L= Level so L4 hill
C> = Casulties listed as AIs then mine i.e.
C> 4 for 2 always refers to men unless specificly state otherwise.
F> = Formation will be named then abreviated i.e. Mainforce MF>
AIT> What happened in AIs turn.

Sqd = Squad if feeling lazy
Ram = Raempanzer mine clear tank
AC = Armoured Car
JP = JPz1

The Force for Greece
Total inc crews 8 shy of 900 men

The only change to the core is 2 trucks got upgraded to halftracks to help with the rougher terrain. This means we have outrun any support & will be going in on our own on this one.
We have been told some new tanks are available but they are being shipped to N.Africa where we will refit with them.

For all engagements Co A+B have 2 pioneers in place of squads & each Co gets 2 MMg & 2 scouts

Infantry
3 Comp > 40xSquads 6xMMG 6xScouts 2xSnipers
18xTrucks 10xHalftrack 3xMotorbike (so about 2/3rds mobile)

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

Arty
4 Each of 8cmMTR 10cmNbwMTR 10cmK18(=1 offboard) 15cmInf How 12 Trucks
2 Foos 223Fu

Other
4xFlak36 mobAA
3x 4.7Pak ATG 3XSdkfz7

Support
None

The Situation
Assault vs Greece 31 turns visibility sunny 59 hexes, Shotgun objectives

The Map has a road running horizontaly 150m in from N & S edges & is 130 hexes wide with level 4 hills over a lot of it rissing to level 7 in the West.
Its about 50% woods 50% open the woods being in 3 major groups, 2 run down the middle E>W & the third is in lower left of map running like so \
These woods are the largest & cover a good portion of the major heights. Note they are not dense woods but rather loads of clumps of trees with 50m gaps in between so LOS could be fun
The North part of the heights is open with decent amounts of rough but at far North more trees & a large village, the road has veered in to about 500m by here
Objectives are spread out from the village mainly along the lower slopes & foothills of the highground meaning a stealthy approach is not possible as highly visible. The most Southern 4-5 are in the trees 2 being on the Southern slope of the hill

Ready for the off
Top force TF> A Co with Ram 2x Mk111 & 3x AC will move down the north road in transport to small wood overlooked by L4 hill smoke dropping on
Bottom Force BF> C Co minus 1 platoon with 4x trucks & 5x MkIII 3x JP are to set off down the South road hopefully to L4 hill
Mid Force MF> The Rest Move out to pass either side of central woods with the Mortars in tow & will decide a course of action dependant on what they find

Imp
January 26th, 2009, 11:22 PM
Forgot map pics, hard to see but hills woods to East are quite varied in height.
North just shows woods will move for at start & hill behind
South shows far side of hill will move for

Will save map to slot 998 if remember in future & post it instead

Imp
January 27th, 2009, 02:10 PM
Cripes that was close a bit of ducking went on there 6 batts of 75mm carried out pre bombardment. Everyone is intact I think But TF> was right on the edge & 4 sqds leapt out of there trucks & one truck is retreating has 1 damage so maybe stuck. CF> Ammo trucks were slightly back from just in case & one is not to happy. Part of this force will be detoring straigt into woods as another lot landed just in front of them. The other 3 are not dangerous & my smoke managed to drop nicely.
I was hoping to place my arty on some rough hexes but nearly all have LOS to Greek area so no, 80mmMTRs are loaded & looking for a nice spot.
BF> Scout on a motorbike (bike from now on) made it to the hill crest line Ok trucks will reach next go
MF> 2 AC are already in plain view of the heights
TF> Truck reached woods & squad jumped out to sniper fire so a man down pops smoke, smoke dropped nicely on hill but missed straight road through woods hes 450m away. Another 250m away a line of 10 wire crosses the road on about row 58. similary placed are 2 more groups at about same row one across centre through woods & open & the other covering the other road.
Arty missed except for truck, still alive but did not run so think his part is over one fired smoke for some reason & my 10cm CB fired, bonus they have the skill to do it but only caused 1 damage so he won't be gone long.
With high vis if AIs having a good day his arty could cause a few problems as rushing around to dodge it while staying hidden is not going to be easy & the trucks die pretty easy.

Imp
January 28th, 2009, 01:31 PM
Nothing happened in turn 2 all arty stopped.
Next go TF> lost a man to scouts working its way through the woods then took him down with help & a couple of units are in position to check for mines on hill just in from the wire.
BF> Moved onto hill in force & another sniper took a shot from the NW somewhere making me think no one is guarding the wire as no fire was recieved from
MF> Some smoke coming down here but its a bit of a farce AC are about 200m from wire checking for LOS so trucks can move up & unload safely, yeah right.
because of the way hills slope even in woods there is nowhere safe anything like near the wire.
AIT its all quite sniper refused to fire & lost contact with my offboard, dropped some on first sniper area
Turn4
So Ram moves up to find first sniper but cant see him till in same hex it fires & manages to hit its self !!! Combination of that & a grenade means MKIII has to take over & kills. Lose a man discovering squad to North of road then 222 finds another surviving attack & spots a 3rd. Also find a scout & cav scout just South of road. Getting in position is hard in these woods but manage to take out a squad, I can only get a bead on one other without moving adjacent but no more casulties. These Greek are not well equiped, 3 rifles & a grenade but point blank thats still going to hurt.
BF> have less luck finding the other sniper but have located 2 scouts 1 behind wire other near the sniper, there is another there to somewhere C> 1 for 2
MF> in the centre decided to trade a few loses for time but even driving up to restricted view unloads had problems. More by luck than anything ended up C> 4 for 3. There are 2 squads in woods just in front of wire ( route through not sensible) & 2 squad & 2 scouts in the Northern middle woods. Some of these squads are better equiped, have LMGs. Tanks are not realy in position to give support as did not want them finding mines ATGs.
A small group running down South side of middle woods has not run into trouble yet. About now a desire for a bit more arty hits me as not enough to make a full front push easy, certainly need some in the woods. My batts still gone walkies but it should land on a scout.
AIT> Luck was with me I think C> 3 for none 2 to the sniper & found another squad arty was supposed to land where I think he is but missed, no AI arty but can see a mine on North road.
Greeks should be happy with performance so far.

curious123
January 29th, 2009, 08:33 AM
nice AAR's i' i like your style.
what rout will you choose after N.Africa?

Imp
January 29th, 2009, 08:51 AM
Curious cheers & have no idea never played it before but thinking quick stop N.Africa Eastern Front Italy D Day then back to Eastern at the end to save Berlin see what it offers me

Firstly reported wrong AIT last go casulies were none for 3, 2 to his sniper, so pretty much trading blows so far judges decision giving round 1 to the Greeks time to see if we can redeem ourselves.

TF> Arty pinned some manage to force sqds North of road out of foxholes. Move up following using them as mine detectors:D & find another sniper.
South of road 222 continues its charmed life & finds scout, sqd moves to engage & finds 2 cav scouts behind wire & another squad is found in the woods. Manage to dig out 2 scouts killing one then spend a full 10 mins trying to figure out how to deal with the rest. Guys in wood are on a reverse slope have possible mines & units behind wire have nice covering fields of fire. Trying to move on units this side of wire is just finding more on the other side another Cav sct, not searched well but some units risk the hill as will need to at least calm these guys down to make further progress. Pop a bit of smoke C> about 7 for 2

BF> 1 scout is routed by arty MKIII is on form & kills other then 2 tanks move to 100m of suspected sniper location, squad moves draws his fire tanks fire then MMG tank moves adjacent & relieves his missery. Find another scout & tank forces him out of hole. This was a bit easier only 2 scouts left both routed & hurting so risk loading into few trucks & heading for the woods. Ignoring road & wire area as leads to open hill.

MF> Units running down South of middle woods are still having a quite day & will include with BF as in their area, its their missing platoon & 3 tanks anyway.
Smoke dropped just behind the wire so this went easy dug out now 3 sqds in front of it with only 1 man surviving so gained 100m. The rest did not go so well though with no gain for the loss of a man, think area is mine free.
AIT> still no arty & went well mainly due to fact my squads have LMGs C>7 for 1

Imp
January 29th, 2009, 01:15 PM
TF> 222 turns snipers foxhole into his grave other vehicles get shots at what they can & all enemy are pinned, squads have a bit of fun then pioneer loses 2 men trying to sneak up but the woods are cleared & Greeks are impaled on barbed wire losing a couple more men. Found a couple of mines & cav LMG plus scout has sighted St Et HMG, they look a bit nasty but sniper thinks hes hard enough pins & MMG team say what the hell & route him, squad moves on LMG turfs out & discovers more man down time to call it a day here.

MF> This goes pretty easy a squad manages to walk upto so risk a HT kill everyone for a man including another sniper, more vehicles risk a run to a narrow depresion that runs West ending in a few trees about 500m from nearest flags. Going on foot been pushing my luck with mines, one squad is working his way round South end of wire to see if anyone is there, my mortars are near here.

BF> Tank took out remains of scout squad the other & found another cav sct routed, just occured to me managing to hit them better as size 2 hence I always buy dismountable variety. Now its slow going some tanks in a line following in from wire, short on transport here & no HTs. Troops running down woods tried moving to tanks to & truck took ATR hit man down but found a depresion, so on foot it is then.
Sorry to keep saying but top 2 forces are just past wire & 3rd is in line with it & apart from few mines mentioned nothing so far, something could go bang any moment & I would rather it be the grunts this time.

AIT> I seem slightly outgunned on the arty front ten or more mortars 65 & 75 mountain guns opened up, pretty sure these are not the 6 batts that went earlier.
4 mortars are being targeted lost a truck another running & 2 ATGs perished.
Sporadic fire no results then mobelwagon on North hill is damaged as an ATG opens up. I realy must stop putting these guys in harms way

Imp
January 29th, 2009, 04:19 PM
TF> All originals cleared then squad on hill recieced fire from another sniper at 400m so MkIII covered it & damaged mobelwagon with smoke dis.

Now the problem ATG is 25mm & will not be alone, tanks can risk taking damage in support of troops but every other vehicle can die. Not to mention several of those mountain guns could well be on the moutain & go to direct fire mode.
I can proceed a bit further down the road in cover & have a couple of units near to check as mines would make sense & think AI likes to stick on road.
Otherwise I have run out of cover its wide open, even the woods slightly South are 90% visible to units on the heights as intermitent & varying heights. I probably need to work my way to North village & come down map top of mountain.
The MF the depression seems fine & mine free but leads to the point of the V that forms the heights. Fire will come from everywhere so am thinking have to go North clear anything in woods & link with TF so at least I have a solid fire base. Means his arty has solid targets to though. BF again is going to have to come in on flank to at least restrict fire on. Limited arty I have must be careful not to waste smoke & forces might have to go individualy. Need speed for best use of smoke but mines could then catch me out.
Having a think before continue with this turn limited arty & high vis against what I am thinking is a gun & troop defence means might well pay a high price in Greece as I actualy have to get close enough to find them & not get shelled out of existence in the process.

PanzerBob
January 30th, 2009, 04:12 AM
The Balkans can be a mixed bag and Dug In Greeks are no walk in the park. Good Luck Commander!

Bob out:D

Imp
January 30th, 2009, 11:35 AM
Finding that out Bob the term complacency kills comes to mind as thought this will be a pushover compared to the French. As it turns out the map & amount of snipers etc has sent me another curve ball & the original plan was somewhat flawed.
As doing most while working needed a few minutes uninterupted to look at, wanted a plan that is not slow & boring but does not just sacrifice men.
Will add turn numbers

Imp
January 30th, 2009, 01:24 PM
The plan, all tanks have SD switched off so can use manualy as could run short of smoke.
TF will head for village
BF will clear ATR then head on about 400m in from road behind a hill but in woods
MF will split sending most units including RAM pioneers transport to BF. The rest will enter woods to get in position to support TF.
Progress will be slower not that its actualy been fast to date but should be able to role up quicker towards the end.
Will not mention mines anymore but troops will be leading the push vehicles only risking unexplored terrain if risk is justified as need the firepower.
This would have been a lot easier if had upgraded fragile JPz1s or had a sensible plan:D

BF> Troops move forward a couple now with tanks found 1 ATG a MMG killed it for no loss.
Near the road surviving cav sct routed & down to 2 men & my scout found another squad, infantry support is down to JPz1s not ideal but short on transport so tanks doing short range ferrying to woods.

CF> Most are heading South FOO is staying to see if can set up in woods so is heading North with a reinforced platoon. Discover a squad in woods shots traded C> 1 each then a squad moving to assist loses 2 men to a infantry gun on the mountain. A scout is going to see if he can work his way West & see anything

AIT > I replot arty smoke screen up North & to hit the woods down South, cav scout there opens up & dies then the sky falls. 6 Batts & a dozen or more assorted guns let fly mainly on top bottom forces, about 8 men + 2 trucks become a memory. AI is having same trouble as me putting them somewhere out of sight is not that easy half a dozen mortars & mountain guns appear on the map, most I have LOS to but attacking not practical or safe due to range & other unseen guns. Direct fire use is a very real possibility.

Imp
January 30th, 2009, 03:25 PM
Sorry but TF seems to be sitting beside a minefield, a few units inc sniper are hunting his counterpart rest are checking the ground or spreading out behind hill to try & avoid arty. 1 Pioneer is in position to start clearing, his mate & RAM are clearing further back & any faster path to the front runs through last turns arty strikes

MF> manage to take out squad without further loss but progress is hard trying to hide from 2 mountain guns I can see & inf gun that I cant. At least he didnt manage to kill anyone this turn.
BF> Looking for ATR squad moves adj to tank & finds its sitting on mines:doh: squads moving to check status of other tanks. Giving up finding other ATR & moving South away from mines when I can. Part of MF moving towards them run into a squad & get him running, force in South woods now moving forward slowly & have killed squad

AIT> Was not looking forward to this as several units pined due to last barage but loses minor from arty, still not found TF sniper & he took out 3 men, there are mines everywhere here even guys looking for sniper have found them. Tank sitting on mine in middle others seem OK but mines are right in front of them, close call.
BF mortar starts direct firing at MKIII with riders.
My 10cm CB fired they will be sticking to that task.
Its like I am in the desert already finding places to hide is not proving easy.

Imp
January 31st, 2009, 12:53 PM
Still looking for sniper & mines while avoiding arty up top.
Guys moving towards TF ran have run into a couple of squads combat in progress.
Scout who headed down depression had a squad with him for support they are heading back after spotting a bunker & squad, found a scout on the return trip.

Units transfering South have run into 4 squads 2 by a 231 which ran into the first & moved to find another, LOS are terrible the best places to attack them from are by guestimates in full LOS of the mountain & the guns on it. No walk in the park this keep triping over the buggers 150m further back a St Et HMG opens up from an angle was not expecting, heck. Taking big risks to try & get to anything but manage to dig a couple out & casulties are about 2/1 ratio but roling the dice big style. Trying to stay out of sight of the mountain but closed top AFVs are risking moving next to pinned units as they only have grenades, an assualt on the reckless ACs is going to work sometime.
BF> Easier here due to being sheilded by hill but lost 2 men when squad moved next to 2 units, surprisingly one of them firer was panicked by my squad, they are out of holes but trying to get to a 3rd found unit lost 2 men walking into mines. Going to try following paths routers are taking.
Further in scout finds ATR & a squad no loses occur here.
AIT> My smoke covers the North quite nicely & South woods is hit hard by arty but now think cant reach hit areas due to mines, AI arty stops apart from a few mortars. Kill a scout for no loss then St Et HMG opens up on forces that killed scout 2 men & Sdkfz7 down

T10
TF> Several mines cleared moving cautiously along by road, RAM is on the way but I hope thats it as have had the odd mine for last 500m & now through the line. AC risks offroad behind wire along with a scout as cannot close distance on sniper elsewhere. Hit him with 2 155s but hes probably still out there.
Force moving towards TF sneak up on a squad, takes big cahoonas to go after men running as on the top of this little rise now, I don't think they can progress much further till TF is ready to go. TF looks like it has shrunk quite a bit.
MF> Getting bogged down making way to bottom force MkIII fires at HMG then squad risks moving up gets adjacent then 2 men down as another St Et HMG opens up, smokes & kills the first. 2 231s risk everything to get near him killing 2 straglers on the way. They are wide open to fire from mountain but that HMG has to go as has a good field of fire.
BF> Fire exchanged with ATR for no effect squads in wood move to follow runners discover 2 more units MKIII gives an assist then it all goes a bit Pete Tong.
Truck moving over safe area hits mine & its passengers die, that was a full squad. 2nd MkIII moves to help first mine immoble & other one is sitting on.
Manage to route all enemy but I need those pioneers have units on mines all over the place here.
Thinking I should pull back till they arrive as prime spot for arty drop. Pulling back without entering view from mountains is not simple though, also thinking its time for my arty to move half move out & all ammo clear the area.
AIT> Just mortars no cas but a FOO & my HQ recieving fire, a few routers rally several shots traded but only loses are squad kills ATR for a man down, 231s do not recieve fire. 1/3rd of time has gone & only a not to healthy looking TF seems near to getting to objectives. A concentrated breakthrough till past mines might have been more sensible.

Imp
February 1st, 2009, 06:34 PM
Seem to be through the mines in a few places,
TF> a couple of sqauds tried running down road vehicles moving to position
MF> tank that was near ATRs hex is clear. Troops moving to that area seem to have bypassed & on the other side.
BF> scout cleared his hex its in LOS of mortars at least but troops will be okay to pass unnoticed.

Think I have found a depresion through which I can move to reinforce TF
Found a squad & dug out then killed St Et HMG, lost 3 men doing so 2 of them belong to a depleted scout. The other StE HMG was killed by a squad under fire from an inf gun & a few runners were taken down. As seem to have a path through mines below centre axis (ATR area) we shall push on here, flags are quite close & if it draws to much fire will drop smoke.
TF> found a squad routed, then sniper dual broke out with mine victorious, smokes going so clearing area
AIT> Nothing realy happened few runners down same arty.

T12 Running for high ground
TF> Before the last of the smoke clears RAM floors it along the road & several vehicles move to mountains L4 crest & unload, around the area the sniper was there are now 1 scout & 3 squads, 1 is running for a man down, they are being engaged on 2 sides from front & trees by the road. Tanks here have turned SDischrgers back on as I think they might recieve fire when the lasts wisps of cover burn off.
Force moving to MMG gets in a fight with ATR takes out a man sniper moves to finish but finds bunker so back were he started, AAwagon finnishes him
Several units have transfered along depresion & are waiting for a squad to clear mines before can assist with squads mentioned above.
Just South of those squads mountain sticks out at L4 for about 500m forming a shield.
The bunkers have no AT weapons but need front to kill so till have a better idea of whats out there leaving, smoke is like golddust at the moment.

Right about now my MF+ BF commanders must be getting hacked off with me, tell them to move for support or retreat then order them to push on in the next breath. Don't know if this happens to other commanders but quite often find I have a unit or 2 that run around in circles for a few turns. More often than not they end up back pretty much where they started, not realy the way to do things. Anyway they are now pushing again.
MF> It looks like A line of mines ran from the wire all the way South & I have been running just behind it, pioneers stop to punch another hole as mortars might need it later. Lead elements of force heading through the woods reach South end of it.
2 squads scout & 3 MkIIIs that were in ATR fight pass through hole in mines. This area will not be to exposed till reach East end of woods which is not far but there are 4 flags around here. Discover 2 squads, ones a wimp a jumps out of his hole virtualy straight away.

BF> Squad in immobile tank hex cleared those mines PDQ so now 2 paths through, scout is having a great time killing runners but pops smoke when finds a HMG, units passing mines to back him up, a JPz1 is still on top of some though.
Doom & gloom feeling has lifted a bit might be able to outrun arty plots.

AIT> chalk one up to the AI he is after my leaders. Most of my arty is in transit but droped 4 tubes on a gun on mountain that could be a threat & he abandoned ship.
AI dropped most of its arty & majority was to far back but still got 2 trucks a couple of pioneers & one of my HQ staff keeled over, I have a bike near by that was on its way to shift him as was a truck.
MF + BF just traded a few shots but TF was a diffrent ball game.
ATG opened up at 222 range 1 Km or so luckily missed several shots at 24%, know location within 100m.
AAgun on mountain outcrop mentioned spotted as fires at 231 from 500m, damaged.
My A Co Leader has ended up in the front line. I do not think he was the best target but sniper zeroed him, want this guys head when I find him 500m & he killed 4 men Co retreated. Everybody else decided he was fair game & lost another 2 men. Think I got 2 forget as more concerned with his fate. Just tried & he rallied to pinned status so he can at least drop smoke.
Wonder if snipers actualy target officers, good if they do

Imp
February 2nd, 2009, 07:49 AM
TF> 3 squads enter South end of village, its empty & moving into buildings next go should have them near that ATG, scout & MMG crawl out near village but cant see anything. Combination of rough & high grass means LOS is very patchy round here. Ram decides to take on AAgun for no effect but its out of AP ammo now.
MMG to South opens up at group of 3 enemy & takes a shed load of fire losing 2 men, time for a rethink theres quite a bit out there.
I need arty back on line & should be able to get that ATG next go plus think path through mines will be cleared so just going to try to get some armour near village & in position to launch an attack next go. Have a little probe both sides loses about equal but ends up as follows
There are 4 units in original area all told, 1has vacated.
On level 4 or there abouts furthest East is St Et HMG then AAGun on outcrop.
Where outcrop joins the mountain squad & sniper, suspect more
ATG is near enough where expected.
I made a few minor moves on original lot then squad by ACo leader drew sniper fire, Co leader covered them both, AAwagons fired at there counterpart only pinning then squad discovered HMG so HT went to pick him up & was missed by ATG which was spotted by my HQ who is now near enough leading the advance & doing his scout thing. Bit reckless & think an ATR went off some where, Greeks have good interlocking fields of fire it seems.
Most of force that was in woods is now waiting behind mines to move out or on route, a squad & MMG remain to see if they can see anything & the remains of the scout is trying to find a place to hide.
I am a little worried may have guessed LOS wrong when last of the smoke vanishes.

MF> Whoops just realised my 223Fu is leading the charge, looks like 222 still he kills a man & they leave foxhole
2 Tanks in middle kill a man each in other visible squads, then I move a squad to treeline & find another 231s engage & kill 3 men. All these guys are pinned so HTs join in 1 routed. Before fire any other vehicles squad in open moves to see if anyone else is around, find a squad about 300m back, others may well be there but ground falls away behind him.
Yet another sniper fairly close takes a life tank fires at & routes then 1 moves adj ready to kill next turn. Squads move out & are on form lose a couple of men & something else is out there but these guys are devastating at 150m, the enemy is melting even the sniper sucumbs.
Lot of rough here so not managed to get adjacent but squads near woods near enough wiped out, one is in a tricky position & my halftrack decides to take a path that runs by him. Oh heck short moves in tricky terrain please, hey he lives & Greek squad can't be happy, rally HT fires & routes now we can mech assault thank you
FOO is moving slowly to a crest line that should have very good LOS if its safe, hes on his jack

BF> Mines are cleared from JPz1, MkIII fires on St Et HMG & scout in hex pinns & routes so squad tries his luck moving into tree beside them, take down.
Scout cant find anymore runners so risk a bit of trail blazing Sdkfz7 taking over & running down same path, risky but arty did hit & hidden from other firers. About 500m away is the first of his mortars & I think there are about 6 guns total a bit further on. Anything I can do to reduce arty helps, lead guy back on foot as think LOS opens up from here, tanks are 200m back

AIT> Well Greeks had another good go those SE HMG are dangerous
TF> one took out 2 men & I lost another, smoke clearing has let another AA Gun join in the fun its right back on L7 & did no damage.
MF> St E HMG opened up at 600m killed 3 & reduced a motorbike. A gun of some type pretty close opened up as well.
C> 3for7 more if arty got kills but don't think it did. Mortars taking fire to now & his arty is dictating my tactics at the moment, keep moving if you want to live. My 80mtrs are still not quite close enough to be of any use except in the centre.

Imp
February 2nd, 2009, 11:10 AM
TF> Where to start, squad in village enters building & loses 2 men in fight with ATG, HQ under fire routes ATG killing 2, MMG opens up at HMG another 2 down getting a patern here.
Pioneer & JPz1 work over central group C>1for2 but think out of shots.
Scout moves in, no they wern't digs squad out under a hail of fire losing a man but sighting several more units.
Ram & AA go to work on AAgun hoping distant one will join in, no luck but mobelwagon kills 4
Then back to central group 2 AC move up to assist then a MKIII comes under fire from an AAgun that has for some reason ignored AC. It has a pen of 3 so MKIIIs share its fire or ACs will die, everything that can has a go at it managing to kill 3 crew
We have lost a few on the way to but in control of centre now 2 remaining units are running &. several vehicles are 150m from a clump of Greeks. Half a dozen squads & MMG are at level 6 by the village. Ht moves to ATG & kills another couple of its crew.
MMG & squad that remained in woods stuck there head out, survival is now there only goal

MF> Slight worry there apears to be another set of mines here, from position think they run South & I am at he end of it, about to find out.
They have all rallied vehicles fire at 3 sqds near woods & one near HMG then only squad in woods that can do anything without attracting the attention of HMG has a go. All routed bar one so units in open check mines seems alright so 2 tanks move up, can't see gun but recieve no fire so shoot at HMG for no effect, one pops smoke between HMG & woods. Sqd moves on last squad & loses 2 men when a new squad opens up allowing adjacent pinned squad to shoot to & get the kills.
A bit of a firefight breaks out & things escalate, scout jumps in remains of bike & recieves fire from another squad in woods, so drives for cover. Others try moving on from woods side & discover a scout with a squad.
Then to top it off inf gun fires at 231, MMG returns favour & routes.
We won that exchange but these are a hardy lot 4 still in holes 3 in ready status.
Not quite true 2 more are still in holes & 2 eventualy forced to run but these 4 squads total 5 men, they are fighting to the bitter end expecting to hear cries of Banzai echoing round the hills any minute.
The HMG took 4 vehicles unloading on & did not blink, they are more than making up for the guy that wimped out earlier only person that folded was the gun crew.

BF> Lead squad crawls forward to the crack of a rifle, man down get a couple of other units on him but thats about it ends up 2 for1. Units further back are going backwards as arty is falling heavily so split into 2 distinct groups till it calms. Found remains of a squad while doing so.

AIT> arty missed & I CB fired but its freaking me out I am in the wrong theatre since when was Greece in the pacific. The only units that did not recover were an AAgun & SE HMG but they are ready to fight now. Even the ATG with halftrack & squad in its hex recovered, give me the French anyday.
TF> There is another ATG somewhere near the first & ATR behind squad cluster, result damaged Ht & 231 dead 222 & mobelwagon men traded losses about equal.
MF> ATG 700m or so & another mountain gun close I think can't see either, 231 & HT damaged. Was winning here then a squad recovered & shot up my squad before torching the HT. About now I utter an expletive just what are these guys on.
BF> Somewhere on hill at over 600m StE HMG opened up & 5 men dropped, thats 5 did I say we were going to N. Africa afterwards the way its going this could become our resting ground.
Shortening the number of turns & going without any support on an assault is extracting a heavy price, not to mention the amount of arty & ferocity Greeks are fighting with. Seriously its like fighting the Japs getting them to run is hard & when they do they come back at you all guns blazing.

Imp
February 3rd, 2009, 03:45 PM
Where is Baldrick with one of his cunning plans, can't be any worse than my exploits so far, I need to smoke off areas so I can at least control what I am fighting, MF + BF will get out of woods as fast as possible to take objectives & have Greeks come to me, these guys are just to resiliant to take on up close.

TF> Several vehicles open up Ram kills sniper then squad kills ATG in his hex & moves onto rise to find other ATG & takes fire from a few units including a bunker 100m away, his HT mounts a rescue spots several units including another bunker & ATR that takes a pot shot.
The ram which seems to have developed a bit of a hero complex moves up recieving fire from both ATR, continues & other ATR is spotted ATG fires & misses cant see but know exactly where it is. Squad moves for through village straight into 2 bunkers the force in the village is basicaly stuck that ATG is out of reach they nead armour support.
The only infantry that can smoke it out is my HQ but its to big a risk move so MKIII takes on ATR to no effect but moves up the hill dropping smoke cover.
MkIII moves onto outcrop as some dust covers to take on AA gun & scout, kills & routes them finding a baby tank with MG only CV33 which JPz1 kills.
Sqd moves to kill SE HMG finds another scout, 231 & 222 pin him before sliding behind smoke & sqd digs out HMG then fires at another squad.
Next squad moves up takes out HMG & think defenders are out of shots so 2 HTs move up, turns out its not the case of course another scout is found & kills a man or 2 but carry on & manage to get another couple involved.
Made reasonable ground up the hill & in last phase wipe out 2 squads scout ATR AA gun & finaly manage to scare the bejebas out of most of the others, will they bounce back again. Final moves some units in village jumpin trucks to move to tanks smoke unseen scouts fire so more smoke dropped to protect trucks & MkIII turns on discharger & climbs outcrop sitting there to see if any fire comes his way as should be at range I hope.

MF> Exchange of fire manages to kill most visible units then move ATG takes a shot & still cant see him but I am abandoning woods & moving mainly along edge. Tanks hiding behind anything & troops moving up to try & see ATG to NW next go.
A tank & AC move behind some rough on otherside of clearing 100m fro SE HMG & finaly kill 1 man, there is a squad here to & mountain gun is somewhere close. Bit further SW are 2 flags & at least a squad has fired from there, I have control of 3 flags here
BF> Kill squad & ATR & still trail blazing following footsteps of lead unit, 400m from flags but terrain climbs & becomes open 200m ahead. Have to try & find that HMG & expect other units. Tanks might have to risk guns & become more proactive as troops are hurting putting a bit of smoke here but most arty is focused on TF
AIT> First the good news fighting spirit went a bit & most of those that tried bit the dust, found mountain gun near MF. Now the bad BF is not going anywhere fast the earth did move with the amount of arty that just slamed the location trying to find a unit with less than 3 men down is getting hard & the transport is down to half here now, just could not move quick enough.

Imp
February 4th, 2009, 08:50 AM
TF> Trying to figure out what to take on first is still proving well hard here both braincells are going into overload mode the AAgun on the top of the mountain is a big headache.
2 AC & 2 tanks take a safeish route to bunkers tanks taking fire from ATR, furthest North bunker is destroyed so troops can at least move a bit, the other bunker both tanks manage to repeatedly miss despite hit ratio climbing into high 80s, 3rd tries damn things got a force field or something manage to hit it once with a total of 12 shots.
HQ decides its time to lead from the front so sends a squad to take on the enemy units covering the area, he then moves out under fire & kills a mortar rallies & finds ATG, calls for support & a MMG loses 3 men to that damned bunker but kills 3 ATG crew, HQ gives the all clear as he takes it down showing the men just what is expected of them.
JPz1 Move on remaining troops at base of outcrop under fire from AAgun but with no MGs they have no effect so a squad moves onto the outcrop & discovers a sniper & scout 200m away. He takes other fire to but is determined to not let the side down as he is in rough terrain, RAM tries to pin these new troops then squad takes them on cutting one scout section in half for no loss.
A pioneer braves fire from the bunker & takes out the ATR
Decide to use reserve 231 & try the bunker again, finaly it succumbs so motorcycle heads for AAgun on the heights but StE HMG opens up ouch I have a grudging respect for these things.
Empty HT moves on sniper & kills then a scout takes a risk as several others have failed to find the HMG, finds it & 2 squads pops smoke & still manages to dig a scout out. No one is failing infront of there commander now.
It might not sound much but we now control to hex row 23 50m from the edge of the outcrop & its been a hard slog to get here probably helped by the plight of my BF. There are a couple of bunkers near the village & maybe men but we are on the mountain. There are about 10 units visible within 500m of the lead & a bit further on tell tale signs of arty guns

MF> MKIII & AC take out HMG & squad helps them with the mountain gun they are now adj to flags & just west discover a platoon dug in there is a SE HMG to but scout cant find it. Forces exchange fire for little effect then a couple of squads head towards ATG find 2 more squads & scout at treeline so pioneers ride HTs to & take down after tank uses discharger. ATG fires don't think its the same one & CoB leader fires twice at 450m killing, just earned his stripes as was under fire & spots a squad there to. The FOO has made it to ridge line & can see cavalry moving to reinforce this position.
A good turn as killed a few runners to C> about 35 for 4 & made progress, must get my HQ into the mix more often his boys are fired up.
Southern part of this force is about 2/3Km from remains of BF but its mainly woods. HMG that fired may be the same one

BF> Only one foot slogger can move does his best to clear the area was on the edge, vehicles cant pick up anyone so survivours risk moving SW as its parallel to flags but towards map edge, they may end up pretty much on there own.

AIT> Happy bunny here of course they mainly rallied & a new AAgun opened up on the mountain taking a 222 & HT as well as damaging a JPz1, so much for MkIII drawing fire & I did slightly better in troop exchange. But the bottom force got a reprieve most arty stopped I think because other forces are right on top of flags, Thought I was going to say goodbye to a platoon or more here & the TF losses are acceptable considering the gains they made.
When I have all my arty on line its enough, just. The trouble is as trying to be semi realistic half of it has to keep moving with the advance.
Reports may slow down from tommorow map building.

Imp
February 5th, 2009, 03:12 AM
TF> Near the village 231 with a squad in tow go bunker hunting, 1 down.
HQ decides to carry on & is taking on a mortar & bunker crew
MKIII that was supposed to draw gun fire moves to edge of outcrop it does & ATR to, routes sqd & fires at a CV tank thing missing.
Need to take this down so troops can move up in safety & 3 units in wood can come back into play, they are in a bad state. 4 armoured units move on all miss but its dead next go for sure.
231 & HT route unit allowing two MKIIIs to close range with AAGuns, they destroy one.
Scout near StE HMG finnishes the job on a scout & finds another one, his Ht kills 3 men in StE HMG routed.
Several vehicles have a go at remaining units in the area but still 4 can return fire, several cav units can be seen in the distance but seem to be heading for MF.
MMG opens up wondered over this as already suffered last turn & after a few exchanges of shot they kill him:doh:, squads turn to extract vengance, no kills but they seem to have run out of shots so last tank moves up & routes furthest squad. Now apart from new units only the tank & one unit can return fire moving out.
Scout pushes his luck again & somehow hes still intact but decides to seek refuge in a HT. He recieved a lot of fire & can see 2 more sqds another HMG & a sniper 100m away. squads kill 3 units furthist up slope & route the sniper.
My sniper makes a none to stealthy aproach to line up HMG & decides to pull back as find more units, thats as far as we are going & my vehicles are fairly exposed, not a great deal of gain but was expecting heavy resistance here & coming over a hill with enemy on the other side is not easy, have 3 flags here & just constantly applying pressure.

BF> Manage to convince a few men to move & the few that retreated to safety are now moving again but they have a fair bit of heavy terrain to cross & catch up. Moving tanks without support is never a good idea & with woods around is asking for trouble so inevitably JPz1 loses a track to assault. A squad & 2 tanks kill the squad before it finnishes the job & find a bunker. Tanks that make it to open fair better for the moment & kill one mortar engaging a second. All tanks are switching dischargers back on as distances closed.

MF> Facing 2 distinct groups here SE & NE, I am a bit torn on what to do BF could do with some infantry, TF is engaging in wide open terrain & could do with help from the other end. If guns open up at range they might not see them.
See how it plays out.
1 squad who stayed in woods has been making careful progress to flag there, hes undetected but spots a scout on it & a squad in front. The best aproach is from behind as can engage at range. In my impatience move him to a second hex to go round, 3 men down as several units open up & he runs.
There has to be a lesson in there trouble is I never learn it:(

Pioneer risks moving into trees near NE squad for a look, maybe that was the only ATG MKIII moves up & takes on squad, it seems clear so 2 other squads move up, 200m further is the top of the hill & TF will be visible from here.
Tank & AC open up on SE group, risk moving a hex & find HMG, 223Fu routes last unit, a few cautious moves but nothing so HT runs up unloads & digs out 2 squads & HMG, another does the same to remaining squad. Take 2 flags here & find a bunker.
Remaining units decide to move behind units in wood & take last flag here, discover the hard way that there was indeed another ATG here as 231 brews up.
Top marks to the AI on its placement & I am gutted thats a few ACs I have lost in last few turns & the crews went with them, my top vehicle crews have just been smoked.

I have just noticed due to problems keeping arty hidden & rough terrain my mortars have spread a bit & over half are short on ammo, mare going to have to move some to get ammo trucks near. Just selected my FOO & hes got 24 units in LOS that does not sound to healthy.

AIT> A lot happened arty is starting to come in, not to bad & my batts definetly got the hang of CB firing.
TF> HQ gets his 3rd kill & a Greek squad pops smoke as it runs nicely blocking some fire, then it routed into a HTs hex & tank shot at it immob my HT.:doh:
Thought I got a bit ambitious with a couple of vehicle moves ATG hits 2 halftracks for a kill & damage result, cavalry have u turned & heading for TF now.
MF> Heaviest arty here & a bit late but units in woods have left foxholes. AA gun started firing at 223Fu was worrying about wrong one, luckily it came under a barrage of fire killing 4 men. Need to look after this guy a bit more as now has 9 kills so must be on his way to being good.
BF> Some sort of gun is firing at the tanks in open & a poor suicidal Greek in CV is moving from road to attack my armour with a Mg, good luck mate hope you have freinds.
Loads of other stuff to but they do not seem to be recovering so well & only new gun spotted was the dying AAgun

Imp
February 5th, 2009, 08:59 AM
TF>HQ is now upto 5 kills on his stroll through the arty park.
There are at least 2 ATGs out there that I cant find so having to be cautious.
There are 5 bunkers facing the woods, JPz1 going to take out found more mines.
Have killed all original units & engaging half a dozen more slowly rolling forward, once those guns are found the German war machine might well find top gear, in the open with my higher exp LMGs & armour even there foxholes offer no respite.

MF> MkIII Routes AAGun 223Fu does the take down then move north into woods & towards ATG, still cant find it but think squads 2 hexes away, smoked it out of play & took last flag before heavy fighting in the woods, turns out there were quite a few in there, were being the operative word as there numbers have dwindled, 2 running & a ready squad remain he may take out one of my squads if goes the right way. Ht lost mobility & a few men down but a big hit. there is at least another squad, can't see but know where.
On the other side of the clearing in the woods also Bunker survives but units moving to retake flags have been heavily repulsed, battle is on in some force but now they are out of foxholes they are no match for my vets.
A MkIII has moved into position to intercept CVs running over the hill, another is close but more worried with assisting with taking down the ATG when its located. A pioneer is on the reverse slope just in case they make it that far.
This force seems to have become very aggressive, no pussy footing seek & destroy is enabled.

BF> MkIII kisses CV goodbye then as its a bit higher here another moves into position to fire on squad back in woods pinning him so squad moves in & sends him packing. JPz1 takes out the bunker. Now I have to be careful there is a gun out there somewhere & tanks wont see it need troops up here. Smoke is going where I think HMG is so thats a problem to.
Tanks can risk the gun its about 1K away I think JPz1s can't so one will try to cover route from road incase more CVs move in, squad in Sdkfz7 goes with him & dismounts. He will try working his way up for a look at this gun. Should have plotted smoke to cover that gun but I am back in arty problems again going to have to stop CB.
MkIIIs took out a mortar & moved North taking a flag, I think they are out of sight of the gun & a squad was found & routed with the aid of my lead squad.
They also found a HMG but pulled back, its in a difficult palce & is not the one I am after.
Suddenly the MF is only 1/2 a Km away but the healthy squads in this force that are running for a lift in what little transport remains are a full Km back

AIT> As it looks like they are in trouble & FOOs have good LOS carrying on with all arty, 2 mortars that are out are droping smoke in BF gun area others mainly target area TF guns are in.
His arty is not what it was CB fire & vanishing onboard guns has seen to that.
To be honest its a bit of a bloodbath out there they rallied well but in most places are hitting an interlocking wall of fire.
I do wish they would stop routing towards my vehicles MkIII managed to immobilise another one, its alright when they run at the end because tanks don't fire but mid turn they are becoming a bit over zealous. A 65 inf & mountain gun have joined in the fun & games on the mountain.
The AC & tank furthest South in MF by the bunker had a few moments trying to stop themselves being overrun, they might have to pull out. The ATG is not quite where I thought it was & took a HT down & the VCs changed direction to try & cover it.
Still about 70% have recovered to fighting status, with the French it was the tanks that were unshakeable, with the Greeks I am glad they have not got any.

Imp
February 5th, 2009, 07:40 PM
TF> Not top gear more like a steamroller rolling slowly forward crushing everything in its path.
The village is under our control & the troops are engaging first mainly then tanks roll out & engage the guns, followed by mobelwagons going for the ones at longer range. AC & transport then expose themselves & shoot up enemy troops before my squads move out & send them to oblivion. Then it happens the attack has been so devastating overdrive is engaged & any form of transport is used to propel the force forward.
2 snipers are the only people causing any real problems & for very few casulties we have made huge advances.
Some smoke was used to stop taking fire mainly from snipers but one is visible, we have now moved to near the V in the mountain & some vehicles are vulnerable but all guns bar 1 were engaged. ATGs are gone, the infantry gun is Ok & both mountain guns crews are at half strength. Another 4 bunkers have been found but they are facing the wrong way & a JPz1 has started systematic destruction of the 10 or so now visible. About half a dozen new infantry units have been detected to & expect a few losses in AIs turn but a decisive move.

MF> MkIIIs kill 3 CVs & a pioneer & squad take on the ATG & kill it then the Northern woods is given a good working over. Only 2 men remain here But sure more are coming through it & the FOO there is begining to wonder if staying is sensible. MkIIIs are on the hill & will be engaging the gun TF has not taken on next go, infantry support will be limited as this is the only place putting up any real resistance & another sniper is lurking somewhere.
The tank & AC moved slightly back from the bunker & a squad & 223Fu with a total disregard for safety are trying to support them, they face at least a platoon in close proximity. A couple of other squads are chasing down runners.

BF> 2 squads make it to the high ground & the other forward squad heads for the road. The tanks move on HMG as he had arty dropped on him so is pinned & find the HMG they have been looking for & several bunkers. Transport is now getting some grunts back near the action. A bunker & the remains of a HMG are all thats visible here & a total of 7 flags are still under enemy control

AIT> Another mortar runs out of ammo but resupply truck is closing & its starting to be a unneeded luxury but my arty either got a sniper or helped him hide.
Greek arty got a truck but the offboard batts are firing miles back now.
Desperate brave or stupid feel the later they managed to kill a man & take out 231s gun but lost 20 odd men in the process. Did get a lucky break in MF when an AA gun opened up at halftrack for no damage, I had expected worse.

Imp
February 5th, 2009, 08:51 PM
Well the big exitment is down by the BF especialy in the now small gap between it & the MF by the Bunker.
As well as the troops on the move it appears there are still quite a few dug in units. Yet more snipers HMGs & a few squads have made there presence felt, several men fell to this unexpected show of force. Armour in the area will hopefuly be able to help next turn but at present is pretty preoccupied with just staying alive, that bunker might well contain Gold Bullion or National Treasures the way they are supporting it.
The rest of the MF did not manage to mount an attack on the gun as the sniper has help & is proving an elusive SOB, finaly find him but he took a few good men with him.

At the Bullion Bunker & more so the BF Panzer crews are having a tense time holding back the surge. 6 squads ended there turn next to tanks & all rallied to pin status exept 1 who is ready to go, its getting a bit tense & shortage of transport is proving problematic. On that note with mainly truck transport exploiting crumbling forces becomes a slower or risky proposition as it only takes one shot quite often to cut the ride short.

MF> 3 squads & some armour are remaining in woods to protect flag there & can now give meagre support to the FOO if things get a bit heated.

TF> continues its onslaught & my snipers have taken over the driving seat taking the fight out of anyone they can see, progress is not quite as fast or devastating as last time but now only 2 guns remain & both have casulties, 2 vehicles are vulnerable if they retaliate. Enemy troops are mainly formed up along what one can only call a line of bunkers, 5 now remain & my troops have closed to within 100m from behind.
The woods here will soon ring to the sound of axes as hasty caskets are prepared for the dead & I wonder if undertakers give group rates, they are going to be busy.

AIT> Another of my mortars calls for ammo but resupply has arrived,
Greeks get a good hit with a battery but not sure where.
Another gun comes into play against the TF but his heart does not seem in it, all gun fire misses while tanks reign shells on them & the devastation continues.
Just checked FOO that had 24 units in sight now has 7 & we have discovered quite a few units since then, its becoming a massacre.



Unless somebody says otherwise going to give more sweeping reports & just cover the exiting bits in detail.
Brains overloading trying to remember what happened blow by blow & type at same time so think went a bit rubbish back there.
Sticking to a format like reporting casulties every turn does not help the creative process either, I ain't no writer.
If it all goes a bit naff again & it will say I will not take offence, honest.:up:

Imp
February 6th, 2009, 12:39 PM
So much for the middle force assisting TF there is a lot of activity on this little hill, briefly spare 2 tanks & a pioneer to dispatch the closest gun. Only a HT MKIII scout & 2 squads one retreating are left to greet them, another MKIII is on the way & any moves on the AAgun here have vanished.
A lot of tanks are running out of HE now making things harder.
BF incuding bunker area we have not made any ground but did not pull back & are trading shots at not much better than 1:1 as discover even more units coming my way, might have bitten off more than I can chew here. Found a gun down near the road, its not the original firer though.

TF> That arty fell here bunker busting JPz1 is now stationary, managed to kill last sniper & more guns have joined in. Concentrated on these & now only one is left & its routed with a crew of 3 left. The row of bunkers takes a short break & continues South found 5 more so far.
Perhaps predictably progress slowed a bit as Level5 woods just SW of mountain V cover 3 flags & now taking unseen fire from there.
HQ is at it again & is moving along L7 with a support squad for a looksee

AIT> BF & MF had a bit of a heated exchange not helped by 3 CVs showing up & distracting the tanks though got 2 of them. I think we won around the Bullion Bunker elsewhere was more of a mixed bag, a squad & tank at the front of BF are going to need some sort of rescue mission they have units admitedly pinned in 4 adjacent hexes

Setting the AIs forces to 20% more than mine certainly makes for a tough time they just seem to keep appearing this is after all an assault & theres more than 2 companies of men in the bunkers alone not to mention the arty & guns. Tis the price I pay for their lack of armour.
I have just realised the majority of the infantry are elite explaining there resolve
Evzoni, Rally 13 Exp 10 I can recomend there fighting pedigree.
Lack of a LMG is a problem in open terrain though the sniper offsets this & those HMGs provide good support. Close terrain these guys come into their own.

Imp
February 7th, 2009, 12:30 AM
Firstly I am a Kronenbourgh man myself just refering to the sentiment.
Well the rescue mission was not so hard they were borderline routed so a bit of fire sent them packing, bullion bunker finaly died & think there is just the one squad in this area now. BF continues its painfully slow progress to flag & 3 mortars in the area but squad is quite far down the road & pops smoke to let a JPz1 catch him up. 2 MMG are in position to shoot at this gun & arty should hit it this go.
The battle for the mound seems to have reached a stalemate both sides reinforcing, the 2 MkIIIs & squad that dispatched the gun moved to help & found Greek reinforcements. Another 2 squads are making best speed to get there in HTs, luckily a Greek scout placed smoke as it withdrew cutting off an area covered by the AA gun, be nice to say I planned it :) More a case of what can I fire at without getting a major volley in return.

TF> Halftrack kills last ATG & HQ does a swivel, 2 squads sighted he stays to assist with spotting then heads off with his escort to intercept any routing units.
A couple of units move & we can see 6 squads there so 2 MkIIIs move up & fire then use dischargers, everyone that can catch a ride heads for the smoke, most were out of range. Smoke was placed to cover 3 squads but before trucks move bring everything I can on other 3 & send them scurrying.
This force is getting close to support range for the mound now.
AIT> They finaly seem to be folding, did not put up much of a fight that time.

Imp
February 7th, 2009, 02:06 PM
The BF & MF had there best turn for a while, the fight on the mound just collapsed most remaining units pulling back off it. This has freed up tanks to go & pay the AAgun a visit next go.
The MMGs opened up on the gun by the road & to my surprise totaly killed it, squad & JPz1 were ready to make a move on.
Forces are generaly getting in good positions to find the other gun though a temporary halt has occured in the middle of this advance, caused by two persistent squads & a bunker. Further North made a hard move supported by 2 MkIIIs & found some runners attacked 2 mortars killing one then ran into yet another bunker.
The 3 squads that form the North part of MF & are protecting flags report contact & send him running.
TF> You have probably guesed, more bunkers further back near the mound & 3 squads behind smoke turns out to be 6 & a sniper. Bit of an effort but everyone is running exept the sniper. In fact they are running so quick HQ has had to jump in a truck to try & cut off the exit. Could not go as far as he would have liked as its unknown territory.
I am having to task the pioneers with assisting with bunkers still have over a dozen left & the two I attacked this turn took 5 point blank hits without effect.
AIT> There arty is strugling to keep pace again so totaly innefective. AI lost about 9 men for none 3 in combat rest as ran. One of the casulties of combat was the sniper taken out by a MkIII. Tanks fired another 6 or more rounds at bunkers up close & personnal like for naff all.

T24 Swatting flys
Well despite bunkers front armour being 6/2 14 shots later 5 with overpenetration of 4 or 5 as high hit chance they are unscathed b@$$%#£s.
Pioneer had better luck attacked 3 damaging 2 & killing the third
More shots vs bunkers JPz1 gets an instant kill & out of about 6 MkIII hits get a damage & also seperate kill 2 occupants, thats better & a good thing to I am running into more. Otherwise just finding mortars mainly.
AIT> Arty is targeting my MMGs that took out the gun, only one Greek fired & he lost 3 men for the privelage.

Imp
February 7th, 2009, 08:40 PM
It seems just got some tough bunkers taking down normaly now, think only onboard gun now is 1 mortar, MMGs clear the battery fire alright.
Just chasing now really & HQ just bagged his 8th kill.
Took last flag but Greeks took one back down South in its turn, have a few units nearby. Still finding bunkers

T26 End game
It was a lone squad that took the flag, mine now, found the ATG have been looking for down South (BF) but MKIII lost its gun as it turns out there were three of them.
All succumbed in the closing stages of this battle.
Game ended Decisive Victory

8062 > 849 Points
269>1089 men
Just over a 1/4 of my 900 men perished.

Got most of the Greeks less than half a dozen units floating around & a few bunkers I had not got round to.
Had a quick look at Greek forces turns out he had 8 batteries not 6 & 10 or so inf companies plus all those bunkers & HMGs
Did get a bit touch & go in places & if arty barrage on bottom force had continued for a couple of turns think I would have lost close to 2 platoons of grunts. St Et HMG caused a few nasty moments to.
Overall caught me with my pants down as was not expecting such a tough fight.

T1 Welcome toTobruk
The game offered me a special battle but time for one of those later I wan't to go to N.Africa before the Eastern Offensive kicks off

No rest for the wicked we are assaulting again :banghead this time vs British forces at Tobruk, wondering if might see some air this time.
We have shiny new vehicles in dessert camo armed with the 5cm gun & our Pak group has recieved these as replacements to.

Force Changes
3x Pak 4.7 upgraded to Pak 5
Armour is now
3x 231(8rad)
3x MkIIf
20x MkIIIh
2x Ram
Will add more variety later when Stugs etc improve a bit
My view MkIVs are pretty duff there main role at this time is as infantry killers suppresors & MKIIs do it better, suffer from ammo problems though.
Also gives me 2 groups of 10 MkIIIs
Everything else as it was

Support
2 sIGIbs see if we can get them direct fireing vs the grunts
1 17cm Battery
2 Ammo dumps
2 Bf 110 D-2 to play with
1 Spotter Plane

Regenerated map 3 times but kept giving me the high ground & a few buildings etc so decided to mod a quick one & give them something to defend. We are in N. Africa so our first objective is a water supply & a nice place to stay in relative comfort.
The place is fortified so lets see what the AI makes of it

Flags
A group of 2 in both Likely AA Pos
8 around Unknown Facility & Bunker Entrance one in each of 4 buildings
4 In the Guest House
Rest at West point of Low Wall, it has a break in it for a gate here
Visibility came out at 51 so left it.

The plan, have a bit of fun but going to have to wait a bit as now looked may have snookerd myself a bit on the approach with the soft sand.

Just because might intrest someone all my core arty now calls in at 1.2 HQ rally is 85 sweet, troops ave exp mid 90s some might make 100 soon.
Armour high 80s but did not do well with replacements low to mid 60s
Map attached as I remembered

Imp
February 8th, 2009, 04:21 AM
First the plan then a rundown of the first leg, not a lot happened for a while but here are my notes on the initial phases, should liven up shortly.
On the beer in a fit of insanity let the girfriend take my credit card on a trip to Knightsbridge. Still trying to figure out how she persuaded me it was a sensible idea:doh::sick: women

Shows how long its been since I played thought Matildas would still be a problem should have looked before upgraded my tanks.
Turns out I have the advantage the 2 pounder is not a lot of cop except vs the light armour. The 25 pounder is a diffrent matter though I will need to treat those with respect.
I have to consider upgrading my inf howitzers for the real deal bought ammo dumps for but they just don't have the range. Only One spot where they can reach all likely targets & set up on a rough hex so the ammo dumps on it. This time we will try a major break through rather than dealing with mines all over the shop.
Pre bombardment will drop smoke & most of the force will move on North Location AA pos position then they can follow the train tracks.
Company B (inc 2 Pioneers) & a couple of mortars will move on foot spread out on the other AA location. They have 4 trucks that can be used safely for first 500m or so with them. Also my ATGs & there transport is here along with 3 MkIIIs & a FOO.
These are Main & Secondary forces MF SF respectivly & MF is not moving as one complete lump at start, no need to give arty more targets than needed they will come forward once mines found theoretically.
HQ has been told no more heroics but you never know.
As I thought there are a few areas with only a 1 hex gap in the soft sand so either exploit them or nice & slow.

T1
2 4.5inch & a 25pdr fired then my smoke fell nicely followed by the roar of 60 odd engines all hitting the gas hard in unison, we leap forward & theres no dust trail, whoops think I bodged the map a bit was not expecting that. Easier overall probably but now wishing had dropped more smoke we are going to end the turn with a lot of units visible to anyone in the NE just where a line of wire is. Only visible additional fortifications are 2 lines of wire just over 500m long on row 90 at each edge of the map. Those SIGs just came in handy 13 smoke each & managed to direct fire & give half reasonable cover.
Fast forward to the end of turn 4 the smokes nearly gone & the MF is ready to climb the rise to the North AA location. The enemy is deadly silent so far including his arty so it is possible no one is there. I have dropped arty on it for 2 turns. The SF has moved out but is keeping its vehicles back & hidden.
2 trucks took a shortcut through the soft sand & are stuck.
Am replotting most arty for a new smoke screen I will be fully visible ffom here on in so my only options to unload unseen is this or to drop everyone here & continue on foot. Mines could cause an upset to this plan but I am a beliver in most cases of pushing hard at the start with acceptable loses to give time for problems later & in this heat that water is tempting & my boys don't wan't to walk

Turn5+6 Holding Pattern
Looks like nobodys home I made the map full width to allow the AI to defend as it liked but most flags are set further back than normal so I may not meet much resistance till later on. Smoke fell badly so mainly waiting before move out & spotter finaly finds our first Brits a platoon of Valentine IIs on the hill West of the bunker entrance so things will finaly get going.
2 Scouts in bikes decide to move out as speed means they can take a path that makes best use of the smoke, all goes well no mines till he reaches the smoke . 2men lost as 2Pdr in the orchard opens up. Smoke fell around it but not well enough & a few units move to the top edge of the orchard pop smoke & unload.
Turn7
Visibility through the orchard is about 250m so the squads that moved up last turn took on the 2 Pdr killing it, a bit more smoke came down so units moved out towards it. I am keeping the MkIIs & AC back for the moment & the spotter overflew the other AA location spotting 1 squad. Lost contact with my plane, had placed it so could adjust onto any guns found but it went & attacked a Vali. It did see a 2Pdr though & no sign of any AAA yet.
Two MkIIIs have been moving slowly in plain view to see if drew any reaction, arty just fell behind them a bit close to my HQ who has ended up shadowing them :)
Turn8
Take 2 flags at AA location things are still pretty quiet arty is starting to fall in MF area & slightly worried for my AA but want them near just in case.
The 2 tanks out in the open are just starting to move round the bottom of the orchard. They have taken fire from 2Pdr which is acceptable at this range.
A couple of the tree hexes North of the orchard do provide cover Rams & a few loaded Ht are hiding there. Most transport is moving to open the range as the smoke is fading & there passengers are poised to move out of it next turn. Forgot to plot spotter.
Turn9
Seems I was wrong you can't hide there a2Pdr in the SE corner of the orchard took out a HT before losing 2 men & a couple more shots were fired at exposed tank, still cant see it. Looks like I may have been lucky MMG finds a mine near AA location, think they probably run North from there supporting wire as vehicles passed just South of. The arty immobilised one of my AA last turn so they have fallen back & vehicles realy have no where to go now so position is not to clever.
Turn10
Just realised not making much headway & forgot to think about soft sand for planning further routes.
Lots of fire exchanged again between tanks for no effect but another HT got caught up in it, vehicles that were supposedly hiding moved last go & arty fell where they had been.
SF> is about a Km from trenches but was fired on by Vickers HMG 500m further forward, MMG killed three men & 3 MkIIIs have now broken cover.
Spotter went for another fly by but never returned multiple Boffors AA about 1Km East of South AA position saw to that.

Things should start warming up soon me thinks
Thats all folks

Imp
February 9th, 2009, 01:56 PM
Quiet game so far so summary of my path to the current balls up.
SF> Alls fine here they are poised to move to level 2 of Pos AA Local, 3 MkIIIs supporting broke cover a while back & are nearly with them. ATGs loaded up & are on the way to as are the mortars that have just set out. They have lost 2-3 men can see a routed squad & have killed 2 Vickers HMG & 2 ATR.
MF> Strange one this all was fine while we stuck to the plan but a minor deviation has lead to total disaster, this was about as long as any plan has ever lasted as it turns out I was amazingly lucky.
Half the force hides while rest progressed behind the smoke between the North Pos AA Loc & the olive groves (orchard). As the smoke clears tanks exchanged ineffectual shots before managing to enter little valley & move behind the ridge line for cover. bit of thought needed here due to soft sand but we move onto the hill & take out 2 Vals for 2 men, a good trade. Then we move on finally finding the other 2Pdr, it dies along with the other 2 Vals & the area is clear. A MkII was damaged in the exchange & artys getting heavier finally accounting for a few men stationary 231 destroyed HT & a few trucks all told.
This part of the force is to head SE round & over the hill.
The rest of the MF now breaks cover to go NE round the hill following the train track, it takes fire from A25Pdr at range which misses & those SIGs direct fire some smoke to cover. This force is currently working its way down the railway & level1 part of the hill with troops out front looking for that gun. Mine clearers are here as we have not hit any yet.

Now it all goes tits up & the blame rests squarely on the shoulders of my HQ, The tanks he was shadowing raced on while he plodded forward to find himself facing a squad 200m away. He is not detected so sits & waits turning his range down. This squad is a few 100m South of the olive grove but towards the West end of it, well back from my force. On reflection HQ should have backtracked but things are easy with hindsight my force after all is just coming round the hill.
Find a squad on the corner of the hill & take him out then we deviate from the plan deciding to head back to our lines. I expect that squad to have company & Mr HQ should spot any firers so we move out. Turns out there are 6 of them so far one off by himself to the South another mid way & 4 in a group by my HQ, one with an ATR. Attacking dug in units at range is never a sensible option you will lose & we do indeed lose a few men getting into position but HTs are ready to mount an offensive that should get half of them.
Well that was the idea but we are sitting in a minefield & going nowhere, the mineclearers are going north & worst of all I had avoided this driving into it on the way back to my lines. I can't now abort as have to see what my vehicles are sitting on, I take heavy loses to his fire & a few to troops that discover vehicles are on mines. Moving into mine hexes while under fire does not seem to be a good tactic, someone will become vertically challenged & launch himself skyward, chucking smoke grenades to cover, the first real exchange & boy did we mess up.

Imp
February 10th, 2009, 07:10 AM
SF> Moves onto L2 seems to be 3 squads here & we dig out the closest one, the 2 squads furthest North find a FOO kill 1 man.
My thoughts are they could work over to MF problem as a sniper chimed in over there to. As this force has not hit any mines yet I am begining to think they may follow the railway so in view of this the MF is bugging out under cover of smoke & heading up the hill. Rams are on the way to help clear mines under vehicles but the area is bound to be hit with arty so not staying to fight on his terms, HQ pulled back & will keep watch.
A sniper & MMG along with stuck tanks are systematicaly working over the Brits & have nearly killed one squad, as out of range will do 1 at a time & planes are coming in to as no AA in the area
Turns out have to be a bit careful as tanks on hill are now recieving fire from a 2Pdr around the furthest NW trench near the oasis.
This is a fine mess I have got in trying to pick a path across the hill out of LOS of guns without getting stuck.
If I can make it to the copse of trees on the hill troops could unload & get close enough to find the gun, could be a big ask though.
As always more arty would help as could lay smoke.

Imp
February 10th, 2009, 11:21 AM
MF> Planes attack & 2 nearest squads to HQ are routed with LOS to others obscured so he has moved to SMG range & is blazing away, not sure this is entirely sensible but as he caused the problem only seems fair that he sorts it out.
Looks like arty has done its job as a crew is spotted near 25Pdr local so vehicles break cover & we roll forward. Troops have made it on to the highest part of the hill but forces on its South face are not doing so well. There are at least 2 ATGs one is seen but a HT is damaged, somehow it is still mobile with 4D from two hits. Other HTs & AC are pinned down & MKIIIs are reversing up the slope to keep front facing ATGs.
A bit further & we are clear of the soft sand for a while at least, need to bring arty up as its working at max range.

SF> We lose a man in exchange for the FOO & now have 4 squads & 2 tanks on the hill facing 5 Brits, 2 more squads can give covering fire but several are trying to move on undetected as I feel that those AA guns could soon join the party. One does firing at MKIII which is fine by me, 2 squads are now out of there holes C>5 for 1. Another AAgun is seen & I have no idea what the AI is trying to achieve with its arty especially considering lots of my force must be vissible.

Imp
February 10th, 2009, 01:39 PM
Tanks are free of mines & HQ moves ever forward the 4 squads nearest him are all running & one is dead.
My sniper tried hiding & is now moving slowly towards the enemy sniper in the hopes that when it opens up he will be close enough to see it, a poor squad is none to happy at being volunteered as its target.

Main force now has split objectives so N+S
MFS>Found 2 ATGs the second being close enough to be a threat to nearest MkIII so infantry poped smoke, I want a word with whoever refited my tanks the guns are great & the extra armour helps but some tea leaf has had it away with my dischargers :mad:
Despite the ATGs not having HE they still got a man.

MFN> Heading down rail unmolested & units on the hill are now 500m from the sunken bunker entrance when bike swerves to no avail as a bunker with 25Pdr & Vickers takes a dislike to him. Any further aproach at level 2 or higher is now out & of course the sand means risking bog or going for a scenic drive, Pioneers are reasonably near if I can figure out a way to get them there.

SF> Squads moving round the side towards the AA discover & engage a new squad while MMGs & ATG reduce one AAGuns crew to3
Squads going round the other side find a 3in Mtr & all squads on the hill are now running.
We lost 2 men moving onto flag due to mines & a couple to fire but should control the hill next go.
AIT> Arty is getting better but still mainly firing at no mans land & another AA gun opened up, unfortunatly my tank was distracted by an ATR & gave it a side shot resulting in early retirement

Imp
February 11th, 2009, 11:11 AM
Despite my best intentions HQ is charging on there are now 2 of 6 sqauds left, the hunt for the sniper is on with 2 squads further SE looking for with the sniper
SF> They are getting hammered by arty now & lost people to it. My ATGs are never going to improve they seem to act as a magnet in every game for it.
No direct fire losses only 1 squad remains & 2 guns are hurting badly. The 3rd gun & mortar are out for the count. There are more mortars not far away but it will be a while before we get there as the area is littered with mines, 300m deep so far pioneers are on overtime, heading SE as seem less dense that way
MFN> Smoke has just come down in front of the bunker & a second 25Pdr was found & destroyed without loss. Tanks & a few grunts are now heading SE down tracks in the little valley towards the unknown facilities. I have been expecting contact but so far nothing though I think we are being observed from the way arty fell last turn, the rest are making there way round the bunker.
MFS> Take out both ATGs & seems clear, as time is marching on they will jump in HT they can either move towards the oasis or come over the hill forming a pincer move on the facilities. Either way unloading unobserved is not a realistic option & the hope was that the SF would be the pincer for the oasis attack but they are going to be late so a decissive move on the facilities may be my best option.

Work is busy at last so reports will probably slow down as I have to eat, more to the point have a shopping spree to pay for so it could be beans on toast for a while. What price vanity? A #@%£#$% lot I can tell you.
__________________________________
There are more atoms in a glass of water than there are glasses of water in all the worlds oceans
99.999....% Of an atom consists of nothing, its totally empty so the Universe only just exists.
If you could remove this space the entire human race would fit in a grapefruit.
If you could harness this power the atom bomb would look like a matchstick
The probability of things like our eco system & the building blocks for life being so efficient without being designed is so small that they must have been.
Therefore if you are a religious man science is probably the best proof of a God or at least a grand design.
Welcome to the test tube you could be in it.

Imp
February 12th, 2009, 06:36 PM
HQ group have destroyed all 6 original squads & found another one, closing in on the sniper but have a nasty feeling my HQ has ended up as the nearest guy.
Pretty sure my sniper walked straight through mines without noticing, my squad has lost a couple of men & arty is falling around MMG now.
SF> A scout & platoon followed runners navigating through the minefield & are now in position to go for the mortars one of which direct fired at extreme range killing a truck with its first shot, thought it was safe enough. Passage SE turned out to be free of mines so good call & now moving towards oasis. All resistance has been dealt with easily arty being the only problem. Mortars have moved up to a depression with oasis in range, delayed due to arty.
MF> Pioneer is in position to assault bunkers, there are 3 of them.
South force came over the hill & lost a 231 to 3 BoforsAA just SW of most SW building, Some tanks are continuing East but the rest are moving towards the oasis & smoke is scheduled to drop next go. They are a bit over 500m from the wall but no fire has been forthcoming.
North group have also been taking fire from the bofors but tanks have dealt with, 1 abandoned others dead.
Most units are still in the valley but near paved part now & engaging units in nearest building & trenches along the back. A few units climbed level 1 area North of buildings finding 2 squads in these trenches, one is running. Casulties light so far but then so is the resistance, sort of expected more slow game this.

Imp
February 13th, 2009, 06:41 PM
Mines here are causing problems again but have a good idea on snipers position, decide to move MMG as arty is after him & has furthest distance but the sniper kills 4 men, should have risked the arty he still might get hit. It has given away his location though so my sniper takes him out, the other squad is routed & HQ moves towards but is seen by a new squad, smoke as think there are more & HQ is way out in front with just a tank near him, tank & HQ are close to rise to L1 now.
SF> Keeps moving forward but begining to wonder if mortars are safe arty round here is not good & now its falling dangerously close to mortars, could easily have seen trucks drive into the dip. One enemy mortar is down & heading for the next as through the mines now, there are a lot of them.
MFS> An A9 I think slightly East of the guesthouse takes down a HT, luckily it had just unloaded & its about time something fired.
MFN> There are about 10 tanks here so they were slowly rolling forward along the pavement area taking out the enemy when one finds a mine, Ram moves to the front risking ATRs & squads head forward, they find a squad tucked behind the first building just behind the mines. Getting a LOS to him is very hard as the burning wreck blocks most views, but I want to save the crew. Only one hex on this side of mines has a shot so risk HTs running around South building. 2 Make it unload & engage him. In AIs turn its enough he only gets one shot at the crew & it survives but my HTs were lucky they to are by mines. Lost a few men here but Brits only have 2 happy squads now as the armour is just throwing out huge amounts of firepower.
These bunkers are going to need a concerted effort redirected several squads to help. Pioneer hit 3 times with sprengladung but failed to damage it. Killed 1 of 12 men so he is getting ready with the flame to route & then mass assault the thing, could take a while.
T27
HQ lose a man as 2 more squads are found, one jumps straight out of his hole to sniper fire & HQ digs the other one out but if anything we are outgunned here, the other tank & squad are stuck behind mines. RAM is on the way reckon its 2 turns away AA units to but slowly as they have to hide from Mortars.
SF> is just running forward use of trucks is to dangerous & other forces heading for the oasis have entered trees near zigzag trench, HT are trying to hide or free themselves up to head for the rest of the MF to help with transfer of forces.
MF> Pioneer got a bunker but used 3 flame shots in the process, a MkIII managed to make it to another hard due to sand & trenches & fired APCR I think at point blank. Damaged it was not realy expecting that.
By the buildings mines have virtualy stopped progress a pioneer is helping the Ram, squads have entered the Southern buildings. Another squad is seen hiding behind a building & we manage to kill a few more men but finding locations with sight to targets is a problem. Bit of a stalemate at present armour cannot get in position to engage, scout tries to make a move through building on a squad but loses 2 men. 4 of my 6 scouts are now hurt & so just trying to survive & a motorbike is sitting by crew to wisk it away when it rallies.
Vehicles on level1 are waiting for squads to overtake & check for mines.
If anything sums this battle up its mines, mines & more bloody mines, getting fed up of the things.
AIT> Arty has stopped & squad behind first building leaves his hole. HQ survives without further loss as only attacked by one squad the other near him moved on the MkIII trying to assault but paid heavily & is now running. Risking air coming in here but its very close to my tank & could turn nasty. Already had one close call here when lost contact with a few turns back & could not adjust run. Luckily found new squad that turn & it attacked that but living dangerously.
AI has not been doing a very good job with its arty this game for some reason its all over the shop & never seems to fire for more than 2 turns before relocating.

Imp
February 14th, 2009, 09:14 PM
Every time I think we are getting there another one shows up, counting foxholes thats 11squads & a sniper to date. Mainly they have been dealt with by a mixed bag of MkIII, sniper, MMG & HQ with slight support at times.
The force moving on the oasis has taken out the mortar & I have given up trying to guess where everyone is even a couple of trucks are running flat out across the dessert in an atempt to wind this up. So much for mad dogs & Englishmen in the midday sun, I think the guest house offers other services than room & board & they are partaking.
Thought the MkIIIs would struggle with the bunkers but slices through the last two, still cleaing mines so infantry move up first through buildings then across the pavement. 2 more squads are found & we lose 3 men to them & another to the mines but there is a path so tanks move up to give support. The Brits are now heavilly outnumbered again a recieve a hail of fire ending in 3 tatered squads & one intact one. Due to the restricted access half of this force is loading up & moving to support the oasis as we only have 3 flags to go here & 2 of them I control the area
AIT> HQ group planes killed 2 HQ & sniper got one each only 1 squad is up for a fight this go. Elsewhere the Brits show there hand & are on the move.
To the North of the MF the crew I had just evacuated to a supposedly safe spot can see a MkVIc heading for him, typical.
At the oasis a rag tag bunch of 3 MkVIc 2 A9s & an A13 are running along the back of the NE section of wall, magic move 50m they are in my sights then the smoke I plotted comes down, minor cursing.
T29
Tank & MMG open up to no effect & sniper cannot get a shot as remaining squads are on level 1 so he moves to crest line. HQ takes the plunge & finds another squad decide its best not to fire. AA open up despite range to pin as much as possible. Luckily with few available targets some mortars are plotted here.
SF is moving as fast as it can & has just reached the trees at the North end of the oasis, tanks are not risking running on due to mines & ambush possibility.
Infantry move forwared SW of oasis & see another A9 & A13, I have 4 MkIIIs in the area & a MK II, the MkII is distant at just over a KM but opens up on A13 causing it to fire its discharger. The other tanks split & go either side of the smoke 1 on each side getting targets & damaging an A13 at about 500m
MF> We take quite a few casulties some to yet more mines & caused by the fact infantry is having to move onto level1 unsupported finding another squad in the process. All enemy are cleared though exept 3 squads on level1, the Ram & pioneer are trying to clear a path to the furthest flag.
A MkII & Mk III are going after the VIc while the rest break for the oasis.
AIT> HQ group MMG loses another man he has to back out now as nearly dead but a path has finaly been cleared through the mines. Arty means all routed except one.
See 2 more MkVIcs up North & a major armour exchange occurs at the oasis with both sides having a tank recieve damage.

Imp
February 16th, 2009, 02:29 AM
HQ tank fires & routes so sniper & HQ move up looks like its coming to a close 2 are running & 2 left in holes but one is nearly dead, Ram heads for oasis having cleared the mines.
The thin armour of the Brit tanks seals there fate an A9 & A13 are quickly dispatched the other 2 have moved behind the smoke & require a slight risk. The tank furthest away moves into view & draws some fire then 2 near ones come round the smoke, all fire at them misses & they destroy & damage one before a 231 runs up to it & delivers the kill shot. A13 remains behind its discharger but if it moves 2 tanks will have a shot & one of them is stationary MkII decides to fire on another VIc forcing it to use its discharger. Infantry finaly recieve fire from a squad at the gate but my battery is about to hit there.
MF> 3 tanks that have LOS open up & squad with ATR uses his shots, sniper gets in position & routes the other before 3 squads on hill move forward. only 2 squads survive now & ones running. Think we are done here only one flag to take & the pioneer will do that but will leave a few units incase reinforcements turn up, the charge for the oasis is on.
Still chasing MkVIcs
AIT> All tanks miss but North ones closed the range nicely, no new units discovered but arty drops on my units, 1 squad only has 2 men left.

Imp
February 16th, 2009, 04:55 AM
T31
Sniper has a field day before HQ takes over, Brits have 5men left
MF> The sole squad still fighting takes a great deal of persuading to run, due to this the other squad may escape off map. MkII kills a VIc & MkIII damages one before smoke is poped.
At the oasis the A13 is damaged then destroyed before the remaining tanks are destroyed in quick order. MkII & HT open up on squad we are arriving in force now from the west but no fire is triggered. Forces are also arriving from the North & squads arleady there are starting to work down the wall.
A scout taking up position to watch for reinforcements finds the HQ & 2 HT attack it reducing to 3 men.
AIT> MkII gets another VIc & his arty kills my squad
T32
HQ group finnish up he has 13 kills now, HT & scout kill Brit HQ, MkII kills last VIc, pioneer takes last flag just oasis ones left, squad escapes.
another 4 squads appear at the oasis but its a done deal severly outnumbered. Exept for mines of course there are more, 2 men down. half a dozen tanks taking up position in case reinforcements arrive.
Turns out its a inf company but quicly wiped out, I lose 2 men to fire & 2 more to mines, it ends on turn 37.
Decisive victory
Men 89>631
Score 6178>449

Missed a few bunkers but AI must have spent loads on mines, fairly boring game as not enough enemy & armour was totaly outclassed.
Partly my fault did full width as meant hills were in enemy zone but this meant he was to spread out & mines made transit slow

Imp
February 16th, 2009, 04:13 PM
Eastern Front is not available yet so Western Dessert meeting first since the Poles
Not worth giving you the map a few small steep rough hills 3 in centre 250 x 500m that could be used as cover, also 250m round hill behind North Flags Otherwise dead flat with the odd strip of high grass but not wide enough to be a vision problem unless looking along it. Flags equaly spaced 3 groups running N>S placed slightly closer to enemy than me but central group is furthest forward & near to central hill group.
Its very sunny vis 88

Force only change both platoons with pioneers swaped one squad for pioneer LMG to give them covering fire.
Support 2x 110s along for the ride
Lets hope the AI does not just field cruiser tanks or it will be a turkey shoot.
Going to Russia next battle but may well come back here for a bit once Allies equipment improves.
Simple plan close & destroy, to this end all arty is forming a smoke screen at the end of turn 1 just east of central hills. it will run from North flags to roughly halfway between central & South flags. Arty transport has been borrowed & all vehicles will head flat out for the smoke screen, they will drop pasengers then head for cover behind hills or retreat to hide behind the anticipated dust cloud they should kick up.
HQ & 223Fu are to the South & have a clear view of those flags for arty direction, hope is if 223 does not move it won't be seen.
The smallest force is going after South flags, C Company - 1 platoon 3 MkIIIs & the ATGs
The Rest are spread out across the other 2 objectives, the idea role these up hopefully getting behind while C Comp perform a holding action.
231s, MkIIs & Rams will hide in dust till troops sighted when they will assist in encirclement & destruction of leaving MkIIIs free to kill vehicles.
My AA poses a problem as its vulnerable & the dust clouds cause real headaches but initial thoughts they are going to move forward for 2 turns then hold position.
If possible my 2 planes will hold off till I am in a position to exploit breakout when they will start looking for arty & AA in the rear area.
Try to knock out in 20 turns

Turn1
Most of the smoke comes down ok a couple will need a second mission but most of my smoke was used battery dumped the lot & most just have a few rounds remaining
Before it comes down we see 4 groups of vehicles from N>S
Some A10s further back than other groups
4 Daimler Dingos heading for N flags, small dust trail
Several Marm HerIII & A10 heading for C flags
15 Rolls Royce AC & 5 A10s heading towards S hill in central group.
Movement of 150m or more produces dust & no arty fire was recieved

I realise the flaw in my plan at the start of turn 2, these Brits might be coming at me with nothing more than MGs & ATRs but they are coming fast, to fast infact troops were going to unload at smoke screen but if they do that tanks will be buried in a huge cloud of dust. Transport sorts into more distinct groups so there are dust free areas, scouts in 3 motorbikes run up to locations for a look.
A Co moves behind mainly North of the central hills
B Co some risk moving to smoke line as only Dingos are heading that way
C Co drops off at the bottom of central hills & will work SE towards flags, ATGs drop here close to the smoke.
As initial contact will be with AC MkIIs & 231 get a shift on, by turn 3 231s take up position in gaps between the hills, 2 cover the South gap as I think thats the larger force. The other covers the North sets range to 15 gets the first kill as Marm Her goes down.
Turn 4 & tanks are still moving forward most flat out but a couple have gone to combat speed, the MkIIs move just North of central hill & I decide to risk leaving the 3 Flaks in the area there because they are stationary & about 600m back from the smoke. Transport is now pulling back, I will cover initial probe in AIs turn at the start of turn 5 but arty 5 troops of 25Pdr plus one onboard plus about 5 3inMTRs.

Imp
February 17th, 2009, 10:14 AM
Appologies for any errors might miss one, CS9s have dischargers RR do not.
The main push was on CF by 5 Marm Her heading just north of central hills. 2 were damaged by the 231 before bursting through the smoke 300m from MkIIs,
These & a platoon (5) of MkIIIs further back opened up but as moving flat out they missed. the Flakwagens though damaged one & killed another.
As I need the MkIIIs to move up the MkIIs engage killing 3, takes 2 hits to kill on average. The flakwagen with AP remaining kills the other then most tanks move forward, won't mention again unless muck it up but dust trails mean a bit of thought is needed. Several troops are now on hills & can see Morris CS9s coming in on the same path a bit over 1/2k away. There could be closer stuff behind the smoke, a MKIII & Ram move to support the North facing 231.
Through the South gap a MkIII kills a RR AC then its platoon & the other Ram move to support the 231s here. Wanted to keep a couple stationary but dust prevents. 231s turn down there range & this force needs to make quick work of the RR AC then move to support the SF as slightly South of the RR but well back A10s & Val IIs are visible.

NF> Two Dingos came through the smoke the first being killed by a MkIII. it tries its luck again but miss & Dingo pops smoke, it is suppresed so squad moves up & assaults, strike 2. All but one of the MkIIIs in this platoon move up as i know 2 more dingos are inbound & troops fan slightly. We are placed slightly South of North flags & my FOO is the furtest North unit trying to keep some distance between himself & the Dingos, At a bit over a Km several MkVIcs can be seen to the NE & A10s are trailing half a klic back.
SF> Troops are moving on foot SE to flags & to increase range from the force bearing down on the bottom of the hill.
ATGs are in place behind smoke & will most likely get some contact with RR ACs, the 3 tanks are just behind them.
Transport here is going for cover behind the hill & generally its just trying to hide & stay alive though artys stuff is heading back.

AIT> arty was better last go than the previous game it guessed where my mortars are & hit a few & only just missed ammo trucks who are scattering, this turn hits mortars & places some smoke rest avoided.
NF> MkIII misses Dingo but squad assaults it, the other one decides to stay where it is, a Morris CS9 appears & tanks get it right this time.
SF > ATG damages RR at 100m as it comes into view just killed it as makes writing easier.
MF > Did not start to well as missed then N 231 got a kill & 2 CS9s poped smoke, two made it past the 231 & ran into the clutches of the MkIIs who killed the closest & damaged the other. The 231s covering South got a kill & several damage results. Pretty sure a MkIII got a damage result to & there is one Dingo here that poped smoke helping to cover several units.

Imp
February 18th, 2009, 10:19 AM
Unless state otherwise most vehicles are still moving fast, trying to rack up tank kills so arty is not being plotted at present.
NF> Smoke was dropped here by AI hiding tanks coming from NE so move to get past it, 5 VIc now back in sight but range nearly a Km so don't fire. take a shot at Dingo damaging
CFN> MkIIs kill 2 CS9s & overtake infantry taking position to engage others MkIIIs &231 do the same taking half the central flags in the process. Light armour will then fall back as A10s are coming.
CFS> Both 231s move forward to stand directly in path of RR & both get another kill. MkIIs here are following as quick as is practical.
SF> Already mentioned one ATG last post killing RR the other 2 kill a RR & the lead A10, 2 MkIIs get another RR each & the 3rd one moves just in front of the ATG to absorb any fire. Troops here continue SE to flags, 2 ATGs might have to move as wrecks are blocking LOS.
AIT> Arty dies down stops on my mortars, soldiers moving for South flags have been detected 2 Spits attack, reasonably spaced though so even with bombs only lost 2 men. MkII bags another CS9 & in the South 2 RR fall to 231 & a MkIII. More shots were exchanged but either missed or no effect.
Turn7
NF> Daimler Dingo & CS9 finaly succumb eliminating everything in close proximity.
The MkVIcs are continuing West perhaps in the hopes of swinging in for my arty, fire at kills one & forces 2 to use Discharger.
Troops here are now moving out towards North flags
CFN> Troops here move out after local vehicles are killed MkII gets one MkIII another then MkIIIs move into smoke finding 2 more which are also killed.
MkIIIs are now in position to move past smoke & engage A10s that are a Km away, The IIs & 231 are heading in direction of MkVIcs. They can either hunt if escape or go after troops heading for N flags.
CFS+ SF> 231s kill 4 RR then head to join MkIIs, MkIIIs kill the last of the RR & one kills an A10 as does an ATG. Remaining A10s will be covered by wrecks next go I think & Vals are still about 1.5Km away so kill is not on the cards. It occurs to me Spits may have been going after ATGs not troops.
My AA is more set up to cover middle & North, hard to know where to put it as needs to be back from tanks but as still pushing forward arty might well come down where tanks were. Lets test my luck & move slightly off those positions.
You might have noticed I treat meetings as advances generally pushing forward not just sitting there waiting for the AI to come to me. I will do it if opportunities for an ambush are there or heavily outnumbered but my objectives are the flags.
All mortars are loaded & mobile heading for the hills
AIT> Only arty was 3"MTR near S flags, one MkIII in middle was hit by A10 but range is still to large to worry about. The main action happened up North as 2 more VIcs are destroyed, 3 are left but think they have all used dischargers now. An A10 was engaged as well killing 3 riders

Imp
February 19th, 2009, 06:09 AM
NF> Two MkIIIs open up & kill VIcs the rest engage the closest A10s at about 700m, takes a few hits but kill 3 they all have riders. At least one A10 has made it behind AIs smoke screen. All but one tank closes range.
CF> takes on the middle group of nine A10s, if these had riders they perished along with 4 tanks. Would have been higher but platoon moving from area where MkIIs were discover the terrain there blocks the view so only 1 tank in the platoon gets targets. One of those anomolies height zero but restricts view from certain angles, could be drifting invisible smoke. The 3 MkIIIs that came South round the central hill & are engaging this group cannot move any further without giving flank shots to tanks further South, not droping smoke as hope to eliminate central force next go.
SF> Moving forward to try & get targets & both MMGs which do have targets hose down a few tanks, no riders.
AIT> A bit of arty but it does not hit anything, very close to one Flakwagen though.
Nice thing about quite a lot of WW2 tanks is you don't have to worry much about AP ammo as they carry loads so jst blast away. Shots were exchanged & a few MkIIIs were hit but all fire was from the front. Several A10s were damaged & one was destroyed in both the N+S forces. The central force A10Cs poped smoke. Its a shame AI does not maintain better force cohesion if all the vehicles arrived together things would have been a bit trickier.

Turn9
Vals are now visible in the North force & it consists of about 15 tanks. The first foot sloggers have come into view 3 flanking the central force & 4 moving towards S flags. There are also 4 squads that have lost there rides in the North group.
CF> goes first killing the 4 tanks there just the A10CS remains but its behind smoke, as it only has a pen of 2 Ram is coming out of hiding while MkIIIs move towards the North group
NF> Platoon here engages but range is still to great they kill 2 tanks but it takes several hits so they are closing by moving NW that way the MF is aproaching from a diffrent angle
SF> ATGs crawl forward trying to grt some space between them as grouped & MkIIIS take out both remaining A10s before continuing SE closing range, a platoon of them from CF is rushing to assist.
All troops do not engage as max or out of range but close on enemy troops, the front ones slow to 2 hexes. As centre is clear MKIIs 231 & HTs are heading for troops to hit them hard, arty has been told weapons are now free its show time. Half the mortars deploy this turn the others will next go.
AIT> Very little arty mainly 3"MTR around South flags, little to report from tank exchange but enemy troops took fire mainly from MMGs & a few tanks losing a bit over half a dozen men. Up North as suspected an A10 managed to use the now fading smoke screen to get behind my tanks. The southern Vals have turned for the flags increasing range from MkIIIs that were moving to support.
In the dessert my extra experience should pay dividends vs enemy troops, I should spot them easier & my long range fire all other things being equal should hurt more

Imp
February 19th, 2009, 12:31 PM
NF> Closing the range is paying off tanks killed 5 A10s & routed a Vickers HMG, there are now 12 MkIIIs in the area & 10 of them continue to close after firing.
My troops are falling behind my tanks here but can see about a dozen ex riders & in range of the closest ones, they send 2 squads running inflicting about 8 casulties. The enemy is directly NE of flags within about 300m but some forces on foot that I cant see are North of them, my units near the flags are taking fire from scouts & a sniper. I have 2 scouts & a sniper there looking for them now.
CF> Ram kills A10CS pioneers lose a man but we get 5 or so & HTs are turning up, facing 9 squads so far.
SF> Five MkIIIs are now within 500yds of Val but it is still undamaged though the amount of shots at it might have him a bit hot n bothered.:D
Can see 9 squads here killed about 4 men for no loss routing the lead squad but some of my troops have now been seen as recieving fire, there is an ATR somewhere further South probably with more squads.
AIT> The Spits returned each baging a truck, 3 flak fired at to no avail arty landed on some of my troops
All troopfire is at long range still can't see North sniper & scouts they killed 3 men SF we got a couple for 1 but in the middle despite the range got about half a dozen.
NF> Get another 3 A10s including the one trying to head round the back which is why 2 tanks did not move up, more keep appearing though & target selection is getting hard as there are nearly 20 dead tanks here now blocking sight.
SF> KOs its first Val 3 left

Much more fun than last game but somewhat outclassed, winding up by turn 20 is looking a posibility as was my original goal.

Imp
February 20th, 2009, 10:18 AM
NF> 3 M3s fire taking out 2 A10s & immob a 3rd whos crew bail out & are persuaded to leave the hex.
There is a line of half a dozen burning tanks which my tanks south of now take advantage of to close the gap on Vals
Tanks closing from SW take out another A10 & damage the lead Val, a M3 is damaged to so it falls back into the dust trail.
These tanks are in 2 groups of 6 the SW group are now close to the area hidden scouts & sniper are in. The search is on both scouts move forward then squads draw fire, detect 2 scouts & new pioneer LMG kill a man in each sending them running. The sniper here gets a man & it turns out has a restricted view so forces move forward killing both scouts & generaly putting the frightners on more distant targets.
Two squads take time out to deal with the rider of the lone tank that had tried flanking killing 4 & sending him scurrying for friendly lines.
CF> There is a sniper here to that remains elusive but find 2 scouts here also killing one. A couple of vehicles prep fire then concentrate all fire on units with ATR to let the HTs lose. They are suffering quite badly men droping here & there so 3 HTs move on South platoon shooting them up at close quarters.
What happened to Brit resolve & fighting spirit everyone is running so several HTs & 231s are heading to support SF
SF> MMGs fire at troops near Vals then 2 MkIIIs (M3s from now on) fire at remaining Vals then 3 others close for the money shot destroying one & immob the other, further hits damage it more. Squads then fire at nearest units routing while a scout moves towards ATR, its spotted & killed. Looks like the original plan was wrong we will be rolling up from this end first HTs are on the way & its time to let the air commence runs as some arty is visible
Flak is playing leap frog now & trucks are coming out of hiding heading for CF & SF, 223Fu breaks cover
AIT> 3"MTRs are landing on target at the front line but all 25Pdrs are to far back thoogh how a couple managed to miss my trucks is beyond me. Landed right in a group of them & just caused a few to button. Apart from in the South Brits are in trouble as 5 units or so return fire at any shot he takes, this resulted in the death of N sniper & the central one is now visible. The central force is pretty much routed but the other 2 are still fighting.
Tank battles did not achieve much but the other Southern Val was damaged.
3 more A10s are moving towards the centre but they are 2Km away.

Imp
February 22nd, 2009, 03:37 AM
NF> Tanks to SW go first most taking a shot then closing range, troops fire at any squads that fire at & another sniper is found. Two of the tanks take time to kill it the rest kill an A10 & send some fire at squads with ATR by Vals. Now the South tanks move as can get to within 100m but discover two ATR teams, troops & furthest tank take on & destroy. Tanks roll on & fire taking 3 Vals down leaving 4 known tanks. Troops move up they need transport as getting left behind & dust is causing problems. Should have thought ahead a bit AA here has to move as tanks have left there umbrella
CF> Northern part is mainly pinned due to enemy arty & it appears there is a scout out there but they still manage to inflict minor damage. Squad loads in a HT & heads towards the scouts area as does the damaged tank & MkIIs. Further South squad moves adj to sniper & says farewell others take shots but are calling for transport to as Brits are going backwards faster than they can keep up. Slightly South of this group a FOO takes pot shots so Ram scout & sniper lead the hunt then HT infantry roll up to the middle & South of this force decimating them. The 2 platoons here are reduced to about 30men in total.
SF> 5 tanks vs 2 damaged is no contest then others moving to the area find an ATR & 3 tanks gang up on him killing a man. All tanks now prep fire at the enemy squads, they are tightly bunched here & range is about 300m so casulties start to rack up. MMGs & ATGs get there turn & despite the range ATGs kill 5 or so. The Brits just have no answer when my squads advance only 2 fire + the ATR to the South which is quicly found & killed.
ATGs hop on trucks & my troops have never failed to move forward at least 100m. AA here elects to hold position.
AIT> All arty is falling behind now & a 3"MTR dies to my plane, it recieves light AA fire. Most of the turn is spent watching people run as any fire by Brit troops leaves a pile of cartridge cases round my men. They did have minor success however as a HT & 231 moving to SF are destroyed while moving South by a 2Pdr ATG, its just South of centre & nearly 1.5Km from nearest vehicles. Remaining tanks up North tried to mount an attack one perished & the others fire was very limited as they to are suffering from multiple fire at syndrome
Flags central have been ours for a while now & will finnish taking North ones next go. South we have passed so 233Fu is running down to take them.
On board 25Pdrs have been seen & air is targeting
Turn 13
NF> Troops here are having trouble finding targets but a few have started working there way North through the carnage at the West End.
Tanks killed last 5 armour here & are coming in from the East but now need eyes to catch up, even so the little foray so far has revealed several new squads there is more than a company still knocking around.
CF> Finding the FOO costs a man but he loses one to, have to be carefull here due to that ATG so some smoke placed to cover Ram & HTs while allowing MMGs to be brought up. Squads are nearly gone now & 2 scouts were found & engaged by sniper & a tank before being killed. Some of this force is heading North while the rest stroll East on foot.
SF> Just keep moving forward about 2/3rds of a company left here Ram & 231 have shown up so tanks are heading East gun hunting as decent armour, found Bofors AA already.
The North will be doing the same several breaking off as MkIIs take over infantry support roll. The seen ATG is under arty & what little smoke I have left has been plotted. Some infantry in transport will follow tanks in the dust trails so they can unload & be eyes when armour takes fire
AIT> Lose a truck to arty & plane fails to make its attack on 25Pdrs, did not see the gun as it became a fireball. Find a few more units up North an A10 appears through the smoke & is immobilised by scout then squad routes it

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Bob hows your 200 battle campaign going & a scary note.
Reckon I play quite a bit probably 2-3 turns a day average & started this campaign on 5-1 This is my 9th battle I think so managing a bit under 5 battles a month. At this rate with a few specials thrown in should finnish my campaign about this time next year:eek:
Kinda freaked me out that

Imp
February 23rd, 2009, 07:24 AM
NF> lose 3 men working through the carnage its slow
SF> Moving flat out troops killing closest while Ram & 231 & ATGs spread fire on the rest to keep there heads down
MMG & scouts are generaly breaking off & in transport to hunt guns
6 M3 have broken off up North to hunt but nothing so far, down South 9 are heading out & can see 3 2pdrs & 5 Bofors a 25Pdr fired to but not detected only took 2 shots. Not bothering to return fire just rolling till range is under 1KM which it is now for front couple of tanks.
In the middle troops are on foot with some vehicles due to smoke use
Spits came in again got a couple of men & a truck empty as unloaded thinking imminent, AA missed only 2 in area
Could have taken all flags but will put off for a couple of turns.
Turn15
NF> no casulties this time as mainly through the mess, units closing from West have sped up & FOO is acting as a scout circling at moderate range to see units when they fire. More units found its more like 2 companies here, concentrate on taking down Vickers HMG & ATR units. Relief from the centre is arriving so a couple of M3 are trying to work behind the enemy to see if guns fire at. Aim is to get some troops here to cut off the escape path as soon as pos.
South tanks fire then move on & clever use of dust & smoke :) he says going for braging rights lets central troops move up including transport. They find HQ & both forces fire have taken out 2 2Pdrs + a Bofors
Had not lost a man till arty fell destroying flakwagen truck & half its passengers. My remaining plane came in from a diffrent angle killing at least one 25Pdr

Imp
February 24th, 2009, 03:01 AM
NF> continues to advance now cleared the wreckage can see there are more like 3 companys here being forced back. Maybe keeping a few more vehicles to lay down the love might have been wise thats a lot of people to keep running. A few tanks make it to cut any escape & they should be joined next turn, fire here is now mainly short ranged. Brit casulties are decidly unhealthy & some of my relief troops will be late as need to detor because of arty.
SF> troops are reduced to platoon level, tanks carry on attacking guns 4 Bofors are left 2 with reduced crews. MMGs are in place to join in & scout is heading for likely 3"Mtr pos. The 3 A10s in the middle are attacked by both groups of tanks resulting in a kill & immob result.
Having to move 80mmMtrs targets out of range.
AIT> The bloodbath continues as the net closes, HQ dies to sniper fire, arty missed but seems last turn also immob a HT & got 2 more trucks including half the passengers on one. North tanks recieving bofors fire one is seen.

Turn17
The SF ceases to exist & scout finds 2 3"Mtr kills + routes respectivly.
MMGs fire at boffors then tanks take over, one is ok but the other 2 are hurt bad so turn atention to A10s waving them goodbye before rolling ever forward.
Centre is running out of smoke but push forward to killing straglers & engaging another Mtr.
North tanks close range on bofors it seems alone.
NF> Vehicles continue to share the love as troops continue the kill fest, there is one MMG here & his blood letting is violent picking a squad surrounded by others he is hitting multi targets killing over 10 men in one turn. The tanks coming from the West have moved to the North so dust trails are not a problem, at the east end troops have deployed & have there hands full with the tide of men coming there way. A few can be seen who have already escaped the net but tanks can hunt them.
AIT> lost another couple of trucks to arty targeting central group. There are 3 bofors to the North visible now. NF is about 2 comp now & some are trying to slip the net by routing NE. Funny to watch but 2 pretty intact squads routed past a line of 3 of my squads shrinking then vanishing.

T18
Wow total devastation its like they are just melting the 2 companies are now 1/2 of one.
Awesome display of firepower probably the best kill zone ever.
2 bofors remain one is hurt & 2 25Pdrs both hurt taking flag & winding up not worried about getting bits & pieces we have a boat to catch for Russia
Spits make another run taking a HT & truck but one is not going home.

T19-21
Troops did not even get a chance to run just wiped out, a bofors remains & 25Pdr all my arty that can reach is on it as 6 A10s entered this go.
Troops furthest forward have to drop smoke to let there vehicles pull back safely.
Close range as quick as pos & manage to kill first 6 before game ends. They had riders that survived & more entered on turn 20 that never got time to engage.
Decisive Vic
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Sorry endings a bit short but the stereo decided to kicked into overdrive great mix of songs resulting in major volume boost, a trip down memory lane & some leapin about so forgot to write.
How is it my home stereo is 500w & my car is supposed to be double that but the house can blow it away on 4, sounds way better to.
Helena says its down to speaker size but I think she is being rude.

Imp
February 26th, 2009, 12:47 AM
Adolf seems to think we need a bit more space to grow so its off to Russia for us spearheading the advance once more.
The boat trip & subsequent train ride to our start point means we have had little time to get new equipment, however we have managed to upgrade our offboard troop from 10 to 11.4cm & have recieved 2 infantry AAMGs to provide some protection for the artillery.
Additionally we have been informed that while most of Ivans armour is no match for ours he does have a few formidable toys, in view of this 1 squad in each platoon has given up his SMG for a Brandflasche & some AT capability.
The Lufwaffe have 4x 110s & 2x Spotters on call should we need them though as we are going at first light visibility is limited 21.

Terrain is mainly level 1 with some depresions mainly 150-300m wide, there are half a dozen clusters of light woods & a road running roughly E>W about 4/5ths the way down our area of operations which is centred on a rail line running SW>NE. There are a few very small settlements along the line & a road of little use at the extreme North.
Our objective is to clear the area past the rail line so engineers can begin the task of converting it to our trains gauge for supply route purposes allowing us to continue the advance.
Sorry forgot to save map
Morale is high 95 as a few units made elite status.
Company A with 10 tanks a 231 & some transport will head of down the Southern road. The rest will push off roughly down the centre. There are a couple of limited depresions transport might be able to drive into undetected though they do not extend very far East.

Pre bombardment 2 batts of 122 & 76 some hits trucks still mobile but 2 squads routed with 4 men lost, also a flakwagen takes 2 damage but can still move, could have been worse.
Moving out
SF>Comp A sets of down the road, if enemy has deployed forward it will become visible as it enters one of the biggest depressions, trucks HTs then tanks with riders follow. Trucks reach a bottle neck after this it opens up, the road heading NE exiting the depresion in about 500m. There is a line of trees slightly closer running SE that we can use, here the depression carrys on for another 500m ending in woods. The road runs through the North end of the woods but if I move to level 1 without scouting tanks are open to flank shots. Turn2 troops unload behind tree line & lead tanks drop riders further back so free to support but will be moving quick if needed as catching up.

CF> Comp C Taxis enter a depresion it runs SE for about a kilo, at the most northern part a bit over 500m away there is about 500m of L1 before the start of another depresion. It is long E>W & probably worth a scout looking at whats in it. Generaly though probably better to spend a few turns moving along & exit heading towards woods, due to shape have to check area 3/4 of way there as contact is possible Tanks here are running in open & could come ito sight next turn.

NF>Comp B is heading down 2 depresions, one small one just N of CF scout is ready to exit & this is mainly just that a look in force.
Further N heading down a depresion is most of the force it meanders slightly SE ending near a few buildings on the rail line. The trouble is its very narrow in the mid part (50-100m) so may not provide much cover. Also next go we have to cross 50m of L1 to enter the next part. I am guessing eyes will be on it.
Turn2 It turns out high grass restricts view quite a bit, scout had a look then bike picks him up heading further along, 4 trucks make it over as well the rest stacked behind it in the dip.
Battery is in CB mode & AI finnishes its pre bombard then silence
Most of mine is still mobile deploying next turn but 6 tubes ready target the N+S depresions, remember I have spotter planes so sending for a probe in the South.
Armour is split from N>S Light, ave, heavy

Imp
February 26th, 2009, 07:57 PM
Turn3
SF> Scout enters tree line, 3 squads at 200m if vehicles use the bit of depression to North should be safe from ATGs so 231 introduces Germany to the Soviets, 2 Hts & M3 join in all pinned or worse so sqaud moves to trees routes them all but recieves fire. HT risks fire & pinns before moving behind trees, MMGs move up another 2 & he loses a man. One of these squads is on L1, tanks further back manage to rout him. this means we have been seen for at least one turn possibly 2. Other vehicles move up & we have all 6 running. Perhaps foolishly scout & a squad leave trees squad recieves fire from a squad to S & a Maxim HMG in E woods, not worried about squad several vehicles will fire at but remaining vehicles risk ATGs to engage HMG routing it to, lucky really all but one was moving fast.
CF> One scout is in position to see if its safe to continue along the depresion the other exits on his way to the next depression, a MMG & ATG will follow him
NF> Scout is out of the small depresion others will follow.
in the big depresion scout is tentativly entering where it opens up & has buildings in sight. Platoon unloads behind some trees ready to follow, rest are playing catchup tanks now 500m back but 2 squads are ready to move to L1 so we have some eyes there.
AA has gone as far as it dare for the moment, holding position as cover MF & some of NF
AIT> The squad & maxim both fire squad losing a couple of men.
AI drops smoke well forward of my NF arty there could well have been for nought.
Spotters come in & despite vision do an exelent job, one recieves fire from DT AAMG but is fine.
Turns out there are 8 squads at L1 covering the road & the same again S & E of my present position, may be more in woods that they did not see.
4 of the original squads are running.

Imp
February 26th, 2009, 08:04 PM
SF> Scout enters tree line, 3 squads at 200m if vehicles use the bit of depression to North should be safe from ATGs so 231 introduces Germany to the Soviets, 2 Hts & M3 join in all pinned or worse so sqaud moves to trees routes them all but recieves fire. HT risks fire & pinns before moving behind trees, MMGs move up another 2 sighted, lose a man. One of these squads is on L1, tanks further back manage to rout him. this means we have been seen for at least one turn possibly 2. Other vehicles move up & we have all 6 running. Perhaps foolishly scout & a squad leave trees squad recieves fire from a squad to S & a Maxim HMG in E woods, not worried about squad several vehicles will fire at but remaining vehicles risk ATGs to engage HMG routing it to, lucky really all but one was moving fast.
CF> One scout is in position to see if its safe to continue along the depresion the other exits on his way to the next depression, a MMG & ATG will follow him.
NF> Scout is out of the small depresion others will follow.
in the big depresion scout is tentativly entering where it opens up & has buildings in sight. Platoon unloads behind some trees ready to follow, rest are playing catchup tanks now 500m back but 2 squads are ready to move to L1 so we have some eyes there.
AA has gone as far as it dare for the moment, holding position as cover CF & some of NF
AIT> The squad & maxim both fire squad losing a couple of men.
AI drops smoke well forward of my NF arty there could well have been for nought.
Spotters come in & despite vision do an exelent job, one recieves fire from DT AAMG but is fine.
Turns out there are 8 squads at L1 covering the road & the same again S & E of my present position, may be more in woods that they did not see.
4 of the original squads are running.

Imp
February 27th, 2009, 03:34 AM
NF> Alls quite the depression is about 500m across with trees splitting, if the other side is empty will take up positions to exit across its width, if AI smoke is any indication may be enemy towards N end of.
CF> Scout can see part of next depression & is by it, a few units are taging along for the ride & 231s are exploring a line of trees as an aproach, slightly risky but high grass restricts view.
Scout at South end getsin place & a squad goes recieving fire, 233Fu routes him. Hes on L1 & we have some woods we can use, rest move up but will not be in position properly till following turn, my armour is closing fast to provide support.
SF> To many targets vehicles have to work some magic here or we will take loses, as it looks like no ATGs cover the depression concentrate fire here & once rout everyone troops move to see outcome. This produces another 3 squads one in the woods who by the end of the turn is the only ready unit.
Scout moves to level 1, big smile as discover grass & earth restrict nearly all view to 500m, order given & tanks roll up the road. My glea dies slightly when I realise half of the 8 squads here are using it as cover but we route2 & pinn 2. 4 tanks + same number of sqauds are at level 1 & we have taken no loses.
It is becoming obvious these Russians were not expecting this, no onslaught of fire is required they are folding easily especialy if we cast our minds back to the Greeks & how dogedly they continued to fight on. I am sure several will rally but they are only needing a little prompting to get their heads down.
spotters are flying NE this time for a look at if anythings heading for the smoke.
AIT> 1 squad loses 2 men but Russians lose there first squad

Imp
February 27th, 2009, 10:18 AM
NF> Looks like the depresion is mine so squads are back in taxis to get to its edge.
The scouting party which is now headed by CF scout who is working his way along the lip of the depresion headout for it including 4 M3s. The 231s discovered the high grass offers good cover & move in to the depresion to hide behind a tiny outcrop.
This depresion is long & reaches naerly to central flags so plot 2 smoke drops 3/4 way down near a row of trees just in case, AA here moves up behind the grass to extend their cover for minimal risk.
The 2 Mtrs here that provided early support head for the depression moving up as they are at max range already.
CF> Scout risks moving to L1 near the squad & discovers he can see naff all, grass blocks LOS South towards the squad & his likely freinds so the best option is to go a bit further along the depresion as the grass is about 300m wide. 2 units & scout shoot at the squad & he vanishes.
There are woods in the depresion so sqd moves along but nothing & I need to know if its clear so another tries in the open drawing fire from another squad on the edge of the depresion. 233Fu & HTs fire at then squads unload & he retreats out of LOS. Sniper & squad join scout & find original squad again, he to runs till out of LOS but is nearly done for. AA her trusts these guys eyes & moves up
SF> Mk2+ Mk3 route everyone in the depresion then more Mk3s head down the depresion to get a LOS on units at L1, they manage to route another.
We have LOS to another squad on level 1 & route that then 4 tanks there move onto grass to fire at the rest. This is fairly safe as fire at can only come from one direction NE, in fact if we can get troops here to position CF is going for is about 3/4 kilo away so eyes will help & may well get some long rangefire from.
Tanks take quite a bit of fire from rifle grenades so look after M2 but only 2 squads are left in a fighting state so its time for the troops to do there bit.
The first unit to try takes fire from another 2 units so the last couple of vehicles try to engage none to succesfully as only manage to get a LOS on one & it was moving flat out to do it. Squads can engage at range by moving NE onto earth so do so then rest move up & engage closer, MMG catches a lift onto L1 to cover the area CF is going for.
This is my vehicle heavy force & its showing at turn end only 2 of 18 squads are not routed, 2 or 3 squads died several are unwell & we did not lose a man.
Also we are in a position to support CF, & are predominantly now heading for the road. The idea chase runners down the road through the woods then cut off through rather than chasing everyone through the woods as we are likely to run into the arms of thier friends.
AIT> Consistent we lose 2 men they lose about 4 times that & 3 squads vanish down the road which is straight for abot a Km before swerving round some trees& possibly a gun. One of those moments you wish you could get a message to your pilots NF guys spot a couple of units but spoters come in right on top of & promptly die, intel next go. No arty yet, Russian slow response time maybe?

Imp
February 27th, 2009, 10:19 AM
NF> Spoters saw 2 37AA & 2 T-26 NW of N flags, further along that path & NE of depresion we are in 2 T-26 a platoon of infantry & a fairly nasty ATG were spied. 76obr pen 12 more than capable of saying goodbye to my armour. We are currently nearly a Km away in the South part of the depresion but it runs to within 500m before a bootleneck that then opens into about a 300m wide triangular depresion. From here the T-26s are 200m North & 1 AA gun is about 300m to the East & will be visible. It can probably see into the bottle neck. Sniper has a look & spots another AA closer to the bottle neck then climbs back into the depresion jumps on his bike & drives most of the way round to it. Taxis manage to get adjacent to N slope exiting with rest following befroe I have what one can only call a major error in judgement. Truck takes a shortcut as plane wreckage blocks LOS only to discover 500m ahead of seen units is a Maxim HMG, luck holds one man down its mobile & 2 squads at L1 spot it. Now 2 tanks have to engage it using plane for cover. Its sent running but the jigs up Ivan knows I am here now.
CF> Inc Scout party here as both going for same objective, Scout moves out down the depresion 231s drive 400m to the next outcrop recieving no fire. Thats as far as they can go without ending turn exposed. The rest here throw caution to the wind troops are on tanks & heading for 231s last position, an ATG & FOO just arrived there & a MMG is on the way.
Further South the scout gets on the high grass there is a platoon here s 233Fu does his thing supported by M3 & Ram, troops move up & finnish the job leaving 3 running squads. Everybody is going to make the 400m dash to the woods here chasing the soviets so vehicles start mounting the rise & picking up some passengers. If fires going to come it will be from the NE.
SF> One squad is hard to get at & a cock up with LOS means I lose 2 men getting to him, a scout & squad are chasing 4 units down the road, the rest are now in the woods though may be able to get a few where it rises, slowly reducing there numbers.
Having to relocate more mortars due to rapid advance, lots of arty this turn all single guns mortars but only one falls nearby. Stopping CB once his batts fires hes getting nothing to hit.

Imp
February 27th, 2009, 10:25 AM
NF> The 2 squads on L1 act as pathfinders for tanks checking LOS, then the 2 tanks move to just out of range of ATG & destroy a T-26.
Infantry exits the depresion & take long range shots at squads. 2 more & a Maxim chip in so a MkII roles up & takes on the maxim routing before the sniper makes sure. Maxim is killed the other is not far off & 2 of 3 squads in range are running. A couple of squads are ready for a look East towards other T-26s AA guns, M3 & Ram ready to engage next go. Hope is can take on T-26 while copse of trees covers from AA but want infantry as eyes in case an ATG opens up.
CF> Everyone jumps forward a location a couple of squads making a double jump to 231 location. A lone M3 ends turn in view, smoke has come down so any fire will be from in the depresion.
The other force kill the 3 squads & run for the woods the scout will have a view into the depresion next turn, we are poised for an attack on C Flags shortly.
Rough picture of situation depresion is a slanting T
Each symbol is about 3 hexes
0=Depresion
X=woods - they extend into the depresion in the South. Also line of trees in just before splits off North
F= North & centre Flags
S= Both scouts lower one with force following
2+3= Scout force position of 231 & M3s

--------------------------F
---------------------0
--------------------000000
-------------------000
----------------0 0
0000S000000
--------3 2 000F
------------000XXX
-----------00XX
----------SXX

SF> Move as far along the the road as posssible without AAMG getting targets, nothing responds, a few units enter woods. Might miss a couple in woods but have a little killing spree 3 sqds & Maxim left.
AIT> As use force to depict my units will use Group G to depict what facing sometimes.
NG seem a bit hardier a maxim opens up at range then the rest gang up on 1 squad killing 5 before he runs. Group transiting to woods in centre got hit by arty.
Immobile M3 81mtr destroyed & MMG lose a man. I droped a bit on AAguns & ATG pinning all.

Imp
February 28th, 2009, 07:34 AM
NF> Sniper routes nearest 2 squads then MMG loses 2 men attacking MaximHMG but its running & another squad is found. 2 troops near tanks discover crater seems to have blocked view to ATG, we are going to risk it & they saw another T-26.
2 M3s & M2 move forward spraying squads & killing T-26 they can see, all squads & HT crest the rise & push the Russians back further. Most are presently screened from the others by a woods hex & its max range to them.
2 squads, Ram & the other M3 move slightly East killing a T-26 & AAgun, the other loses 2 crew & sniper now covers it to just in case. The other AAgun is behind a row of trees though kinda expecting an unseen ATG to chirp up soon.
CF> well I am slightly stumped have a fairly good view of depresion excluding North part, will see all next turn. 3 Tanks & several troops now in the open.
231s ran across to get a diffrent viewpoint & still not a thing, thinking a FOO is a posibility but hes not likely to be on his tod. Any guns may be waiting I have noticed it does that on occasion, false sense of security saves fire till its turn so you can't move to safety.
SF> Bit reckless here its pretty open East of woods but 5 tanks & 231 bust out attacking AAMG, 3 more tanks & some troops in transport are in position to exit woods from the North into a depresion that runs to within about 600m of S flags. A few units charge headlong into woods & several cut across. 1 close call but he is pinned & fails to spot me. About 4 killed & remains of the same on the run.
AIT> Arty missed several 122 batts this time to. NF 45mmATG fired at M3 near AAgun, no real threat but another 76ATG further back but near the other got a halftrack so Ruskies claim there first vehicle & they were the first country to kill an arty piece.

T9
NF> We have hit a few snags here drifting smoke from destroyed T-26s is protecting the 3rd one & providing some cover for most of the force 7 squads & both 76ATG. Trying to move towards this another 5 squads & a maximHMG are discovered to our North obscured by 2 wood hexes.
Lost a couple of men finding this out & we need to neutralise them, but vehicles cannot attack without taking a big risk so trying to get troops there to see whats on the other side as its a line of trees that continues a bit further on. MMG & AAMG manage to get 76ATG in there sights route & damage one but lose 4 men in the process, have to place smoke to protect them. In fact out of respect for the Maxim end up placing a fair bit as some units have ended up in poor locations. Exchange of men was about equal this go & I was in a position to lose quite a few, most of my arty is targeting here so should be able to keep them unhappy
CF> Got a lucky break here ATG being moved East down the depresion was fired on by 76ATG it missed & I am fairly sure there is nothing in the depresion this side of the tree line. This line blocks sight to L1 north of flags & position it was in fire could only have come from a few hexes. Scout poped some smoke trying to get to tree line for a look especialy troops & we are exposed to any fire from woods to SE but did drop 2 tubes on last go. FOO has LOS so I can move them to guns likely position.
AA wagens have run for cover as threat seems unlikely.
The force that entered depresion from the South send a couple of squads out as eyes but rest are using cover to head for the woods. This could turn into a race against arty falling.
SF> Kill AAMG & everyone we can see in the woods then move NE into the depresion, we really need to regroup a bit but risking running with passengers continuing to a line of trees about 200m away. Only 1 squad is on the ground, risky but arty is chasing me down here.
Its all go suddenly.
I need to move up some mortars again but its to dangerous the way arty is falling & I would like to send planes in over centre flags but can't see a path without hitting a likely hostile enviroment, plot 2 coming in from the East with the hopes I will have a chance to cancel if required.
AIT> Only 2 mtrs fire this turn but despite placing smoke up north we lose the exchange, turns out though managed to fluke one of the few elite squads into being involved & he kept loses down by taking out a man with every shot.

Imp
March 1st, 2009, 06:54 AM
Over confidence resulting in broken pinkie, dislocated shoulder landing on bounce tearing ligaments in neck means typing hurts, crap at it need to glance at keys. Short break

Lt. Ketch
March 2nd, 2009, 07:07 PM
I hope you get better soon! The AARs are always an interesting read.

Imp
March 3rd, 2009, 04:44 AM
Cheers back tomorrow I think, necks not so bad now

Imp
March 4th, 2009, 12:33 PM
Pretty sure unless I can pull something out of the bag NF or CF is going to get slapped by arty soon.
NF> 2 vehicles with targets fire now I need to silence the maxim while avoiding the 76ATG. The T-26 is a problem as its gun is good enough at short range. 3 squads sniper M3 & Ram head down the depresion with the aim of getting the T-26 in sight & closing on the ATG.
On L1 M3 moves to engage troops to North they have RPGs so soaks up some fire, squad moves & lose a man so move M3 again as think can target maxim. this brings it by a tiny depresion & it dies to assault but crew survives. Now its hard despite the fact hes not healthy MMG & HT take on maxim routing & HT is recieving RPG fire. A few squads head East near T-26 now but most head NE but cant reach the depresion. 3 HTs & M2 brave things to route unit in depresion & as much fire as I can put down is placed on nearby squads.
Trucks are spreading out as best as possible.
CF> Nearly at tree line, ATG that got fired on crossing leaves transport exiting to L1 N of depresion, a MMG is going there to.
It will take them 2 turns to reach the tree line which extends to here running \, they will have a view to N flags 1km away.
A scout who has been running slighty further north at L1 can now see partly into the N part of the depresion a BT7 is bang in the middle of it.
Looking like I have got away with running into the dangerous stuff this game.
The FOO is on L1 just South as far as it goes & can see a T-26 slightly back from guns probable position.
The main part of this force further South is making its way through the woods, still 300m to go but there is a line of open we can check to see if can speed up next go.
The other ATGs MMG & scout are going down the depresion.
SF> Still a bit of a mess but working forward, 1 squad & FOO have headed down the road in hopes of usefull LOS to flags. Quite a bit of earth & grass in the area surrounding flags.
AIT> Just 2 mtrs fire I stop CB as its going nowhere & am letting planes run. Not much fight in them my crews safe & HT survived attack as squad could not assault.

T11
NF> M3 in the depresion engages reverse bringing T-26 into view its a terrible shot & pays the price, it & the Ram cannot exit towards Soviets as 45ATG will get rear shots so turn for it moving to depresions lip. Squads here fire letting sniper free, he reduces 76ATG crew badly & we are now free baring new targets.
Rest just close gap firing & truck moves near my crew to wisk him away, alls well to start then lose a man by T-26 as a squad was in same hex. Take a bit of ranged fire from new squad to NE then lose 2 or 3 men finding the squad that killed my tank has help.
Turns out not to bad & get most running as morale seems very poor meaning errors are recoverable from.
CF> Lined up ready behind tree line & group in woods check out the path through it so a HT begins its run, I am one lucky git BT-7 fires point blank hitting but its still mobile, pulls back. Rest make best attempt to move forward several squads within 100-150m but somehow none with AT weaponry. tanks are strugling to keep up.
SF> Made it to a position to exit the depresion, there is a group of 4 trees we can move into. Our MMg seems to have got detached & will take a while to catch up, FOO & its squad advancing more slowly now.
AIT> Little arty falls but I hit central area with most of mine 7 or 8 guns.
NG has little fight in it 76ATG did manage a shot at HT but missed.
Planes made run & survived fire mainly from North about 6 guns & they see 2 of them near flags & 2 squads just behind, fail to find ATG but attack 2 of 4 T-26s damaging one

T12
I am becoming fond of my snipers, MMG might put down more long range fire but snipers are great for that undetected shot.
NF>Sniper routes a squad then does same to 76ATG, its nearly dead.
MMG fires at 45ATG kills 2 & M3 climbs the slope to recieve fire from T-26 on the flags, the other one is in a depresion.
They have a little exchange then Ram joins & kills before geting another 45 crew, squad & HT join in its dead.
there are about 6 squads to the NE one new discovery & about 8 to the East 3 new, we lose a couple of men.
Get most running & 3 squads are loaded into trucks with hope of shutting range next go. They are entering woods but there is a path through it for the railway though will need to deal with the last AAgun first. Several vehicles are exposed to the area past flags now.
There are 3 BT-7s in the depresion near N flags & a 81mtr by them, this is roughly equidistant between the NF+CF
CF> Squad assaults BT-7 in woods, second has a go then M3 kills move to 100m of woods edge.
Squads in depresion move to treeline only new unit is a crew retreating, not where the 76ATG is, possibly from another or AA. Realise when tanks move into trees will be in LOS of BT-7s mentioned earlier, worried about arty but going to delay for 1 turn so units in woods are ready & as my arty is falling may as well let it.
SF> The depresion splits into a Y laid out -< with trees at junction the NE route being only 50m wide for 100m. Squads move into trees see a BT-7 600m East just in front of woods. Squad trying NE recieves fire losing 2 men, a second trys is unseen but spots a squad & Maxim quad AAMG 500m East just in front of flags, he will place smoke to cover but there is a BT-7 further North which 2 M3s kill first. The FOO & its squad are near the South end of the depresion & see an AAMG in it so dispatch a M3 to kill which finds a second. Another M3 & FOOs squad help kill both. We are in position to exit in reasonable force next go & plot arty on maxim quad in case tanks fail, calling in air to.
AIT> lots of arty came down aimed at NF, most behind but 2 on target, I lose contact with my batt but its ok. Little fire is forthcoming from Russians but near 45ATG squads did not do ther job as 2 more T-26s & another 45ATG open up. The ATG loses 2 men but the Ram & HT die, mounting a rescue for Ram crew is not really on with arty like it is as distinct possibility will move into it. So looks like we have to keep them occupied instead.
__________________________________________________ __
On accident keep saying giving up dirt bikes as I never learn, always start sensible get amazed at levels of grip dirt tires give then find it often in spectacular style. At least this time managed not to run myself over, getting to old for this things hurt that never used to & for way longer. Picture this old duffer attempting to walk across room with sore knees from standing on pegs all day. Knee twinges causing neck to stiffen resulting in pain reflex causing leg to throw forward landing hard. Knee twinges....... progress across the room like a rag doll with a cattle prod up its rear. Am I coming back with that drink I went to get, probably not wise.

Imp
March 5th, 2009, 12:22 PM
NF> The 45ATG is close enough to be a threat to my M3 so troops have to make up for failing to see it 2 squads & my trusty sniper take it out. M3 takes on T-26 & despite a suppresion of 10 bags the nearest.
Vehicles & MMG fire at ready squads then move up trying to avoid ares arty is coming down. Find another squad to the North & 2 behind woods to the East but they give up easy. Units in trucks move up to capitalise on by closing range but last one recieves fire from 2 squads to NW killing a man. Squad near the truck had not moved so manages to protect them with smoke.
Trucks are vulnerable if they recover as about 200m away but needed to dash through arty. M2 is continuing to support troops but 2 M3s are trying to support the other heading for BT-7s
CF> Get to cocky here woods group sniper & 1 squad make it to treeline, I cannot find that ATG might have guessed wrong.
T-26s & 3 new squads can be seen by my squad, he decides its prudent not to fire.
Squads moving in woods take fire from T-26 but faail to see it, trying to find run into a BT-7 which M3 kills but lost a HT with squad in the process
Units in depresion see another AAgun & ATG fires at it first hit kill impresive, ATG at L1 decides to take on T-26 & another AAgun getting the tank.
Truck runs behind trees all the way to crest line dropping off its squad. 231s go one better & move to L1 behind trees.
This is the woods edge & 200m from T-26s but fire from at greater range is blocked by trees to North.
Troops crossing from tree line take fire from a maxim MMG lose a man but MMg kills it. As given away hoses down BT-7s to NE.
This was not in the plan but 4 M3s take on the BT-7s killing all 3
SF> Few squads move seeing another BT-7 to the North near CGs T-26s, in the unlikely situation of no guns here this would be the best way to kill them as can engage at range.
2 M3s take out both BT-7s then another routes Maxim Quad, troops move & 3 squads are found to the NE plus another Quad. M3 kills Quad my troops fire & so does a BT-7 in trees South of flags before M3 kills it, they are not seeing units in trees. Several tanks are fully exposed in the open so may as well go the whole hog & move others forward.
M3 heading NE in depresion recieves fire from anothe BT-7, M2 fires at but can't damage so last M3 helps out & its destroyed.
Conduct the rest of my fire leaving 4 squads one routed to the NE 500m from most units. 3 loaded Hts are at the far end of South end of the depresion ready for a move towards the woods & possible run to cut escape. MMGs have turned up & 2 flakwagens want to play next go to.
AIT> Arty is getting heavier hits N+S but no real damage. Lose more than a dozen men mainly in South as units are to busy firing at ATGs. Two show up in woods but before can cause any real damage one is hurt & other abandons to the onslaught of fire. Maxim HMG also makes an appearance but plane sends it running.
The units defending C+S flags are realy one force but North ones had gaps of 500m between so if remember will try shrinking width from 130 to 100 next game.
This will hopefully make for closer deployment & restrict my tactical choices, might regret this if KVs turn up as should increase chances of troops supporting in the area.

T14
NF> The main group are all running in a bunch as my battery landed on, 1 squad NE is at the woods another 2 or 3 made it & lost sight of. NW are 3 fresh squads maybe more.
First order of buisness bike picks up Rams crew & takes well away, check arty status to make sure have contact. M3 that has been pretty much single handadly taking on T-26s loses Los to so moves seeing 2 BT-2s further back so it kills one.
AAgun has a building to its NW partly hiding so furthest M3 moves first killing 1 man. squad nearer tries & finds it has a squad with it, turns out to be 3.
Manage to get HT in position to take on squad without exposing to AA, it routes it they are proving quite effective mobile weapon platforms.
Last M3 moves up sharing its love on squads & AA before squads move up to kill but unseen sniper at about 500m puts a damper on this. One makes it round the back of the building & does some more damage rest settle for pot shots or hold fire.
To the NW 2 squads enter a little dip heading towards ruskies & M2 moves over to lend support.
Lone squad is chasing units into woods but a couple are trying to move down railline to cut off.
CF> Units N of tree line, scout moves onto L1 this side are 2 T-26 2 AAguns & find 76ATG & a squad well back.
ATG routes an AAgun MMG routes the 76 before squad uses grass for cover & finnishes it. Next squad up loses a man sniper at 200m M3s move up & rout it then last squad enters & kills. Tanks are hidden from last AAgun & T-26s, flakwagens engage AAgun & route but recieve fire. 2 little AAgun further back only pen of 2 so last 2 tanks move up achieving little more than getting suppresed. I can move my Flaks to safety but decide to live dangerously due to range.
South of treeline squad finds T-26 in woods & kills then squad moves to L1 by sniper & sniper takes a look.
4 squads & T-26s together all pinned by arty exept 2 BT-26s, there is another squad on its own in the tree line. At this range sniper is not being courageous takes 1 shot & sends squad scurrying. Squad fires recieves including a maxim not seen & its sort of round the corner for the moment wont effect anyone else.
Squad in woods has another go a finds another squad in treeline, this ones ready & kills 2men then T-26 has a go & kills a 3rd. Sniper has to risk exposure as we need to pin this squad or tanks will definetly be seen. Sniper fires then another squad taking fire from 3 tanks but we have pinned it, tanks still have shots but gamble time to save men. 1 tank is slightly round the corner so 3 M3s & Ram move on other 3 as 2 are buttoned. First ignores fire at as his target is the furthest tank 2nd loses his main gun but we continue get into position killing all 3. 231s engage the other they are alternating fire but pen is to low so last M3 comes in from side, takes multiple hits but it dies with the last shot, spots maxim to.
SF> MMG & scouts attack ATG lose 2 men as BT-7 behind it fires, squad joins in then M3 moves & destroys BT.
Squads in Ht decide to make a run & finnish off ATG but it all becomes a bit tricky as another is seen, other units fire & squad unloads beside recieving fire from a Quad. Due to the grass most units can't see so smoke & kill but next HT dodges fire from another, heck most of my force is becoming involved in this but eventualy all 3 HTs make it & get a gun each.
The few remaning units head NE finding & killing another BT-7.
AIT> Arty falling mainly behind but gets a truck, my FOOs have lost LOS but concentrating mainly on middle
NF> Sniper kills one of my squads
CF> one of my flaks is damaged in the exchange but crews were persuaded to abandon there posts. Unseen 76ATG was persuaded to do the same but not before damaging a MKIII. There are 7 abandonned & one manned gun here!!
SF> Yet another 45ATG pipes up in the woods damaging a M3 then further back a 76 opens up & kills one. Lukily plane was targeting maxim quad & made a pass on both routing them & inflicting 2 hits.

Imp
March 6th, 2009, 02:35 PM
NF> Trying to find that sniper 1 HT fires at squads near where AAgun was to allow some movement, another moves towards sniper as do sniper & scout, MMG moves into woods then squads move. He gets another 2 men before can find him & it turns out MMG can't see him, don't remember who killed but M3 sniper & HT all had a go then MMG fires at AAgun squads & we move that way (SE). There is a line of tres with 2 breaks just South of them & 2 squads that get close are in trouble as AAguns on the other side open up place smoke.
The lone tank & its support squad go to work they can't see one AA gun but kill 2 men in the other, while hes at it M3 polishes off BT-2 & a T-26. Really getting to like this lone ranger think hes got 6 tanks & a gun this game.
Send a squad into the woods a couple have made it past the rail line & he fires at them, anothers further down the line so send a HT down it.
Am thinking my forces are spread thin but want to kill while still running so HT turns the corner & a shell whistles past, 3 running squads the maxim & 200m away on the tracks a T-28e. Thats not good I have used all my movement, no choice squad bails out losing a man & pops smoke. I will just have to hope running squads don't recover & send whats left this way plus backtrack an M3 to the woods.
NW there are now 4 squads & the 2 that were going for pull back as trucks run for them. M2 heads towards T-28 stopping in a position to cover the trucks.
CF> I am having a real mare here, line of trees goes 5 hexes E>W then turns SE. The area north of the trees is high grass & plays total havoc with LOS to the area trees bend round to. I know there are 2 T-26s there & squads, should be quite a few as units on the other side of trees routed through them sqauds on the other side have confirmed that & fired at maxim which was the only unit but its on the other side to now.
Flaks try there luck & ATG routing only remaining gun & a squad, MMG moves up in a good position to see round I think.
Turns out no but over by NF T-26s sees another AAGun, fires at & kills it.
No choice scout & 3 squads move up, can see a few squads but there must be more, find location to attack tank from so M3 experiments trying to find another, it does so help moves up 2 against one. No its not the other tank has kicked in time for a bit of brain scratching ranges are 150+250m so a hit could kill. Realise there is a gap in trees & might be able to target one through, 231 finds the spot & 2 M3s move to & kill. Thats better now we fire & kill it to.
Take our first flag & scout discovers the other squads & dies.
Flak & ATGs are taking a hopefully safe route towards NF.
SF> MMG fires at Quad & tank moves then kills 76ATG, squad fires at 45ATG then squad moves into trees 100m from it & is fired on by another one, thats 6 & probably it. They are adjacent so flaks move to target first with hopes of pinning both, it works & squad finnishes one. Second squad moves to kill the other & recieves fire from 3 new squads. Have a lot of trouble targeting only managing to attack one but in the process find another squad kill a maxim, the quad & T-26. The 3rd squad near the woods now moves & kills last ATG.
Trying to get squads in front of armour & keep them out of trouble as expect another 76ATG somewhere.
AIT> Only 2 arty fall this turn but I manage to drop mtr fire on T-28e.
Exchange of fire is fairly light but NF lose men to a new maxim HMG.
I plotted 2 air to attack up North then overfly T28s area to see if they spot more, one of planes that went down South left smoking but they found the 76ATG so I am a happy bunny.
T16
NF>
Lone tank is trying to get a LOS on 2 remaining T-26s or the AAgun without giving a flank shot, gets T-26 in view but misses, M£ on the other side manages to get the other in view & kills then moves a hex & has AAgun & the other T-26 in its sights. There are 4 squads & maxim here but only 2 in good order, sniper takes one & squad at 100m sends others running. My 3 squads here cant go any further without crossing AAguns fire zone so just get in position, sniper & MMG do the same all can attack the AAgun with a 1 hex move.
2 squads & scout are chasing runners & can see arty smoke 600m away, the HT enters woods to catch them to avoid AAgun.
In view of the success we are having against tanks decide to risk going for T-28e, its buttoned & Russians are at there worst I think at the start of the war with exp of 60 or so. The ease with which they run seems to confirm this & watched shot accuracy from tanks.
Squad moves into trees 100m away it does not see him, fires at no return fire, the M3 will have to engage at 150m which is close so M2 moves to 250m through woods & recieves fire. Do not fire back as he will with better chance. M3 moves 100m shot misses at 26% so M2 fires a misses so does he, M3 fires at 41% & kills. Squads head off looking for more & chasing runners.
2 squads turn back to go after 4 squads to NW as planes coming, also flak ATGs & one MMG on the way to provide long range suppresion
CF+SF> This is really one big force now but generaly about 200m in front is a depresion then more L1 so need to be carefull as could be some guns in. Towards the South part further East I saw arty smoke but as trying to remember turns forget where exactly. Will do from S>N
4 squads here so tanks move & rout, they can do this because smoke from planes bombs blocks view of 76ATG. Squads near woods area move up so they can take it on next turn & scout catches a ride to within 100m of it. Move forward & force all the enemy to enter the depresion get 2 flags.
North squads move forward entering tree line, there is a bit more than a compny here all running plus crews most have made it past the small depresion here.
Reduce them to just under a company & 2 M3s kill another AAgun.
Little choice vehicles are exposed, due to the lie of the land think less so to the North as fire will be more distant, flags taken.
AIT> little fire but get a few runners obviosly, lone M3 bags the T-26 & a BT-2 is now in his sights, love this guy. Squads to NW are on the move we shoot at one then planes come in looks like there were 7 or 8 but both had bombs so its back to 4. They also see another T-28 who looks like he is moving to cover arty pieces going round the woods.

Imp
March 7th, 2009, 09:23 PM
NF>Lone tank kills BT-2 & now all 3 M3s are heading towards T-28, if anything new turns up here SF will see it.
Squads are giving chase & more runners are coming out of the woods.
M2 & a squad are moving towards NW group, units there kill a couple of men & find another squad. With the way they are heading it is now debatable if flak & ATGs will be able to give much support.
SF> Most Northern scout spots 2 squads one close the other at about 600m, M3 routes the closer while MMG kills 6 in the other squad it is to the NE 300m behind the flags. Send a few squads that way into the depresion its about 200x500ms & recieve no fire so a truck tries to cross to a nearer hiding spot. 2 men down as Maxim HMG opens up, 2 tanks open up & send it running. Send more units this way & squads chase runners to the East some entering the narrow depresion here. Vehicles either go NE or stay put as one unit has exited the depresion & its visible to problems further South.
Troops attack 76ATG its crew abandons but my squad is routed by another one, trying to move on this lose 3 men as find another 2 45ATGs. Manage to move up & destroy these & scout places smoke to block 76 because vehicles cant move & he has a maxim nearby. Thats 9 ATGs in a 500m stagered line so far.
231 M2 & a couple of M3 move into depresion as far as can risk routing maxim & another squad they find. Other scout & squad use transport to enter so they can see whats around. There is a sniper near the gun but hes not very good & misses so route him to.
AIT> Arty is very quite most people are running but sniper rallied & got a man. Also another 76ATG opened up killing an M3 but not before it returned fire along with a couple of squads as smoke cleared a bit. An 80mm mtr hit here & both guns are running.

Imp
March 8th, 2009, 04:07 PM
NF> have a total of 4 runers left that I can see & a couple of units are getting close to arty, T-28 will be somewhere N of it. 1 tank has made it to a position to cover the other 2 are making best speed. Sending stuff to support NW as in trouble, lost 2 men & at least 2 maybe 3 more squads turned up. Tried to stop them using woods but not going to manage it.
SF> the sniper finaly sucumbs to a concentrated effort & squads move out, pretty sure the area is now clear of guns so commence mop up operations.
Kill a fair few lost count but only about 10 runners remain.
Force moving NE discover 2 maxims which MMGs & M3s deal with, also 2 Mtrs squad kills one. Hidden by drifting smoke from destroyed tanks near flags a 45ATG fires at 231 missing, it withdraws. Realise a bit late LOS to from this side is hard but NF squad has it in his sights so routes it.
AIT> Arty started up most is wide of the mark but some fell on units transiting to NE. Most of my arty is mobile just in case it had targeted them as its been quite, my bat is offline again.
Only fighting is to North exchanged men, impressed with my tank despite max move engaged T-28 & hit at 500m but had no effect.
T19
NF> M3 fires everything at T-28 damaging twice & routing scout rides up & has a go to make sure, squad starts attacking 2 mtrs here.
Find 4 more units exiting woods 2 squads targeting.
NW despite some relief arriving can only see 2 squads, route them for the loss of a man. Air was coming in again but going to cancel as it might hit me & I have avoided friendly fire for a while now.
Near the ATG squad closes from the North & finds 3 maxims, rest from south. A couple of squads from move to positins to check for ATGs but out of LOS of maxims due to smoke, fire at routed squad & 2 more maxims return fire. Its a nest of them have already killed 2 or 3 here. M3s fire at recent maxims then one rolls up & kills the ATG followed by squads that kill the 2 latest maxims. Both 231s here attack the other 3 maxims, squad sends them all running for the loss of man.
To the South find a few more squads but kill most only 4 runners left however lose 2 men finding & destroying another ATG in the area. Arty firing has put telltales back on map so 3 vehicles are running for.
AIT> Arty got 2 or 3 men & I could not cancel one plane, it found an enemy squad & attacked that but close call.
Scout failed in its assault of T-28 as it withdrew behind some trees.
Down South 231 had parked by Soviet HQ, survived the assault.
T20
NF> Scout heads after T-28 & tries to assualt again, fails but 2 tanks can get position on both miss. Kill both mortars here
NW lose 2 men finding another 3 squads but manage to rout one, as suspected getting support fire fails only M2 helps out.
Elsewhere kill everything just 4 runners covering the rest of the map, one is the HQ.
Take all flags M3 killing 120mtr found there.
Find 2 120mtrs & 2 107how only one survives the attacks.
AIT> Lose a man in only battle left & for some reason arty seems lighter.:D
T21
Deal with all runners & T-28 dies sending support as fast as I can to last area.
This time I planned it M2 fires at squad & it pops smoke meaning my only squad here is safe, he fires a bit but no luck as pretty suppressed. One flakwagen manages to find a firing position routing a second squad.
The other 2 squads here were chasing a runner through the woods, follow to the road & man down need help. Valient effort they manage to kill 7 route 2 45ATGs & a squad, there are another half dozen but most are running
AIT> at the road one of my squads is in poor shape but persuaded them all to run. the other group had to move to fire & no one was lost.
T22
Road squads get help from scout & another squad managing to kill all but one Rusky.
As the squads moved support forces get targets & manage to kill 3 of the 4.
Units coming to assist take fire from 2 other squads in woods.
Reinforcments arrive 8 T-26s, 4 are killed 3 by a 231
Soviets call it a day.
7 or so other squads were in the road area
Men 124>1479
AFV 3>39
Score 6126>640
Decisive
Our forces were lucky in that the worst armour threat was T-28s, also I was reasonably lucky with the ATG cluster
It will I think be a few months yet before the Soviets become a major threat as exp & morale improve, at present it takes little to turn them & tank crews are useless.
Still generaly more fun than the dessert though

Imp
March 9th, 2009, 02:22 PM
High command want to take full advantage of the Soviets lack of staying power, our orders are to keep the pressure on by continuing the advance
Special battle Minsk advance visibility is 32
Changed map to 100 wide & set flags in a rough line 2/3rds in woods & Northern group of buildings, then a small gap & rest on the other buiding group.
This means the area they have to protect is just over 1.5km wide so I might face a more dense setup.

Roughly the part of the map we are intrestead in is as follows
3 groups of woods about 500m across in a line with a E>W road & 2 buidings in the 300m clearing between the North 2
500m further back a road runs N>S the village(A) at the crossroads sits in a wide woods & is main objective
500m South of woods is the other village(B) secondary objective
(A) has fields from it to the North woods & a small depresion in front of N part of woods it sits in
(B) has high grass in front of & sits back from 2 lower woods like so >
It has a small depresion to its South & another runs behind central woods to its NW
The grass & field might cause sight problems

Forces
Support
3x Nebelwerfer 41Rockets
3x 28cm other rockets, the smaller ones range 43 or so
Main force
We are missing inc immobile
3 halftracks
2 trucks
2 MkIII
Ram
Motorbike
80MM Mtr
Inf AAMG
2 squads
Scout
Also in a bad way 2 Squads, scout & MMG The scout will sit this one out

The opening gambit
If AI has set up forward there could be a few units in woods but for a fast start I am going to gamble not.
10cmMtr Pre bombard just in case & dropping smoke in gaps between woods
1 Company & a few tanks head for gap between South woods, they can enter a small depresion on turn 2 which when exited could bring them in range of enemy troops. Gives vehicles a place to hide while troops get ahead for gun spotting.
Reduced company & several tanks head down road towards the other gap
Rest the largest force with as much transport as I could give it is heading round a lake then heading round the top of N woods.
The hope is some of this force may be able to head for the enemy rear.
AI Prebombards with 1 bat of 122 only & on turn 1 adds to my smoke between middle & South woods.
Turn3
I have been hitting woods with light stuff as in mortars to prevent creating shell holes but looks like I missed.
NF> Scout in motorbike & 231s charged along the back of the woods drawing no fire, upon reaching top end of woods unload & pass through a tree line that extends further strajght into 2 souts watching the flanks. They are 150m away & my scout seems unseen, only units that can assist are 231s & by using woods can do so without much exposure. Each targets a scout getting a man & pinning, with luck they might miss my scout & infantry is ready to help next go.
The woods has a decent clearing in the middle so Pioneers enter to check it out as a path for vehicles. One recieves fire & falls back to safety after spotting a squad.
CF> Started at reasonable pace to allow NF time & the first squad to stick his head through the smoke gets it shot off, 2men down to a point blank shot plus a unit on my side of the smoke fires from the woods. M3 silences the squad in the woods & squad sends adj squad running, decide to pursue heading down road as not enough MP to enter building & discover transparent trees means squad in woods that fired at Pioneer can fire at him to. Then a maxim in the N woods opens up & a 37AAgun 300m to the East, he is not having a good day.
There is a 1 hex gap in smoke on either side of the other building here which is slightly further East.
231 decides to risk avoids AAgun & sends maxim running, as no fire came from that building it moves directly behind it for cover.
4 M3s move up 2 end turn very slightly exposed but with squad in N woods in sight. the other 2 had a little go at AAgun for no effect then withdrew.
Next squad to go did not fair any better losing 2 men also as decided to check out centre woods. MMG from SF exits depresion & gets him running with the help of a squad.
SF> Several troops exit the depresion fanning out scouts moving for C woods & smoke, 2 HT exit & use smoke to move by central woods & unload but the rest of the vehicles stay in the depresion. There is a line of trees to our SW which I want checked first & it turns out can see straight through most of it.
Carry on bombarding woods & plot 2 guns to drop smoke to screen the Nort flank move. As have rockets decide to fire them at main village areas that cover the road best.
AIT> It drops more smoke in between both woods any LOS to AAgun is gone, looks like I am droping smoke in the wrong place up North as a 45ATg somewhere to NE kills 231, we get a scout running. Not the best of starts & it looks like the AI has flanking covered.

Imp
March 10th, 2009, 01:45 AM
Firstly it seems despite a vision of only 32 most woods hex can be seen through so 100m is common engage range in the woods. Because of this & reasonble size clearings vehicle support is not a probem. Ignoring rifle grenades as front hit is acceptable.
CF> 231 still has maxim in view so takes out 2 men before it moves to safety, the other squad has disapeared into the smoke & I am not risking more hits on lead squad as he is now 4 men down. Remember several squads started the battle 1 or 2 men light & this could have gone better.
Move him over behind E building but recieves fire & is now 5 men down, it came from a 2nd squad in N woods so 2 M3s & 231 route both of them.
Am now becoming worried arty fire could finnish off some of my units.
Another squad & 231 search for squad that ran & lose a man in the process as he recovered but send him running.
Next one goes down road entering a single tree hex to wait for smoke to clear but recieves fire from a squad & maxim so pulls back
Now I know why the AI was dropping smoke I am walking into him but there is a small gap in it & can fire on maxim from top of centre woods. Squads enter followed by armour & we lose a couple more men. The most southerly squad has brass ones it takes 3 tanks & a squad to get him to move.
Thinking we are clear M3 moves towards position to take on maxim & is assualted, fails & sent z fire at its hex but can't spot him. Situation ends with him & 4 runners in the woods, another squad was also found in the clearing & persuaded to run but this is provin quite costly.
SF> things go better here ther is a 150m corridor in the smoke scout spots squad sniper pinns then scout routes.
A squad is also detected by the treeline & forced to run by MMg & squads, seems like he is alone.
Vehicles move out some enter Central woods in position to check clearing & possibly cut off runners in, ATGs heading this way to.
Other units enter smoke so we can at least move forward in force.
NF> In the woods pursue 2 squads CF routed killing one & units move up to clearing, seems clear & HT enters spotting a squad so withdraws. M3 moves to position so it can attack but does not as max move.
On the flank 231 routes the other scout my scout kills him moving onto earth so has a good view, sees another scout which MMG takes on.
Now several squads move out the one furthest North loses 2 men to another scout & maxim bit of fire ends up with 2 scouts running one is down to its last man.
The maxim is untochable grass & earth block view, turns out 231 that died was on grass so had a view. I need to get my MMGs on or risk vehicles to ATG that is out there as maxim is out of squad range.
Begining to think the AI has a flank move pretty well covered, 1.5km to NE 2 T-35s are visible, SE in front of town are 2 T-26s.
Its catch 22 situation take on the flank with problamatic LOS, sense says let them come to me but if I do not expand my front his arty could have a field day on my densely packed forces.
Take a gamble squad fired at by maxim places smoke the treeline extends another 200m NE so truck moves & makes it. More transparent trees but squad unloads anyway grass blocks LOS to the North. More squads & sniper move up in hopes they can get in range of ATG but I am reminded of the last game when it had a dozen guns covering the flank. Some units press into woods & tanks move to position to go either way.
Normal game this turn 4 & I am winging it the plan has turned to pooh.
Cancel 1 rocket strike as thinking might get town in sight was ambitious. Targeting it & short range rockets plus 155s at flank blanketing the area, with luck might hit something & dust will be welcome.
I am actualy worried about Soviet arty as units started damaged & while the besst defence is to keep moving this could leave me very exposed.
AIT> No arty yet they lost a couple of men we didn't but tank was damaged before squad was routed, mortar drifted off target in woods & killed one of my trucks in another friendly fire incident.
T5
NF> Both scouts move NE to good vantage points, locate 2 squads, maxim & 45ATG there has to be more than one. MMG gets on some grass & pinns the maxim followed by a couple of squads by the woods firing at max range vs a squad. Due to there position most of my squads will need to move through the treeline to fire sniper goes first as he can stay in trees, routes maxim & pinns nearest squad. Squads move forward & both sides end up losing about 3-4 men, 2 more maxims are found. We now have some targets so FOO moves out & shifts fire.
In the woods tank routes squad but only has 2 shots, I am hoping it started damaged & rifle grenades did not do that, need to take care of this tank.
Troops kill the squad & we are nearly at woods border, transparent trees are causing probs one of my squads is exposed & sees a squad midway between woods & the village.
MMG by the road enters building & losses 2 men to 2 squads opposite. M3 goes after the one with RG then 231 helps out, one is routed so MMG chances his luck both are running.
Smoke has drifted meaning cannot get a shot on maxim, 80 mtr is landing behind it so move into position but recieve fire from a squad in front of woods, get him running for no loss this time.
Another squad moves towards C woods seeing 37AA gun, he dives into wood & chases sqaud that assaulted M3. Grass means we can attack the AAgun safely so 2 M3s kill it moving to position for maxim if smoke clears.
Central woods> things go better here kill a squad 2 runners exit & one remains but it seems empty clearing has been checked. The dip behind is just over 500m long but only 150 wide & a couple of units make it in using remaining smoke cover. At the end of the turn as LOS seems clear HT moves into. Find spot I picked is not that good as has a reasonable view out of, squad unloads recieving fire from a maxim & DSHK HMG 300m away in depresion just East of trees, places smoke. In the woods moving up but again transparency is a problem. ATGs unload but could take a couple of turns to get position, FOOs in there to.
South of these woods squads in smoke find a squad unnoticed & kill 5men. Those moving to treeline find another hardy chap, it takes 2 M3s flak & a squad to put the persuaders on him. M3s move back behind smoke, I am trying to figure out what to do with my vehicles but risk running a HT to very South of depresion (trees between it & HMG) as scout finds limited LOS. It makes it as does an M3 but it recieved fire from a T-26 somewhere
A thought dawned on me part way through, at the moment I am not doing much better than trading men, I cannot afford this last battle was an attack to & seem to remember he lost 1400 men. I only have 900, 800 after casulties so even a 2:1 ratio will leave me in big trouble, need to do better.
AIT> Decide to smoke out T-35s adjust rockets & target area around road plus 2 HMGs in the depression. I am using a lot of arty here & purposely did not buy more ammo supply so have to think about if I want rockets to keep firing.
Soviet arty starts up 6 81mtrs & on board 122s one in road area but rest to far back.
Only exchange is on the flank we lose 2 men they lose 3 2 to a great shot by my scout. Another maxim & squad join in rockets get 2 ATGs but have little effect on the rest just pinning update further next report.
At the road get a lucky break during retreat smoke has cleared & squad & MMG fire at runner as he enters AAguns hex killing 3 & making it abandon, now thats a result.
T6
NF> Find another squad so we have 4 squads & 4 maxims 2 scouts, 1 of each is running, also 2 crews running.
MMG kills 3 forcing another maxim runner.
Sniper God Bless him takes 2 squads & a maxim out of the picture.
2 more squads kill scouts.
Last maxim is hidden from most by dust so squad fires at last ready squad routing but sniper 150m away makes him pay, 2 down.
Scout routes sniper & squad moves adj to kill, further fire kills a maxim but another one opens up from just North of the village by the T-26.
Now things get a bit hairy most units in N woods are not ready though 3 squads engage near the road, helped by 2 m3in s the last of the smoke they send 3 squads & a maxim running.
The other maxim need to take a gamble as its pinned squad moves out he is exposed but risk the shot & send running.
This leaves area near road clear, we need to move fwd this is were arty is coming so squad moves resulting in this situation. will use R followed by numbers to signify route status.
North of road 3 squads + maxim all R nearby, further away like 500m maxim 82mtr 2-T-26
On or by the road 6 squads & maxim all R, 2 BT-7s
Very slightly South of road another 4 squads 2R & an AAgun, T-26s
Move ATG up have a gap in my view but further South 2 squads maxim 4 assorted BTs.
Its time for the armour to play but the AAgun is a pain it covers best positions to attack from & will suppress.
2 tanks that can in N woods & 1 from centre have a go at 2 N T-26s & a BT-7 destroying one T-26 but all other shots miss.
Finnish moving squads in woods one has to place smoke as HT ends up exposed.
2 Squads by road decide to get abit gung ho taking on AAgun under fairly heavy fire, MMG moves up to help even more fire & 2 more BT-7s spotted, grief not sure this was sensible. 3 AA crew killed its running but we lost 3 or 4 men to.
2 M3s just S of road take on T-26s killing one.
Now I am running into flank shot issues which I hope high grass will prevent, it does but T-26 damages M3 so withdraws.
M2 risks it killing a BT-7 & ducking back, 231 does the same.
I am exposed to more than enough possible ATGs for one turn.
Central woods squad moves into N end of depresion under fire & places smoke, HT & truck follow then transparent trees catch me out Pioneer in truck losses 4 men to a squad ouch. M3 has ago at HMGs in depresion but no luck.
At the South find another squad & my squad sends running, keep afew others running the find another squad about 500m further back plus 3 T-26s, my squad takes a lot of fire so smokes.
Bit of a problem here smoke is about to go & I am unsure of places from which I can target T-26s. have a nasty feeling due to grass will have to get close enough that they hurt & thats without a half decent ATG kicking in.
AIT> That was a bit tense, firstly misjudged pulling back trucks lost 4 & a bike to arty, got a couple of men as well.
North arty pinned most of my force & maxim got 2 men, we probably got about the same.
South not a lot happened.
Middle the dogs of war were let lose 2 Soviet tanks died a 3rd possibly damaged, the AAgun is gone as are several squads & a maxim.
The highlight was probably the squad & HT in the depresion taking on both HMGs & winning big time.
We have one nearly dead squad by the road who took serious amounts of fire, thought he was a gonner but MMG rallied & helped save him.
Luckily the Russians are bad shots thought 231 was safe but took a fair amount of fire all missing, there are at least 3 45ATGs out there that I have not spotted, targeted tanks as well. 2 76 ATGs which I have spotted only scored a couple of hits one M3 is really messed up.
I think area directly in front of the village is clear of ATGs & most fire came from South end of the woods or between both villages.
Could well have been more stuff a lot happened we did win the exchange but I am being made to pay.

Imp
March 10th, 2009, 03:32 PM
With the way things are coming in from the North does seem the best option as can screen me from some guns.
A sweeping flank move here though seems out for the forseable future, there are 4 tell tale arty puffs here though.
Smoke should block 4 tanks to far North, they are however nicely set up on the road so can reinforce the village quickly.
Its actually a good place as large clearing there with contact ranges of 150-300m, that will kill my tanks.
Reasonably confident area N of road is devoid of guns apart from some possibly to far North.
The area between the 2 villages is a diffrent matter thats chock full of guns & armour.
Assume further South will be more guns as terrain allows for & the AI seems fairly competent at covering its flanks.
All the troops I can see from N to 200m S of road are running with the exeption of 2 maxims.
Further South can only see 10 & most are ready, there are I am sure a lot not yet detected.
Route maxim near village & pinn the North one but few fire opportunities & more worried about getting away from arty here though quite a few are stuck for the next barrage. HT picks up FOO & wisks him away from it.
Take out BT-7 & T-26 this leaves one T-26 near the road but wrecks & woods make targeting without exposure to ATGs impossible at the moment.
This leaves 2 groups of tanks N+S of 2nd village, using trees to screen 2M3s attack furthest south group reducing it to 1 T-26
2 ATGs get a BT each leaving 2 but unseen squad kills 2 crew.
From N>S
3 tanks head out think only one is vulnerable to fire from the North.
Squads in N woods head for village see a T-26 which M3 takes down then a maxim in the dip that runs in front of woods.
Nothing else seems to be there so 231 & Ht send it running, try driving a truck up so lead squad is on dips edge 350m away from flags.
Units exit woods heading for village & M3 routes a maxim in it.
A problem we have is a maxim behind the central woods depresion but discover units N of road cannot geat a bead on him. MMG in depresion tries & walks into a sniper. M2 & M3 have a go but end up having to commit my sniper ruining plans for him, squad moves up & kills.
Back to the maxim & troops south of road move on at some cost but 76ATGs shoot at them to. Lose quite a few men here as discovering more all the time including another BT.
As ATGs fired tanks take a risk fire at for no effect but kill last T-26 by the road & another near the village, 3 are left.
231 & a couple of squads risk a run for North village getting to within 250m, lots of stuff in field following.
C woods have now nearly left as in the dip including several tanks, its cleared out.
Furthest South having problems not much more than reinforced platoon here, there are 2 tanks but they have to be very carefull so are not helping. At one stage we were outnumbered 2:1 here though slightly better odds now. HQ is playing scout again bless him.
AIT> arty was ok batts are still silent, no vehicles recieved fire.
Maxims are cheesing me off as they keep picking off men, luckily have not come across any yet down South. Most heated exchange was here but numbers vs exp battle is going exp way. My troops get 4 or 5 shots while Soviets usually run after 2.
T8
Smoke came down well in South giving a reasonable screen from fire past the village.
Half wit that I am used rockets up North, its all over the shop, useless.
With the exeption of far South nearly all visible troops are running
Maxim in village & a squad between them only units with fight in.
Tanks & guns are alright arty should hit 76s this go.
231 & M3 sort out maxim & a HT in the depresion gets the squad, ATG takes out BT.
North units continue towards T-35s looking for guns see another T-26, 3 M3s are now heading for.
MMG moving up N of village in truck recieves fire from 76ATGs, they miss but scout finds both in woods near good ambush point, M3s are safe.
Squads are at wood edge & will be able to attack one next turn.
Closing on the village find another squad in it, we are slicing & dicing though now within 100m & units are ready to look down the road, enemy units are fading fast.
In the centre every troop posible moves out of the depresion for a look, find a 3 more squads maxim & AAMG, village tanks get maxim sniper the AA.
Some squads trade fire with enemy squads but mainly ignore fire from as several are now in range of 76s, they are shooting back but 4 crew killed & my ATGs had a go to.
Light armour sits tight & M3s role out one is damaged by a 45ATG but troops in position to see now 4 of them. Tanks are staying put & engaging, light armour engages the ducks back. Result, we lost some men & have a damaged M3 but kill a 76 & all other guns have crews greatly reduced & routed, another BT has shown up.
Down South the lack of vehicle support is showing not to mention we are now outnumbered 3:1 facing more than 15 squads.
Smoke cover is not enough but help is needed so 2 M3s & HT help out, kill last T-26 here to. End up positioned not to bad I think as my squads placed smoke to restrict fire at.
Trying to extract damaged tanks & picking up ATGs, they have been there to long. Same goes for some arty its relocating. Foos have ended up quite far fwd running from expected arty fall.
AIT> Batts kick in but recent move forward means they miss something hits a MMG that was damaged & kills it.
North M3 is fired at by a new ATG which squads kill.
Few other new units pop up in centre & South including a mtr direct firing & damaging HT.
More smoke falls in South making fairly safe there exept M3 recieves fire from centre somewhere near other ATGs, its another 76 but quite where it is elludes me.
This ones fun.

Imp
March 10th, 2009, 11:45 PM
Situation normal, apart from in the South all are running.
North misjudge LOS for 76 & it kills truck & scouts, another 45ATG fires at M3s & is killed by squaud & MMG, about 6 runners left now, M3s attack tanks T-26 brews up.
Now the fun begins as move on woods & village, a couple of men entering woods find trees are transparent here to.
Near the 76 find 3 squads a maxim & another maxim running, 4 squads & 2 HTs send them running killing both maxims, they then engage 76 followed by 231 & Ram who kill it. Care is needed as found another 45ATG slightly back from & the other 76 is out of reach to.
At the village 2 squads & M3 deal with 2 found squads there.
First squad to look down the road finds a 45ATG just past the crossroads, he has a go but is routed, there are two of them, 2 other squads & MMG take over followed by 2 M3s, finaly get one & other runs. The crossroads has a clump of trees in its SW corner then a little gap, centre squads recieve fire from 3 squads in woods SE of the crossroads M2 persuades one to run.
In the centre the hunt is on for the 76 tanks can only move towards the North till I can find it.
Start recieving fire frm the South village another 2 AAMG, 37AA & 2 squads are found here. tanks engage at range with some success but its still enough to stall the move forward. Fire from crossroads area means some troops are caught in a crossfire, I have to smoke in places.
Down South things are still not going well ignoring the scouts we have advanced all of 100m in the last few turns. Anticipated relief is now not fothcoming due to the hidden 76 & scout smokes M3 to protect it.At least the 2 M3s & Ht are now playing a more active part but its heavy going, some arty is going to help as men are getting a bit short on the ground.
Apart from the Ht here most of my light armour South of the road is in hiding
AIT> Most arty has stopped, my batterys reputation is tarnished it had been doing good CB service but since coming to the Eatern front it has failed abismaly to get a lock, giving up.
Main things tide finaly turned down South, combination of vehicles 2 MMG now giving support & a bit of arty made a diffrence.
Big moment up North not sure how lead tank survived unscathed as he was ganged up on. Tanks fired at him & another 45ATG had a go before squads forced to run. Of much more concern was another 76 in the woods somewhere near the other possibly, looks like the flank move has stalled again.

Imp
March 11th, 2009, 01:48 PM
Smoke blocks LOS from centre to crossroads, hunt for ATGs goes first.
Near village find 2 76s & 45 to go with 2 already there, they are pinned as dropped arty.
Get all but one to route status, it does not have a view out of the local area though. If they recover Ram 231 & HT are targets.
Move into the village proper having trouble with a couple of new squads but one of my squads has made it to the N>S road, lots of runners
2 tanks move to take on squads SE of croosroads, squad has to help as find another but control the area.
There is smoke on the E>W road 100m past the crossroads, lead squad enters more runners kill 3 of, get MMG here by taxi then in exitment to kill em move 231 a bit further. It dies to a 37AA at the side of the road asked for that.
Central guys can't find thier gun(s) but kill an AAMG a 2 more squads appear by the village. Vehicles still carefull but taxis break cover to pick up guys near the road, we need to get a shift on runners now have a good head start.
South again does not go to well but only one more squad joins in. For some reason this turn my rally attempts have gone to pot, think out of those tried only 1 managed it.
North, freed up from ATGs move on MMG & squads routing another 45 then M3s take out all but one T-35
AIT> No arty that turn but if anything went to Soviets.
N found another 45 number 6 hes pinned
ATGs in wood killed or routed 45 & 76 but a new one showed up to NE so lost 231 & HT
Road they routed MMG & killed his truck.
Centre we won here a few runners taken out & found & routed 76ATG
South think we did slightly better but 2 of my squads are now half squads, its getting critical.
T11
NF> Route ATG & another they find then destroy a mortar & last T-35
Village 2 squads kill closest 76 others are moving toward the other down the road. Have taken several flags & starting to cross into woods now, but a bit of a firefight is going on which we win, cannot pussue runners down E>W road due to AAgun. Some tanks & taxis that loaded last go head into woods South of the road to get position on AAgun & they kill the 76.
Continue moving forward in space between woods & South village recieve more fire from village & to East a sniper, decide tanks can risk coming out but we lose several men over the next bit.
South village has a line of trees running / just behind & smoke screen is nearly gone, scout moves through it & requests help.
Sniper routes 2 maxims bfore scout pops smoke as apart from runners there are 2 squads here & a T-26.
Squad enters village from the North its full of AA, he manages to route one, next squad fails but find excluding excluding runners.
2 squads E of village covering road, 2 more in it & 3 AA guns.
Each AA gun is positioned so attacking one gives another track hits, squads manage to silence one at some cost allowing 2 M3s that can reach to take on others. Other squads have to draw fire to allow trucks to close safely. Its all a bit hairy & some smoke is dropped but 2 AAguns are killed & squads routed.
In the process though 2 more AAguns take part. As I said lost a few men here.
The exitment in the village means the only support SF gets is an ATG & one squad at range, however I think morale has gone, another squad joins in but they are folding. HQ decides its time to break cover & is closing, so does 223Fu who so far has stayed out of things, tanks move forward to better firing positions.
AIT> arty returns, have outrun most of it but units near South village & clearing North of take a couple of solid hits.
No more ATGs up North but AI is on the move. M3 destroys T-26 by North village & one is engaged at the other village.
Sniper is found & destroyed by a huge volley from M3s
In the village 1 squad is in critical shape but killed 4 AAgun crew
South, we are moving no further here they have started heading for village & flags outnumbered by more than 3:1 again.
T12
First squad to try his luck vs 76 is routed, second does little better but Pioneer places a DC killing it outright.
North group finaly start to become a flanking force & head forward.
Around the village & its woods the race is on to see if we can catch the runners before they exit. 2 M3s get the AAgun routed then Ht drives up squad finnishing it.
Little moment then as M3 heads down the road straight into the arms of 3 T-26s, range 100m but all are moving, get him some help another M3 but first 2 flaks Z fire on 2 of them, kill without taking a hit. Take all flags here.
Rally seems to have returned to normal so most units can clear arty however some end up possibly heading into it at the village.
Its all getting a bit worrying round here 2/3rds of my force is to the North chasing units.
To the South do what we can but its more a case of hanging on, 3 more squads appear & while i do manage to get all 3 ATGs helping the odds here are now becoming silly.
Tanks just North of village turn NE & head for it & a bit of fighting kills AA guns & T-26 who only fired once, combination of move & low experience I think means few shots. Would explain earlier tank exchange.
Now the reason for heading into arty, squad & scout make it to far side of village recieving fire from over a dozen squads meaning they cannot place smoke.
Scouts position is critical 4 squads within 100m, manage to reduce this to 1 but still dont think its enough & expect more armour to come to villages defence.
The only good thing so long as it misses my scout is rocket had reloaded & is about to fire here
AIT> Oh hell arty missed in town just but SF has been stuck for a while so arty is coming down on them & the ATGs & theres more. To the South of the depresion 6 T-26s & 2 T-28s have shown up. More may have made it into the depression. A few more squads appeared to. One of my squads in the village is critical but scout survives. Lots of blood was spilt on both sides but we did get the upper hand. Should have left 223Fu alone AAgun somewhere in S woods killed him, no survivors.
At least the North is now a done deal its becoming a case of can I transfer help quick enough.

Imp
March 12th, 2009, 05:26 PM
North we are out of the trees & just mowing down runners, the odd one has rallied but nothing to worry about. Should get most runners going down the road I think, picking up anyone I can & transfering unit cohesion be damned.
At the village tanks trying to move to engage enemy armour get stuck in the fight there. Still over 2 comp of Soviets south of the village & the scout is living dangerously finding more & 3 AAguns but hes now out of smoke, have engaged to little effect. The sniper is doing a great job though of keeping the scout safe
Far South most units dont fire smoking & trying to clear arty. Reposition 1 ATG trying to move others might lose the trucks so did not load just near.
A couple of tanks might get armour targets next go.
AIT> To my joy find I have plotted all 3 rockets in the vicinity of the AAguns, let fly & thats that but another one has turned up. My arty is mainly hitting just South of village should all be running now so can support South from behind once sort out tanks. M3 gets a T-28. Most arty missed managed to clear it just.
HTs are taking direct fire from artilery now all but 2 tanks have vanished.
T14
Killing arty pieces 4 left by the looks of it but the big question is where did the tanks go. At the depresion so think they are in the woods heading for SF. They have also come underattack by maxims but slowly getting reinforced. The village is ours as we are aproaching equal numbers & the road nearby is chock full of trafic. Next go we will probably outnumber him everywhere.
AIT> They are still putting up a fight one particulary hardy squad killed 3 of my men despite the fact he was taking fire from 2M3s 2 squads & a HT, the tanks headed back for the depresion all fire exchanged missed. Its looking like my South force is out of the woods now they just held on without losing a squad.

Imp
March 13th, 2009, 12:55 AM
SF> is accepting losses to save 2 squads reduced to 4 & 5 men but has help now, tanks die easily as greatly outnumbered its just a case of keeping guys in trouble alive & taking the last flag. There are still more soviet squads turning up though.
T16
Hurt troops are withdrawn if they can avoid arty will survive. Have a minor moment when thought I had missed a tank but realise there are another 4 or so, still have a lot of armour here now so they succumb quickly. All arty stops
T-17
Never a dull moment HT has kittens as 3 BT-7 arrive as reinforcements, only armour near is a Ram & M2 but they get one a piece then squad unloads from HT walks up to & kills the other. The fun continues as units going after 122s start recieving fire from them, manage to destroy one but HQ has joined in as well & the few tanks here dealt with BT-7s or moved there in case more turn up. The good news is in South scout has made it to where new squads keep apearing & think thats about it. Taking last flag next go & it turns out moved arty just in time, one was hit but will be moved next turn.
T20
Its all over I think a couple of units escaped but there is not a Soviet unit left on the map.
Men 164>1893
Guns 1?>64
AFV 4>43
Score 6507>889
Marginal
Thats 3 marginal 8 decisive so far, paying the price for not playing for a long time as wish I had not upgraded all my tanks. Germany did not have the better equipment at the start of the war but it certainly does now. Apart from the odd ATGs you do not need to look after your armour much which could become boring.

Imp
March 13th, 2009, 12:46 PM
Quite day so here you go.
Missed the location but meeting vis 51 turns 31
Map open ground is mainly high grass & a large level 2 hill in the middle.
A strip of woods runs over it from the bottom left to top right corner. It gets a bit sparse with a couple of small gaps my side of halfway point on the map.
1.5Km South at the base of the hill are more woods, this clearing as it heads East opens up to 2Km with a clump of trees in the middle like so ---O
So trees all round it & a clump in the middle.
Flags are on the clump & further forward in top & bottom row of trees.
The bit to the North is mainly open but probably will not come into play.
Map included.

Force
Decide if anything should downgrade make a few changes for no real reason
Swap 2 MkII for MkIVf1 as main roll is infantry.
Swap 1 231 for 251/10HT plan to swap all 3 & buy enough HT so 1 company is equiped with in next battle or 2
The Plan
Each company is heading for a set of flags.
ATGs most MMG & half of the armour is heading down the centre to crest the hill.
The group going for North flags should hopefully be screened by woods for a while & have a reasonable amount of armour with them.
Hope is they can move to get flank shots depending on what Soviets come at me with or act as a firefight force.
Start
No pre bombard so start the race for objectives.
By the end of turn 2 I can see half a dozen BT-7s heading for S flags & a mix of BT-7s & T-28s heading between central & S flags.
Have some units on the hill & grass does some funny things with LOS, move 1 hex & you are hidden the next back in view using speed of 231s to find hidy spots. Unload in a few places time to see if I have judged it right think range is to great for them to try firing.
T3 They don't fire & nor do I keep closing range for the turkey shoot. N & S made good speed trucks within 400m of flags, have to pop smoke in 2 places in South to protect taxis as could be in LOS when he moves. In the centre several troops unloaded but have found one area can stay loaded for a good distance.
Can see a lot of Soviet cruiser tanks heading for C & S flags details next go as can probably start picking off. They will start taking S flags this turn.
T4
The majority of tanks are BT-s 2 through 7, Also some T-28 & T-26 & 3 BA-10 armored cars some have left my sight.
NF> Squads & Pioneers are entering woods, tanks are still moving to position & 4 are going NE as lone squad on sentry duty there reports a dozen tanks heading down. Coming from the East mainly towards S & C flags are 40 plus tanks. 231s have ended up here & could end up engaging at about 500m when they move to level 1
CF> Move to position should be able to start engaging shortly range still generaly 1.5km
SF> They have taken some flags, can't see as in woods but 4 or 5 BTs, squads & Pioneers head in for ambush. 3 M3s Ram & 251/10 are here along with a MkII who kills a BT-7 at 500m
No arty plotted yet & AA is in position, taxis retreating but trying to guess arty fall.
AIT> Yeah gads there are a lot of them can now see 17 flanking to the North my view is not good here.
231 damaged a BT-8 but only expected a couple 6 made level 1.
They took central flag & from what I can see main push is between centre & South flags but I cannot see much to the North East as woods block
At S flag Pioneers have killed & forced abandonment of 2 BTs, bit of fire here to but it missed.
T5
SF> We move forward 100m as low exp seeing squads in woods moving 1 hex should be hard for tanks is my theory.
It holds 2 BT-7s die to a squad & 2 Pioneers then M3 & M2 both get a BA-6 trying to come round the left flank.
CF> Holding central hill majority of force is still on level 2 but a few have moved to level 1.
A BA-10 made it to level 1 & several tanks are just over 1km away so open up.
Kill a BA-10, 3 BTs, T-28 & immob another with a flank shot. T-28s have riders squad & maxim
I have 10 M3 here & 2ATGs one in position half the M3s move forward but have to be careful about flank shots from the North now.
NF> Squads take 2 flags & 231s kill a BT-8 & damage a BT-2, not sure its wise to leave them here they are having trouble penetrating at 500m
& tanks & ATG here are not quite in position.
FF> (Flank force far North) 3 tanks enter LOS hoping to tempt in my direction as we took flags.
AIT> Well luckily the fire improved a bit BA-10 took about 10 shots to hit but still mainly missing.
CF> got BA-10 eventualy plus 5 or 6 BTs & rider unloaded.
SF> only got 2 targets but missed
NF> 231s somehow survived & damaged 2 BTs, squads in wood slightly North of flags engaged cavalry & smoke dropped near 231s is blocking ATGs fire lane.
FF> Lots of smoke dropped here & they are charging on Westward

Imp
March 14th, 2009, 04:27 PM
SF> M3 kills 2 BTs at 30m another is buttoned for some reason so 251/10 engages at 200m & kills, all but one M3 move forward.
There are 11 Bts on L1 1O of them near the 231s but recent smoke means they can only see one, some of the others will enter ATGs LOS at 200m range. 231s kill BT-8 but one is damaged so they head off to join FF
CF> manage to kill 3 tanks on L1 & damage another, 2 tanks move to achieve this.
ATG gets T-28 & a BT the other kills immobile T-28, M3s kill another 5 BTs & 3 tanks move up as does the infantry.
NF> take all flags & use quite a bit of Z fire moving forward there is a MkIV in woods with the squads & we route 4 cavalry.
FF> One M3 fires but only damages the others move SW to intercept, a scout & MMG are en route.
AIT> I plot some arty behind cavalry, AI fires a bit more smoke & some arty hits CF & SF 76s & Mtrs no batts.
Kill 9 BTs coming for the hill 2 make it 2 level 2, one destroyed the other runs. Pioneer in South gets another coming through the woods.
2 more cav are routed in woods, squad on the flank can see a cav unit 200m away.
Can now see a couple of squads at 500m between N & C flags
T7
FF> Destroy a BT but most are still moving to position, bit worried here trying to extract 2 platoons to assist one each from NF + CF, another MMG is on the way & 2 Northern ATGs are loading up. M4 heading there & hopefully free some M3s next turn. My fault considered a reserve & NF was going to be but decided to head straight into woods as intel was sketchy round here.
SF> Continue moving forward adj to flags now, find a BA10 & 251/10 kills. Squad checking for flank move finds 2 tanks & losses a man before placing smoke. Ram & M2 move to cover likely path of one & M3 destroys the other. The other 2 M3s are in position to move to woods edge.
CF> 10 tanks made it to level 1 again most at North end & SF has noticed a squad near level 1, Kill 5 then have to move to find targets, get another 3 for a total of 8 inc one T-28. The majority of tanks & all squads move partly to avoid arty but also working slightly NE
Tanks coming from the East look severly depleted now I can only see about 20, there are more but wrecks are blocking view esp in the North.
Can see GazAA trucks in the distance & arty tell tales several fairly near the map edge. decide to CB them poor morale should get them off the map.
NF> get a bit ambitious pushing forward lose 3 men as turns out a ready squad was among the pinned lot. they lost about 6 men & can see 6 runners & 1 ready
AIT> Right that was a lot of artillery aimed mainly at SF & south of CF, most infantry got hit, tanks moved so it missed the majority of them.
2 IL6s did a pass on SF as well & my AA is covering the others, lost a HT & 2nd immobile. Facing air for first time & sending armour out from my umbrella is probably not sensible so need to rethink SF as they were going to try & flank.
CF> only got 2-3 tanks here as most moved but only 4 end on L1, I think though this is because focus has shifted to the South.
SF> Mk2 hits for no effect Ram did not get a target. M3 on the flank engaged 4 tanks at 400m killing a T-28 so ex rider here, one has vanished.
NF> not sure think more cav squads turned up a scout definetly did. Repulsed attack causing reasonable damage but run out of shots in one area resulting in scout losing 2 men.
FF> B@#%£ I think they have turned back so all but one tank is out of position, 231 will check it out but lone tank is facing 5 at between 300-500m & only damaged one. They seem to be heading SE to cut through woods towards N flags, another cav sqd has turned up fire was exchanged but for no effect.
My squads in woods could have cavalry coming from North as well. Hmmm

Imp
March 16th, 2009, 05:05 PM
FF> 231 moves for a look 7 tanks are still heading West & 5 more could go either way, they are to far away for him about 750m but both M3s & Ram move to engage resulting in a kill immob & damage results.
Realise lone tank is the same as in the last battle AQ1 & weigh up his odds, faces 5 at range that could hurt but Russian accuracy has been pitifull, think I have taken less than 5 hits so far. Also squad can smoke if it all goes pear shaped so we open up, they have very low rates of fire or something only 2 fire back & closest did not possibly he was buttoned. I love this guy 5 shots 4 kills & other 231 who has lost his MG damages the other.
MMG scout & squad attack cav routing & killing 9 men. Another MMG & sniper are in the area others still on the way. Have to unload back a bit or tanks will fire at trucks.
NF> We need to rescue the scout so one scout moves up undetected & routes clearing path for a sqaud to try as can't risk firing the wounded scout. He is detected but manages to route the squad. A few squads move forward as arty fell just ahead & we kill one & the rest are in a sorry state. 2 tanks are behind trees in a position to move on flags so both Pioners set up possible ambushes, Mk4 moves behind to exploit if don't kill. 2 M3s move to cover as best they can.
MMGs here were going to use rough on the ridge but LOS from now is very restricted. A scout is heading out looking for Soviet troops
CF> M3s kill 2 & ATG gets 3rd Platoon transfering here is on the way but all other squads are stuck. All armour moves forward 1 M3 leaves hill & kills another BT that I knew was routed behind some wrecks, another goes to exit & recieves fire from squad & T-26, T-26 is at range though & Pioneer LMG in SF routes the squad
SF> Russians definetly do not fire much Mk2 kills BT but it takes a few hits even at 150m, M3 on flank kills another 2 BT. They fired 2 shots between em all missed.
Now its tricky half my troops are pinned but I know 2 BTs are on the other side of woods in same hex & I want a look before CF moved up.
Units furthest South took least arty & have a brandenflash equiped squad by tanks. They are ready so its a risk but he moves into trees as has Pioneer for backup. Looks like arty hit a few of his forces theres a routed squad adj & a buttoned T-28 100m away. Assaults first tank immob &, loses a man to fire to the other before killing with W key then does the same to the other. Pioneer has moves up to T-28 it fires but misses as firer is paniced so flames it routing, he moves onto flag & losses a man to a squad, places smoke. Ram kills T-28 & 2 squads + Mk2 move to cover flank heading for the ex rider.
Scout & squad head out for a look taking another flag within 300m are squad maxim & 3 T-26s, further on we can see 2 more T-26, 2 T28 & a BT at 500-700m
These are hidden from CF & as its a meeting its only right I attack, one tank in CF can see 2 of these tanks & one did fire at him so MK3 moves into trees recieving 2 shots at 13% & seeing another BT fires & misses but is hit for no effect by BT as more tanks start firing. Other Mk3 moves up recieiving more fire at last all but T-28s who are furthest back are firing. Have to pick targets carefuly & 251/10 has to help as miss quite a bit. Destroy one & damage another T-26 3 times so hes running. Wreck now blocks view to all but running tank, as I said pick targets :)
Scout & squad route maxim, HTs are moving to flank in a vain attempt at AA defence while avoiding arty
AA is covering flank force & trying to get position to at least fire after the event down South, lots of arty though.
AIT> Arty seemed less that go mainly batteries firing about 4 76 & 2 122 only one soviet tank hit for no effect
FF> They seem to have mainly turned back all fire by group furthest West missed But AQ1 killed & damaged one while 231 here got another
NF> No cav came forward this turn & tanks avoided Pioneers but walked into the path of both M3s
CF+SF> All fire missed things look a bit er dodgy down South

T9
As arty died a bit AA makes a move to get closer, hope planes wont be back till next turn
FF> West party kill all 4 visible tanks strangely closest was the tough one taking 3 hits then 231 sticks a nose out sees 4 tanks heading SE & draws fire so nips back to break the lock before moving back & making it 3. They are now heading back but BTs are fast so we won't make it.
AQ1 & 231 get one a piece & both move 1 hex to try & get a better view round the woods. Due to wrecks 3 tanks I know about will not arrive this turn but stuff could be closer. Squad sniper & scout are heading for a look round the woods to. Other squads coming here have veered into woods as think cav & tanks are running through. Mk4 is close & ATG has deployed to assist AQ1
NF> Minor problem here 2 pinned cav in same hex bit of Z fire including the MK4, scout moves up routes one & still not seen, tries against other it fires back so squad comes to help. All move forward killing 4 cav Northern most find 3 squads pinned by my arty over 100m clearing, manage to route 2 without loss killing 6 in one squad. The other scout is being rushed to my rear to save him.
M3 near here kills only tank to make it to level one & 3 are heading for the woods, there is a 50m by 250m straight clearing just North of flags that units coming from FF will probably cross.
The forward scout moves & finds 2 squads nearby so withdraws to cover, moving to intecept pioneer finds another, man down but flamer deals with him.
CF> Arty let up means troops move forward pick up ATG as they seem magnets for the stuff.
Armour needs to help out SF but the avenue in the smoke seems to have shrunk, it may still be possible to bother a couple but the attempt fails.
PioneerLMG routes squad near tank then we are facing 3 BTs hard to get to as trees cover & 3 T-26s wrecks are a problem here.
Mk3 thats just come off the hill has 5 in sight range to BTs is passable & others will have to engage close up so it kills a T-26 getting hit once but ok, another immob a 2nd T-26 its running so low priority.
First tank to move on BTs takes loads of fire spot 6 more soviet squads 3 within 150m as my lead troops have a restricted view now. Mk3 is heavily suppressed so backs up to protect flank & manages to route a squad. Next Mk3 engages BT at 150m but it takes 3 hits to kill him that was not in the script.
Gets worse as realise LOS is blocked when next tank tries, had hoped these 3 tanks would destroy BTs as short moves but have only got one. Now 2 tanks that were going to try & support SF albeiet limitedly have to save this lot. They get one but have to engage T-26 as its their major threat, kill it but we end the turn in a vulnerable position tanks have no troop support & turning to engage could allow flanks not to mention assaults could be on the cards. Due to low exp they should not make it though as need to move first.
SF> 350m away are 3 T-26s & a BT, just behind are 3 T-28s, consider pulling back but decide not to.
Mk3 Fires at BT misses as does all fire at except a squad with mortar who hits so my squad routes him.
Other Mk3 fires T-26 down & he takes light damage, alternate fire if we can take down another T-26 may restrict view.
T-26 down one T-28 obscured, 251/10 kills another hiding 2nd T-28, It takes 3 hits by Mk3 to kill BT.
251 has very restricted view & is nearly out of APCR but moves & engages T-28 buttoning with 2 hits before moving to increase range & cover area behind wrecks. I know there are 2 tanks in there possibly more & both these & some CF tanks are targets.
Squads move & face a scout & 10 squads one routed, kill the scouts then get 3 squads running but mainly concentrate on squad in hex with T-28 buttoning further. 2 HTs fire at this squad to & while exposed are in position against air or to become targets. Ram breaks cover briefly scoring 2 hits on T-28 before seeking cover.
Squad on the flank moves to engage but finds another squad & T-28 within 100m, facing 3 targets with only Mk2 in range to support withdraw & units here set up a possible ambush inc flank Mk3
AIT> no arty at all but the battle has stepped up a gear as infantry engagement becomes more frantic, we probably killed 3 times as many but there were problems.
FF> nothing to report but cav has made it quite far through woods & is coming from more to the South than expected. caught my lone squad here napping killing 3 & destroying truck that dropped him off.
NF> lost a couple of men but killed a cav, more new squads than I would have liked we are outgunned quite badly.
CF> All squads are routed & all tanks on both sides survive unscathed including a T-26 that makes it to level 1, its routed though & BT does not look to happy
SF> Few problems here visibility changed & the 2 squads that were supposed to ambush became visible through trees, one was routed & the other lost a man managed to route Soviet squad. 2 other T-28s here turned towards units by the flags.
Flag force is all intact & killed buttoned T-28 & something else but it was a bit tense I think only inacuracy of fire saved the day. Big infantry firefight here as well but most of his tanks are probably gone now.

T10
FF> We have missed the boat here, scout moves out past the trees there are the remains of 2 cav but also 4 BT-7s heading for the trees. Mk3 here would have poor accuracy if moved to engage so stays put with ATG to engage 3 I know are on the way. As the BTs are pretty fast I could have problems getting into position before they arrive near flags & some could well be in the woods already. MMG can see 3 conscripts to NW, don't bother firing as nearly 1k away & will give position away to the tanks.
NF> facing some big problems here stuff coming from flank is arriving quicker than I had anticipated & in the woods I have 4 squads faced off against 9 ready ones whom originaly I was trying to flank but we just do not have enough men in the area.
Firstly slightly South kill T-26 then deal with 2 squads find a 3rd & get him running to. Scout confirms my fear by having alook round the smoke from a line of wrecks. He sees a conscript & there are bound to be more so I can only spare a few units here to go help in the woods. 3 tanks + a few squads enter & manage to get the ATG sort of in position. He needs to be in a place to take on armour but thats protected from cav, only time will tell if it was a wise choice.
2 squads take up position as well.
Time for the faceoff in the woods,
Scout moves up fires & routes then decide to move up Mk4 as it can engage 3 at 150m & manages to route one.
Squad fires managing to route another but a new squad is seen as it returns fire.
Switch to pioneer LMG & he gets off several shots before he is spotted routing 2 more.
A bit more fire is exchanged & a couple of my squads have to leave the safety of the trees to get targets so we are more vulnerable next time but at the end of it we only lost a man have 3 targets in sight one of whom is routed.
SF> there is no middle force now really they are one force Mk3 kills lone tank then another fires at T-28 coming from the flank but as I thought just out of range to damage, another moves up & kills it. This leaves the original 2 Mk3s facing 2 T-28s one of which dies instantly the other turns out to be a tough cookie taking 4 hits before dying. A few tanks have moved but on the whole I do not want to move them esp the couple of HT that are in position to interdict air threat, few that have targets fire at the dozen or so squads & I decide the Ram is in a place air is likely to go for so move it. Troops manage to move forward slightly take all flags & find more squads, there are few casulties on either side we lose 2 them maybe 5 or so. Units on the flank are not in a position to move forward but do manage to strip tanks of their escorting troops getting them running here.
AIT> My FOOs can't see a thing but have given up attacking on board arty as switching most to support NF in an attempt to stop them getting squeezed.
Only light arty hitting NF in area cav will appear from, looks like the AI had the same idea.
Planes did not come in so could have got better AA positions, the thing is now do I stay with a small chance of hitting planes or bug out as arty is a real posibility.
FF> He let me down all fire missed, scout can see 7 tanks running for the woods
NF> Managed to beat them off but at least half a dozen new squads piled in. Scout on North corner needs to withdraw as he reports they are flanking.
Cav scout appeared to near to my ATG but 2 sqauds that had just made it to the area killed him.
In the centre BT-8 & T-28 were routed.
SF> Stuff here mainly did not move but 2 new T-28s showed up ones now burning. Also think vision changed slightly as my mortar droped on a group of about 8 causing all but 2 of them to vanish, they could be using wrecks for cover though as now have 6 in a line.

Imp
March 17th, 2009, 05:25 PM
T11
FF> ATG kills its only target then all vehicles move killing 4 tanks & causing light damage to another, MMGs then hose down both remaining tanks
NF> Units are still getting in position to recieve forces from the NW, they will also have to deal with anything that flanks from the East.
Woods force has no problems Mk4 routes 2 & squads get the other 2, nobody visible in the clearing so move forward slightly.
At the south edge of the woods 2 Pioneers sniper, scout & a supporting MK3 route 2 squads here & move forward to come round the corner of the woods & attack units piling into it, they spot 4 T-26s in the distance. This just leaves MMGs & a couple of MK3s that have just moved over to deal with what comes through the wreck line but think its mainly conscripts so they should be able to hold. Destroyed the tank here to.
SF> The major consideration is the expected air attack a Mk3 takes out the T-28 in the middle but I cannot attack other armour without moving.
Squad on flank moves into woods adj to buttoned T-28 he is unseen but a pinned squad can see him. Another squad tries to get into position against the squad but loses a man to the other T-28 here which there is no way to get position on. Squad decides to assault the first, its a kill & blocks LOS to the squad so unit under fire by T-28 places smoke to let others get in position. All infantry move forward a couple reaching the wreck line & some going towards the mentioned T-28, few shots fired but not many targets concentrating more on leaving the area. Mk3 moves & takes out T-28 but only a couple of others move, going to risk weathering any arty & see if we can get a plane several HTs are mixed in with tanks so hope it targets those & placed some smoke to make trucks easier targets. Yes I know its gamey having suicidal truck drivers but only use this way against air.
AIT> No arty was forthcoming & mine was a bit wayward. The air came in though to very heavy fire, the first made it through taking out a truck but the second was hit 3 times errupting into a ball of flame before it could carry out its run.
FF> Damaged tank did nothing & the other was taken out in a 3 vs 1 battle, sporadic fire at conscripts & regulars moving onto the hill.
NF> East attack was lighter this time with only 5 participants who were repulsed for the loss of a man only one not running.
3 BTs moved adj to the clearing further to the North than I had hoped for, ATG damages one & hit by some arty.
SF> Attack was not great & easily repulsed need some caution when move forward catching runners would be nice & 3 tanks are bolting for friendly lines but it might be prudent to let them go.

T12
FF> 231 kills damaged tank then it & a MK3 move off the hill to see if more units are there as seem to be coming from here, scout is on his way.
have 4 squads on the hill so MMG is given all clear engages routing 2 before units move out sending another packing.
NF> ATG kills only BT it can see others are only visible to a squad, the best option here would be for the whole force to move East but trying means I run into stiff opposition so squads here actually move NW towards expected troops with the aim of expanding our area & limiting arty effects. Scout finds a squad trying to flank & manages to surprise him so we at least have a little space to operate in now, M3 damages one of the BTs.
Next scout & 2 Mk3s coming round the wood have a look.
The units in the clearing have in close proximity 4 squads to NE & 8 or so directly East, further back are 3 Maxims & a few squads most of these are pinned. Slightly South where scout & pioneers are coming from are 7 runners
Further South heading towards wreck line several more ready squads are seen, scout drops smoke to block there line of fire after sniper & Mk3s have a go.
Route 2 maxims & a couple of squads then Pioneers & squads add there fire, its not enough really heavily outnumbered a HT & its passenger come to help.
In the clearing Mk4 routes only target & squad gets one to the NE running & takes up position to recieve the others.
The other 2 squads here go to move East into area thats been fired at but first is down 2 men & routed as turns out hex is more visible than I thought. The remaining squad & Mk4 take up position to recieve visitors as another 4 or 5 squads have come into view. This does not look good where we have been repulsing the attacks there are like 4 squads a hex we are going to run out of shots if most get past pinn status.
MMGs to South move forward & AAMG grabs a ride to try & give some cover over woods.
SF> On the flank getting a bead on the T-28 is not easy but troops find a place 150m away. Several squads move taking on Soviet infantry most is running so only 1 casualty. Take another as attack squad in tanks hex but we have moved forward about 100m, Mk2 moves to the attack hex & kills with first shot.
In the centre we stretch nearly to the central flags but are mainly concentrated just north of South flags.
Furthest North squad is realy a pair of eyes for 2 M3s here & routes a squad before moving up, squads at wreck line enter for a look & this prompts me to throw caution to the wind.
Squads & tanks head into the huge pile of wrecks with little problem, if squad recovers which is doubtfull with amount of wrecks in the area one tank is at risk.
What we can see is about 30 infantry units 4 tanks all running, at 600m or so there are 2 GazAA. the 4 tanks taht make it far enough to see kill 3 of the tanks & fire at Gazs but have no effect. AA sets off in pursuit while all transport here is moving to pick up units, seems a lot of it I suppose because its being mainly sitting things out rather than in use.
AIT> wanted to drop a bit of smoke in centre to cover advanvce against ATG but realise have nothing like enough arty to go round so concentrate on North.
Arty came down mostly at SF old location so no problems otherwise not much to report
FF + SF> some fire for little effect & running tank has vanished from view.
NF> turns out Mk3 could support the clearing group so they repulsed attacks again, think without loss. Nothing else appeared from NW, Mk3 fired at tank causing no damage but it did not return fire probably as was already buttoned, the damaged tank did nothing. T-26s here are still to distant to be worth engaging but need thinking about.

T13
FF> Scout moves out & finds a company coming our way just north of the hill. Also on the hill in the woods to the East can see a platoon of conscripts.
while moving to engage find a sniper & 223Fu kills him before heading for low ground. Of the 6 squads on the hill we route 5 of them.
NF> Mk3 Takes out both BTs they missed even at 100m, I have come to the conclusion not as much escaped the FF as I thought so send my squads into the woods finding nothing. Pushing forward in the centre is to dangerous as trees block view so decide to outflank AIs flankers & approach from both sides.
Leave 2 squads holding the clearing while others head North, scouts lose a man but route 2 squads & think we now outflank them in the woods.
In the open takes 2 Mk3s to route the maxim, sniper HT & Mk4 from clearing support sqauds as they recieve fire but move forward agresivly losing a couple of men in the process. Scout at South end has to place more smoke to cover fire from squads further South & a squad has a little look here as well, bringing up MMGs.
The situation is as follows
In woods I have 4 squads 3 tanks & a scout + 2 squads enroute vs about 20 squads.
Coming round from the South 2 each of Scout, Pioneer, Squad, Mk3 + sniper & HT facing about 12 squads 3 maxims & have to keep HT safe from T-26s that are inbound.
I also have 2 MMGs & Mk3s enroute but have discovered a mixed bag of 15 or more regulars & conscripts approaching from slightly South hence the reason I had to smoke them out of the current fight. A squad & M3 from the centre have moved to engage.
So including units 6 units enroute I have 26 vs 50, making a forcefull move to gain 100m was not that easy & pulling off encirclement is questionable.
SF> The situation here is not a lot better the one plus being nearly everyone is running but now they are getting distance from the carnage recovery is becoming more likely. This is when more arty would be handy to keep them running but that would just be boring.
On the flank chasing through the woods we have a bit over half a dozen units chasing more than twice that.
In the middle every move reveals more men & things like MMG are still trying to catch up & I need everything I can muster. So far 8 tanks & same number of infantry have made it through the mess along with a HT & ATG. concentrated on killing both Gazs & found & hurt that tank again along with killing a couple of squads. So all we seem to be facing is 50 or so infantry & thats the ones I have seen, sharing the love to keep this lot running is not going to be that easy even when the MMGs turn up. Its a good thing his armour is nearly gone all I have to do now is clean up 8 or 9 companies of infantry :) & I have just realised some of them will be leaving the reach of half my arty.
I want a battle against KVs & T-34s but if the next is an advance or assault I am going to load a city map, the sheer numbers should cause me problems & have not had one yet.
AIT> I will give you the highlights as it looks like a mad 10 minutes is on the cards.
More arty fell the new stuff is hitting my mortars, ones routed & 2 trucks are gone.
We won the exchange but not by much especialy in the North though losses on either side were not that high considering the amount of fire.
More units turned up virtualy everywhere exept the FF, NF has started engaging T-26s but missed.
The major fun was in the North as it turns out my outflank failed as conscripts are coming through the woods, engaging them point blank is not good some have Molotovs.
2 maybe 3 more tanks appeared from the NW one of my squads running but another getting a kill.
The MMGs & 2 Mk3s moving in support nearly got overwhelmed, have a FOO here to & he was using his SMG to hold them back.
Even so everyone ran out of shots & a conscript killed men in nearby scouts, close call anymore of them & I would have had no answer.
I need to figure out a way to encircle & kill off some pretty quick or this is going to become costly.

Imp
March 17th, 2009, 11:58 PM
T14
This is a graphic representation of why you should keep a mobile reserve so you can sweep in & quickly eliminate areas. As it is sort of building in places & considered withdrawing FF completly for this purpose but what the heck charge I say heavy losses will upset them even more.
FF> tanks engage & a MMG is nearly in position, the 3 or 4 troops are trying to work there way a round in the woods with one of the tanks. This has to be more of a holding force than anything for the moment though
NF> 3 tanks & a squad move to area I expect Russian armour to appear the rest continue pushing forward trying to cut off Northern units, Mk3 kills a T-26
The group slightly to the South can I think be kiled pretty quick by MMGs & tanks that were going to help so they are working along the side to spring the trap.
SF> most of the transport is here all but 2 HTs so close the gap fast & MMGs are now in place, not quite in position to start the kill fest so just a couple of squads & the last tank here died. Troops firing at nearest units & vehicles spreading the love further back to keep them running. Flank guys are nearly all mounted & about to burst out of the woods, if that goes ok once they hit open ground they will race past & destroy the units here in quick order.
AIT> The SF is a lost cause for the Russians as they are mainly in open ground when one fires the hail of fire wipes the floor with him.
NF> was expecting the SF to have this problem not here Mk3 has lost its main gun to 76ATG at 1.5km, 2 more T-26 are dead. The tank in the woods did not go the way I expected but squad took out its tracks, squads are still piling out of the woods to our North & against the FF

T15
FF> Tanks have stopped any further advance in the open off the hill but working round in the woods is proving difficult with so few units, encoutered another 3 squads & a maxim
NF> thining out units to the North is going well & pushing further to try & stop any surprises reaching FF, destroy the tank in the woods.
South part place smoke & Mk3 moves to cover, MMGs make a real mess of tightly grouped squads ATG kills a Gaz that has turned up.
MMGs have to give up there killing spree though as loadup as does sniper heading for the 76, I think it has a restricted view when get closer so getting a bead might be a bit hard but troops are going to have to lead from now on to check LOS.
SF> the units on the flank drive into the open several overtaking squads, its all clear & they stay unloaded, by the time AI has its go most units here will be wiped out. Arty smoke is in the trees just ahead of them.
The fate of the Soviets caught in the open is horrific MMGs did their thing firing at groups probably killing over 20 men then squads moved forward. Our numbers probably equal theres now but we are in a lot better shape. Had to move all but one AA as arty was to close for comfort but vehicles are generally not moving as IL6 could be making his next pass. Also want infantry to give me a heads up on whats in the woods we are heading for, its hidden by grass & wrecks at the moment.
AIT> FOOs have good views again plot one 155 on 76 as they are the only things exept my batt that will reach.
Arty has stopped in places including arty park which is the only place it has had any effect, IL6 targeted a Mk3 but no problems & a reasonable amount of fire was sent its way but it left unscathed. Everywhere but FF we are chewing through ammo destroying units.
Bit worried about flank its been stationary for way to long & another 3 or so squads piled in to the fray
In the centre missed T-26 but 2 Mk3s have it locked & killed a Gaz that was running with it.
BT-7s are on the way to & have put a dampner on where units going for the 76 can move to.

T16
FF>As I think most units at ground level have had the stuffing knocked out of them units there move forward including MMG & ATG who catch a lift, not sensible closing range with these but suspect arty is on the way.
In the woods sniper routes several units to let others move forward but misses one & MMG here is 2 men down, have to watch as both snipers are nearly out of ammo. A Mk3 & squad have nearly arrived to lend a hand.
NF> in the woods have a bit of a moment when a squad runs across 2 maxims at 100m, major support effort & some smoke save the day. A Mk3 risks a move to a position that might get him a shot at incoming BTs, its not threatened by known 76 but is visible so 2 squads are tracking him to place smoke if required.
Have a few moments in the centre while moving up long range stuff (MMG ATGs) to woods so they can fire at anything spotted in distant woods. Come across a concealed T-26 & an AAMG so some evasive action is required, cant engage T-26 so try to get position
On the flank pay the price for using transport as a HT brews up killing all on board, another squad & Mk3 kill the offending ATG.
In the open we just roll forward with all guns blazing watching the body count rise, in one area FOO is leading SMG blazing & squads are picking them off as he gets them running. Sending a truck back to take central flags as I seem to have shot straight past them in the heat of the hunt.
AIT> Arty started on mine agian killing 5 crew & destroying 10cm Mtr, it also got a flakwagen.
FF> lost 4 men before they could silence a maxim but only a couple of new units turned up this time.
Squads assault failed on T-26 as did shots at it, one squad out of 4 with AT capability is not enough I feel as I can never get the right guy in place.
Despite having a half decent view in the middle the BT-7s have vanished

T17
Well I have got to get used to my units capabilities not used to having such huge numbers of enemy running but its not hard to keep them at it. Keep nearly everyone running apart from FF & even the guys there in the open seem to have broken. As said before the Soviets are very poor at this stage of the war & sneaking up on them seems easy. I would rate one of my squads as being worth 2 or more Soviets so being heavily outnumbered is only a problem in close quarters fighting. Tanks are getting good to found those BTs & 2 tanks moved 150m before destroying them at 500m with shots left.
FF> manage to get most running in woods will have no problems taking them down it will just take a while. have to be carefull tanks don't run into guns
NF> Chasing most have exited woods including tanks now I have eyes on the ground, find a couple of AAMG but kill without loss though MMG firing at 76 does not fair well losing 2 men. find Soviet HQ near the centre. Squad immob then kills T-26
SF> Front units on foot starting to get sight into woods most of the rest are loading up as falling behind, flank has killed everyone & now takes out a new ATG & attacks mortar. Full round up of forces next go.
AIT> placing smoke in front of FF & arty routes 76, flak dies to a 37AA at over 2k, if there is one unit I have trouble keeping alive its these guys as its hard to judge a position thats safe from enemy fire but not likely to be hit by arty.

Imp
March 18th, 2009, 04:06 PM
T18
There are of course units I can't see but will give situation of enemy forces at end of my turn.
FF> Stuff in open does not move but guys in woods make rapid progress & are now alongside or past most Ruskies. They kill about 10 units this turn leaving 12 in the open & about half that in the woods.
SF> Aproaching the woods here though most armour is heading for the centre along with some squads, less than 20 of the 50 odd units here are left.
NF> inc centre about 10 Soviets remain & we are at wood edges or in the large clearing being lead by troops who find 2 more 76s killing & routing for 3 men.
Tanks then move up killing 2 crew in 37AA & another 2 BT-7s that have come into sight, missed the other. Have 2 flags left think arty is falling on but basicaly since I went Oh thats a lot to keep running have reduced them by well over half having got more running & mainly kept them at it.
AIT> arty is indeed coming down on last flags but want to end this so trucks going in anyway, its also started coming down on FF but smoke has fallen so moving. Most of my arty is avoiding it to & is out of range anyway as can't keep up. otherwise sporadic fire & BT disapeareed but others have come into view.
T19
Air might come in but not fused only concesion is all vehicles will end the turn empty.
FF> Pick up MMG & ATG wisking them away from the arty & reduce total forces here to 7 from 16 or so.
NF> gets distracted with 3 76ATGs, lose a few men but kill one & cut another in half. The 3rd caused more problems & may well recover next go in which case it has a choice of vehicles at close range who only managed to route it with there last shot. MMG & ATG killed the AAgun.
The rest carry on MMG bumping into a squad 3 men down, tanks move to engage a mix of T-26 T-28 & BTs killing & damaging one.
Squad & Mk3 kill a 45ATG & we are now well into Soviet setup zone
AIT> No plane & ATGs are forced to abandon but the squad kills my MMG. Tank battle is on I can see 6 & destroyed 2 more fore light damage on a Mk3
T20
Kill all tanks except T-28 then move finding 2 AAguns, kill one & pinn the other then close range anyway, running short of targets.
IL6 attacks & is hit twice for 6 damage before attacking a Mk3 with no effect. Now have 4 T-28s in sight with riders but still need to shut the range as shells are just bouncing off.
T21
Turns out to be 5 T-28s so far so roll forward killing 3 & damaging another, this provokes 4 AAguns which a couple of brave squads MMGs & ATGs kill along with the one already know about. In the North all runners are gone but have run into 5 AA guns here, 1 down so far.
Get another T-28 in its turn then destroy AAguns & some arty, move closer to last T-28 but it refuses to die so scare it with about 20 hits, more armour enters then game ends.

As you might have noticed bored Helena is away on a course.
Question please guys if know when do Ruskies get harder as currently morale exp very low I am not losing many units so force is becoming elite. Seriously considering selling off & rebuying so have normal exp levels as my forces just out class them. Another 50 battles & they will be near God like. Had more trouble with the Poles than this lot.
Forgot scores
Men 190 > 1833
AFV 1 > 49
Score 7975 > 294
Decisive

Imp
March 18th, 2009, 10:28 PM
We are are tasked with delaying the Russians, terrain is mainly level 2 hills & everything is covered in grass or fields.
There approach contains lots of large settlements & a stream that I mainly can't see.
About 20 hexes from the North a E>W road runs to a village on my side.
Just in from the South is another road that runs to a fair sized town (ignore will play no part in) after passing through a village.
Accepted default flags which means I am just defending the hills in the middle, with the exception of 4 rough hexes there is no cover of any kind in the area I am to defend. Welcome to the expanses of Russia with lots of nothing at all.
Visibility came out at 65 & they have plenty of time with 47 turns.
Sorry forgot to save the map.

Force Changes
Could have changed tanks but its going easy enough so left it, don't think much diffrent anyway though if gave smoke dischargers back might have been handy didn't look.
We now have 13 halftracks so one company is fully equiped with them for its squads, because of this much as I will miss there speed 231s are gone as have 3 251/10s instead.
For support we have managed to get 3 57ATGs so will be using their own guns against them.
Setup
As its a delay so not dug in troops are on hilltops to see whats coming & vehicles are on reverse slopes just in case its something dangerous.
Our bottom flank is at present exposed with nothing more than the 3 57s covering it. With any luck if attack comes mainly in centre or better still the North we can crush it then mount up to move out for a bit of fun.

The start
Well looks like the order of the day is spread out & keep my batt on CB pre bombard was I think 2-6-1 / 76-122-155
Surprisingly all trucks are ok several are running but others did not fair so well. One of my ATGs is down 2 men, 2 mtrs have abandoned & are nearly dead & 2 Mk3s have taken damage, that smarted.
Heck turn 2 & I would like to review those numbers to 3-12-1 if you think my arty is firing think again thats a lot of firepower just siting still could prove fatal. Batt CB fired getting one 122, he had better keep it up me thinks. Lots of armour has been spotted including running for my weak flank more on next go but the major thing is T-34 spotted in the North the big guns have come out to play.
Its turn 3 his smoke has come down quite well blocking a lot of stuff from view, the other arty has stopped but no way it replotted thats more batts. Smoke means I am unsure where to go so staying put for the moment estimate is 60 armour in bound quite posibly more & the nasty stuff is up North. Fleeting glances of more T-34s & KV
Turn 4 & the AI is thinking, I have a couple of BTs coming down the North road but the next thing up is infantry.
Similar down South but the infantry is further back & I think more is in front of them just hidden, 4 tanks have broken cover to move & engage.
There is another bit of road up North I thought it would use but only followed part way then cut off heading for a hill which has caught me out a bit.
There is a 4th big group heading for a ford so in effect have 4 forces fairly equaly spaced heading for me & I am begining to think I could have deployed better.
AIT> All arty stops BTs are mainly 7s with some 8s otherwise all the usuall suspects & some T60s along with the nice toys.
Mk3 plugs the first 2 BTs through the North village & support ATG gets 2 on the road down South. Realise should have paid more attention on setup the road down South is out of sight to anyone on level O so it may try running along for a ways before turning.
Beds calling found out how to type quick, fast music shoulder still hurts at times though.

Imp
March 19th, 2009, 02:19 PM
Incoming groups
TG BG for top & bottom TC BC for top & bottom in centre.
TC> ATG kills a BT moving to crest the hill & this was not in the plan both Rams crest it & kill 2 BTs that are on it, they were supposed to be back up but all I had help arrives
BC> 4 tanks get in position & realise another that was going to has lost its main gun in a bombardment.
BG> 57ATG kills BT on road
Sorry a bit basic this one phone call but I am not doing much mainly waiting.

T6
AIT> A couple of batts started back up & a load of mortars droped smoke, North village has vanished & its probably about time for T-34s to show up.
slightly down from that 2 BTs & a T-60 try the other road & we get 2 of them, 3rd will die as under several guns in fact just did it. The AI seems to have its sensible head on for the moment, once the first died the others tried diffrent routes
TC> Rams got 2 BTs & just had them kill another 2, Mk2 got one as did a Mk3 then Mk2 kills another followed by Mk3 moving to kill the last close one.
Units here have to move to take up position for follow on forces here which are nearly all BTs, over 30 of them.
BC> force here is mainly BTs with T-26s following on, killed one but open up now getting another 9 & damaging 2 more. that leaves 6 BTs & about a dozen T-26s
To conclude turn 6 tanks & 251/10s move up & infantry is trying to get away from tanks as arty will probably be inbound, very much a case of 2-3 turns & move I feel. Will call 251/10s HT10 from now on its to long. Also will try changing to reporting AI turn in my next turn as think it makes the flow better as you do not need to remember last post so much so all posts will start with AIs move & arty report >> fast forward to me.

T7
Wow that was unnervingly quick response time, only on board but one Ram got pummeled as did both positions tanks were in & AI is still being clever & multi routing rather than piling everything into the same hex. Some stuff landed elsewhere & its being surprisingly inteligent picking spots one of my MMGs in running.
TG> KVs have vanished but 4 BTs come through the village & are picked off by near Mk3s there as exit smoke, a T-34 takes a more devious route avoiding tanks but is visible to 2 near squads who fire when a squad enters its hex >> They are both in ready status & my squads are ok so thay attack the squad routing it & buttoning T-34 it does not return fire. Squad in the smoke sneaks up fires his brandenflash & misses on 73% ducks well though & trys again watching in dismay as it leaves a slight char mark on its hull, Mk3 wades in & saves the day.
Letting the running squad go as expect more & think the KVs are going cross country further North
TC> A BT comes round village here & squad immob it then I use a Mk3 to kill it. 4 BTs climb the North side of the hill & succumb to Mk3 fire. the Ram thats ok gets one coming over the top. There are a further 9 at level 1 but only 2 Mk3s & 2 HT10s got into position to take them on. Damaged a couple & one lost a track >> The Mk3s have been at the brew alternate shots to break locks but pissed firing means all they manage is one each, the HT10s do better getting 3 the rest are now hidden.
BC> Damaged one killed another most have vanished due to smoke >> Only 2 in sight & easy pickings as not close enough to fire back so they brew up
BG> rather than plowing into the 57 they tried going round which meant they became visible & somebody pulled off an extraordinary shot at around 1.5km straight up the tail of a T-26 >> The smoke here has cleared there are 3 BTs & 2 more T-26s, 57s take a T-26 each but one is spoted & losses a man as it took 2 hits to kill.
I am seriosly considering an armour charge, push forward unescorted then fall back this will hopefully mean I avoid the arty & my troops are not near where it falls.
The only problem is if arty drops behind & I need to run things could get bad. Decide to move nearly all tanks forward & most troops back, when infantry turns up in force we can fall back till then priority is trying to stop troops & transport becoming arty targets. Going to fail due to sheer amounts of it I feel.

T8
Arty more smoke & apart from wasting on flags worrying as very close to several units, moving is not an option as no place to go except perhaps to where its falling when it stops. Its hitting areas tanks were as well & most smoke was placed sensibly, starting to get to me pyscological warfare I am scared to move but I don't want to stay still either.
TG> The exitment is here can see a KV 1km away kinda were I anticipated but T60 & 3 T-34s came through the village (think a BT to which died) along with a platoon of squads. My squad platoon managed to route all but one squad & attacked a T-34, one squad hidden near the village killed a runner. Missed the T-60 & 3 Mk3s here had problems destroying T-34s. The one the squad attacked was alright as did not return fire & died. Killed a 2nd but even at 300m it took a decent number of hits to get the job done. The remaining 34 & 60 are now hidden from view & just South of the village another T-34 & T-60 were engaged by the next force killing T-60 but shots on T-34 just bounced >> 2Mk3s move to get position on T-34 squads try to killing a couple of men on the way. Set filters for Mk3s so they do not fire at infantry, good posibility one is going down & worried about arty falling here to. A platoon is working its way NE to try & get on reverse slope before KVs reache it.
TC> 2 BTs come round the village Pioneer immob one & Mk3 gets another, 3rd tries coming through a gap between buildings & Mk3 damages. They also kill another that comes on there side of the hill which now contains a pile of wrecks. Pioneer & squad engage a squad with troops from TG, it loses 3 men pioneer 1. Also engage a T-34 just South of TG as mentioned
4 tanks make the hill top resulting in 2 destroyed & one routed. HT10s do a great job stopping tanks getting that far stopping 4 between them. 2 Mk3s here got another couple still pissed. Wreck line means they can't see to stop much more >> At about 500m it takes 11 hits to kill the T-34 on top of what its been hit with already, then kill both BTs here, some of my tanks have 7 shots. Mk3 & Mk4 move getting BT & T-60 in sight, they kill T-60 but pioneer has to route BT, he then moves with another squad to near T-34s location in case another turns up.
Mk3 & Ram kill 2 tanks on the hill & prepare for visitors.
HT10s one moves to hill top, others kill & damage a BT one is running for an ammo truck now as out of APCR. 2 Mk3 here get position killing a BT & damaging T-26, there are still 9 tanks here I know about. Infantry here moves into a dip between hills getting ready to recieve enemy troops.
BC> smoke dropped here ruined plans only one kill >> All but 1 tank in platoon (5) move destroying 3 BTs, they are heading NE to help finnish off over there if nothing more shows here. Can see squads here AI has kept its forces pretty much together.
BG> Half expected arty or tanks to get 57 but he killed them instead, troops here have fallen back expecting arty.

Imp
March 20th, 2009, 07:54 AM
T9
Well arty routines are working this game, 57ATG got slammed including most of the area catching my squads to as did not pull far enough back. So did the area by the lower village where pioneer keeps attacking. I had moved a few more up as T-34 appeared there they are questioning the logic & coming back of there own accord. I am assuming you realise not reporting all fire lots of misses as well & some damage that I just can't remember
TG> KVs started shooting but set to ignore, not quite sure here as a bit frantic but squads sent several enemy squads running & had a try versus several tanks. 3 T-60s & a T-34 got taken out by Mk3s >> As it stands just N of village are T-34 & squad that took a diffrent route.
On the road in the smoke are 2 T-34s & a BT with a routed squad. I have 2 squads on either side of the road 3 within 100m one adjacent to all of them them, he has no AT weapon though.
Squad routes squad by lone T-34 buttoning it so Mk3 risks a move taking fire including from KVs, shrugs off a few hits & kills it with 2nd shot then moves behind smoke. 3 squads have a go at tanks finding a maxim squad & another T-34. Place smoke to screen T-34 & maxim then route & kill squads. Lose a few men but route a T-34 & kill the other with last AT round. Mk3 Moves in kills T-34 & routes BT. Other squad & Mk3 take position in hopes of engaging the last. Also seen 2 BTs S of village pioneer is trying to get position on. Also have a funny feeling KVs are not going to approach quite as anticipated
TC>Pioneer & a squad that moved to area T-34 was only caught the edge of the arty they have ended up sharing a hex as squad ran, had a go at 2 tanks which they are currently adjacent to, also routed a squad >> Mk3 +4 come to their aid & between them kill both tanks << (back to AI turn)
A couple of BTs die on the hill nothing is left in sight.
2 Mk3s & HT10 get another 2 or 3 tanks working on T-26s now with 3 in sight >> they make that 2 squad moves sees more falls back
BC> think they got another smoke is still a problem as moving fast none to accurate either >> get a BT & T-26 change my mind decide these 5 tanks are going to hold the line from here to the South along with ATGs while everything else cleans up to the North. One Inf Company will support as troops are visible but they will fall back engaging at max range as much as possible till the armour is dealt with. They will only advance once North force has swept behind them, well thats the idea anyway as exp means we should be a lot better at distant fire, maxims might throw a spanner in the works mind.
BG> not surprisingly crew is running even my elite squads there are not happy, the immeditae threat is 2 BTs with a load of T-26s on the way. 2 remaining 57s take out 2 of them but one is going to be seen by squads soon as not far away. My 2 remaining ATGs are on the way trying to weave a path through the arty.
I have 16 arty telltales out of range exept for 155s who are targeting a group of 4, 2 can reach squads in South so target there to try & give 57 a break. Rest are hitting just behind villages. One of crews has recovered & is back at his mortar, forgot to say CB fired this go. Probably just going to fire a full salvo (2 rounds) & move my arty its slightly outclassed.

T10
Well no sooner does one unit reman its gun than another gets plastered, the arty planned down South will not be happening any time soon. Also its a good thing nothing made it to the hill top, I moved forward slightly but it carpeted it, HT10 died nearly dead scout & tanks wanting relocating to show for it.
TG> KVs are being annoying & carefully avoiding ambush points, T-34 appeared but both Mk3s missed I think a squad got him. A heroic effort by the squad in building on road edge had him scare off 2 squads & 2 T-60s who have vanished into the wreckage. have a funny feeling he had a go at BT coming round the village to as its running for no reason I can see >> I would like to withdraw Mk3s but it will leave troops alone & I know some T-60s are about to turn up, positioned tanks last go for this eventuality so only one has to move. They are in position to get a side shot on first KV at about 200m if it does what I expect,
2 have APCR left. Squads move sideways to at least button T60s we hope, another 6 tanks have moved this way to help inc Mk4s as planning to break out shortly & they are the infantry specialists. On the way they kill 2 BTs just south of the village.
CT> somebody got a tank trying to come in at the north end & 2 M3s racked up a couple more T-26s, they are going to need help as we have been ignoring T-28s here as harder to kill but APCRs gone >> scout on hill that was far enough forward to miss arty enters the pile of wrecks, he can see 4 BTs & 2 squads about 500m away. Tanks move up & one that avoided the arty enters wrecks killing a BT. both southern Mk3 role forward damaging a T-26 & adding another to there tally. HT10 moves to cover its going to squad support role.
CB> some very poor shooting went on here only adding one to the tally, they got distracted to by a squad that poped up a lot closer than I was expecting >> They make up for it killing 2 then move SW immob another T-26, they also route that squad then a squad crawls out for a look finding another 3 pretty close. Squads further back HTs & Mk2 try to target but find grass stops so break cover to move forward. All 3 squads & sniper near enemy climb the rise, sniper has an off day only managing to pinn so squads take 2 shots only each managing not to give themselves away & route them. Can see more squads at max range & other squads are trying to get in position to spring a surprise up close using wrecks as cover
BG> 57 recieved fire from squad & now faces 2 BTs one is damaged>> One tank from CB force pulls off a great shot vs damaged BT terminating it but its to far away to hurt the undamaged one. 3 squads move up routing squad with LOS to 57 at max range, wanted to move it but it has to kill last BT. One of my ATGs is in position as best as its safe to use transport, 1.5-2km of open here with fields & grass to South making view a bit eratic. MMGs are moving up to now arty has stopped near by.

T11
Dodging this arty is hard more stuff hit mainly tanks but avoiding 155, also CB again my batts doing a great job think thats 3 now. Just 3 Forces now really so going to normal method
TF> KVs are not playing making good use of drifting smoke, T-60s got attacked by squads killing one & routing the other which tried the road again, what is the maxim up to? Just south of the village Pioneer bagged another T-26 he is nearly out of AT stuff, In the village a few 100m South running along road \ a regular squad immob a BT the other turning to try a diffrent route & vanishing >> The squad on the edge of the village tries the tank & fails but he recieves fire from the furthest KV through a gap in the buildings, can I take advantage of this? He moves further into the village routing 2 squads.
Closest KV is behind the wreck of a T-34 in reach of 1 squad but 250m from tanks, longer if move to get in sight rather than run adjacent through the wreck. 250m back the other is in good order & covering the first. From now on unless I state a squadAT it has no AT weapons.
Squad fires at enemy squad in near KV hex routing & buttoning KV, next crawls into wreck hex & throws grenades at him before killing 2 men in adj routed squad making it run. Don't think this guy will make it but squad leaves depresion along the road 3 hexes to far KV, loses a man when gets close.
Mk3 that just arrived heads into village as reasonably checked to fire at far KV but discover need to be in building to see him so it kills the T-60, sees maxim on the road so kills 3 men.
Commited now so squad moves around far KV then attacks, hes taking loads of fire from new units & a squad unloads from KV which had not anticipated. Nothing for it he takes on the squad ignoring losses & sends it packing, the KV seems to have given up but both may still fire at armour as have shots.
Part B goes into effect & his mate sprints along the road deploys its AT weapon & says goodbye. They can see 10 sqauds & 7 tanks 3 routed inc a T-34 at ranges from about 3-700m, scout here heads East.
Time for the other one Mk3 thats out of APCR takes the long route keeping as much distance as it can but does not draw fire so next moves adjacent & puts 4 rounds into it, job done time to move out & take the fight to them.
Squad in lower village kills its BT then pioneer LMG crosses the road into houses taking fire from a good shot on the road, 3 men don't make it, more units seen on the other side need to place smoke, Mk3 enters running down the road & dealing with the offending squad.
Squads move into the line of wrecks between the villages & accidently expose a Mk4 here so place smoke as targets are growing, squad finds its self adjacent to a T-28 & routed squad so tries them Mk3 kills it. MMGs & squads that have being staying out of trouble load up, getting them forward while avoiding arty might prove to be a problem taking sweeping as in slow routes if I think the area is dangerous there is just to much of it, still looks like air is on hols.
CF> Ram kills the only tank to make the hill, all other fire mainly missed or no effect vs tanks & the 2 slightly South need help as they are facing 9 tanks & some are getting close enough to hurt. Infantry here fired a bit pinning some stuff >> Scout moves off hill top there is a full company & GazAA about 500m away around the road heading to the lower village. I have no other infantry here & LOS is not so good 3 Mk3s & Ram move up killing 2 tanks but Ram is caught in his own little battle with a BT, not sure of the outcome here. They cannot give anymore help to the 2 tanks but at least they only face 7 now, safest goes first & destroy 2 T-26s. Ignored T-28s as want easy kills to reduce numbers but try now & miss so more from worry of inbound they move into the small gully. pioneer drops back in it & uses to work nearer T-28. HT10 breaks cover & kills 2 BTs before moving by squad for him to cover with smoke, doing sterling work these guys have a nasty feeling arty might get him though which is why 231s are nicer as can shoot & scoot, Pumas are even more fun.
Troops take some shots but both that try moving forward find more units man down, realise guys trying to spring ambush will be seen so try to clear 2 squads here but generally just pinns though sniper did better this go, have to use him sparingly as has 7 shots so can burn through ammo fast.
MMG catches a ride to the hill in hopes of getting group round Gaz in his sights & Mk2 with 2 HTs move to give long range support verses South units engaged here. Slightly risky as I know 2 BTs are here but hope couple of NF tanks that are staying can deal with when they appear.
BF> Same here only 57 had targets & it missed with great consistency. Squads fired at a few units routing squad closest to it >> Squad moves onto small hill 10 squads & tanks are visible, T-26s & 2 T-28s there are also 5 GazAA & an FOO truck, guess which target is important its at the back though.
Its to late for 57 to bug out as hes seen but for longevity he has way to many targets to fire. One of my ATGs has quite a good position on the flank the other is really miles away missed the boat for a safe approach. 57 crew is on his way back to man his gun & troops are just jockeying for position. my Foo here has a good view shame most of the guns that could hit here are out of commision.
All HTs have been relieved of AA duties rolling

Imp
March 20th, 2009, 11:30 AM
T12
That was to close everyone is still loaded but several HTs were right on the edge of strikes
TF> The poor squads that took on KV took a lot of fire, they got a man but did worse one is running. A maxim opened up on them to from the next village scout doing his duty & spotting it before having palpatations as 2 squads crested the rise near him, Mk3 lent a hand but to little effect. A T-60 tried coming between the two villages which squad immob, think another tried & ran.
A BT tried coming round the bottom of the lower village, it was fired on & I just killed it
>> starts off with a lot of infantry ends up with hordes of them 2+ comp & about 10 tanks.
First thing save the scout so Mk3 & squad route them, 2nd thing is T-34 squad in the village makes a dash down the road checking its clear & saying hello to Mr Maxim & goodbye to a squad. Mk3 just North of village rolls forward recieves a lot of fire inc T-34 & unseen T-60 100m away, 2 Mk4s move up but fail to deal with T-60. Mk3 in village decides to risk his luck going round the corner which squad had not reached, several minutes later all fire at him stops mainly from squads along the road, fire at one now realy heavily suppressed we are not getting to T-34 this way so falls back to squads hex.
Another tries it can cut through coming out by T60 so a squad says hello just to make sure. Moves & places another 3 shots on the T-34 getting the turret with its last. T-60 will probably run & even point blank not to worried about so the jobs done.
Mk3 tries coming through a gap in lower village & takes fire, he has a nice rear shot on a T-28 if we can persuade it to turn so Mk3+4 in wrecks between buildings move out Mk4 killing routed T-60 on the way then trying its luck to no avail vs a BT. Mk3 takes on T-28 but even with rear shots takes everything it has to kill it. Another tank joins it but misses its targets though last Mk3 gets 2 more BTs. One tank is in a slightly dodgy situation here but with the way they have being shooting banking on a miss, a BT 7 T-26 remain plus 2 T-28s further back. Infantry here generally tries to get in position to attack next turn when the vehicles can give support but one misjudges it losing a man. MMGs are turning up but trying to spread about due to arty also several HTs are inbound but trying to pick a safe route coming out to the North so they can run round flanking. Despite what I said arty is staying on line to hit the lump of men in the North
CF> Was a bit worried for Ram & assault on a MK3 but fire held them back though all but one squad is in a ready state, a BT has made it to within 100m of a Mk3 but it missed, note to Ruskies training helps.
Arty did not quite land as expected AIs on the ball hitting 2 Mk3s in the gully & troops there so HT10 was safe. Think it hit lead T-28 as well because its running. Fire between troops here about a dozen was fairly even & 2 Mk3s that stayed damaged & destroyed BTs, this tank platoon seems to be drawing a lot of arty no matter what I do a couple at least are getting hit every round.
>> One of the gully Mk3 rallies the other does not so it reverses out of the gully taking fire from T-28 which it engages damaging, the other moves out killing the T-28 & damaging the other. One of the 4 tanks that has just come off the hill top rolls through the smoke sticking a shot in its rear then HT10 runs up killing the BT. Mk3 from BF platoon kills damaged BT eliminating armour threat on this side of smoke/wrecks. the infantry here decide to let the company or so to the south come & move NE as do reinforcements coming this way. they are to head through the smoke & try to cut off squads by the road. 3 tanks & MMG facing put fire into them to try & slow them but first Mk3 fires at BT from 250m, hits but no effect though BT is shaken & misses so the close Mk3 finnishes it & takes out the GazAA
BF> 57 mainly missed but got a T-26 in the end & is still in one piece. Forgot to say as 3 tanks moving to here were going flat out switched off main gun to save ammo so just fired at a couple of squads.
>> 57 crew moves back to its guns hex 3 squads get position on 2 squads threating the other 57 routing them. My ATG on the flank kills nearest T-26 then tanks take out 3 more leaving just one thats a major threat so 57 kills it. All but one tank move up & Mk2 plus 2 Hts alloted to defence force head this way to help with killing soft targets & help if decide to head down the road later traping center from both sides which is why I have fallen back there.

T13
Drove round arty better that go but it killed a 80Mtr, we got a GazAA in exchange. they probably lost 25+ men to our 6 & mtr & apart from far South advanced 50m or less.
NF> thought I had dropped off MMG ok but it lost 4 men to a maxim, as expected platoon tried moving on the scout but was repulsed as was a half hearted move on the village. T-60 recovered & died for trying to take on my Mk3, the vulnerable Mk3 was not so lucky this gunner actually got his act together pulling off a weak spot hit, the crew is not to exposed though. No enemy tanks were killed as only a few shots at due to the onslaught from Russian infantry. Both T-28s moved forward disapearing into a depression thats probably full of troops to >> Kill both visible tanks easily enough worried about imminent arty around top village so despite the odds push them back & move fwd costing us a few men. Have 11 tanks here now so they go some way to subdueing but not enough, they get maxims & squads near scout routed plus a few more. want to try & work North plus punch a hole further South trying to split but tanks move to try & get position to recieve T28s. Infantry have to get in position to defend them as going to have to set a few Mk3s to ignore them as AIs likely to move tanks last.
CF> Just fire at troops here >> The bulk of the troops are pretty much to our North we take pot shots at them but are heading East for the wrecks with the aim of swinging round some buildings here & cutting them off. No idea whats on the other side but a few troops make it routing a tank which pioneer mech assaults finnishing it. the 2 Mk3s furthest South help another squad who has run into a BT & squad. Between them they manage to route both but all end turn adj to the BT.
SF> 57 damaged a T-28 & the other is back at his gun, troops stopped squads moving on the ATG but had a tough time of it elsewhere as coming over a reasonably wide front & very little is taking them on in places. Tanks did little as vehicles are making good use of the cover available.
>> The 2 squads snipper & scout holding the north retreat to a bank so if they route will be hidden.
Others are trying to move South but mainly pinned down, vehicles fail to help much & move South to.
The main thrust is comming centred around the 57 but a small hill protects it to the East, troops are trying to protect & get in position, presently everything is to close to the 57 arty magnet. Troops cut a maxim here in half & take out a GazAA, 3 tanks roll forward killing a T-26 & damaging T-28 which the 57 finnishes leaving just one as the immediate threat.

T14
A bit of pain was dished out there on both sides, good job we moved the village does not exist any more it was flattened completly!! The 57 got hit to missed most of my troops but tanks got caught up in it one taking light damage.
TF> those maxims really hurt got them routed again but not before they took there pound of flesh. They did not try to move fwd as lots of targets I guess & are a bit thinner on the ground now. T-28 tried & died the other deciding to let me come to it
>> Those maxims have recovered again & later find a 3rd, Mk4s route them along with MMGs & the one that got hurt gets retribution destroying one.
Finding that T-28 proves hard as its taken position near the slope & there are heaps of squads here, finaly find it but fail to kill so 2 Mk3s wade into enemy squads finaly managing to get it. HTs arrive & every one moves forward forming a funnel making them all route to the same area, hard to tell but I have probably herded well over 15 squads into a little box which is starting to create paths on either side to run round & trap them.
CF> not a lot really they did move fwd I think as half have disapeared & squad holding the South end of the village had an eventfull couple of minutes throwing out everything it had
>> what did I say cut through here & swing round the village, its a good job the relief has turned up as in close proximity is a company & what turns out to be 4 maxims, the vehicles do a pretty good job here & in the end manage to get most running including crucially 3 of the 4 maxims. Pioneer crept up on 1 squad killing a man with rifle then he flamed it for another 10 dead. Think he has got the hang of making crispy critters thats a big hit.
BF> Vehicles did not move much & due to arty best we managed was to route T-28, a T-26 has appeared rather unexpectantly towards the North & a generally hard time was had by everyone in the bottom 1/3rd of the map. Its looking like a second wave of infantry is inbound & only a sterling job by the sniper saved the day. Even so ATG gun is under threat from several angles now as could not hold them back, did the AI just pull off a combined arms attack I think yes very close to losing control here.
>> Mk3 moves & kills the surprise T-26 vehicle fire vs troop is virtually innefective in fact troop fire does not seem to worry them to much either no wonder they advanced, HT10 that reloaded takes up position in case more tanks appear here. MMGs are now in position to help at range but if that does not stop them I am going to have to smoke & cover my retreat they are to close.
Wrecks block LOS for most ATGs & 57 is not in any state to fire. One tank rallies & they take out 2 T-28s closing the range on OP truck. I don't think they will have cleared arty completly & some troops probably wont but the platoon guarding the road where the other 57 is are starting to thread there way through the wrecks killing another GazAA & managing to stop the troops here. A bit of effort gets a shot at Op truck but only kill 1 man.
HT10s might not have the speed of armoured cars but the HE loadout makes them good little support tools, might not kill much but gets them running.

A bit of feedback would be nice guys how is this new way of reporting, its a bit more work for me so if its not any better will go back as now have an electronic post it sitting on the mini map to record stuff. As a note if see 7 & think its strange tis my typing its supposed to be & I just misssed the shift key.

Imp
March 20th, 2009, 03:11 PM
TF> things are a lot quiter this turn though another maxim turned up qetting its quota of kills before succumbing, they are classed as my number one threat to be destroyed as soon as pos. My arty landed straight in the herded group so this should be easy as vehicles can route the guys on either side letting us move on
>> well they are in a fine mess go round them nah its the parting of the Red Sea as we cut a swath through them as well. I am sure a few have escaped & guns might open up but they are done for. HQ is at it again flaging down a motorbike & he is now the advance unit along with a MMG, they are sitting beside the road at the entrance to the next village waiting for runners, its going to be a blood bath.
Arty has done its job so its all on the move as have lost 2 already & CB seems to be having trouble finding a target.
CF> Won here getting the majority running for few losses though we are now taking fire from AAguns over a km away, saw some tanks somewhere not really bothered as not a great threat.
>>Things go better here than I expected make headway & nearly in a position to swing round the village, kill quite a few but have to be carefull of AAguns avoiding LOS where possible. Find one of those tanks its closer than I thought so a Mk3 & HT10 take it out, 2 other Mk3s are in position to possibly take on others & if not try there luck against the guns. On the other side of the village MMG & a couple of units are hosing down to keep this lot honest.
BF> Most units managed to evade the arty but 57 is history, in the centre about the 3rd squad to fire is some fanatic nut who soaked up all the fire from 8 units & still killed 3 men so yes we are in a bit of bother here as that left quite a few free to fire unopposed. It says they are normal rifle squads but even down South where fire was exchanged everyone but the maxim is alright only 2 are pinned out of more than a company which is not good. The OP truck was funny think it only took a couple of shots but it ended up driving round in circles trying to find a safe place to hide, its now back where it started.
>> Well this is ridiculous smoking & pulling back at about 400m 2 Mk3s & a Mk2 put 20 shots into him & MMG had a go finally pinning him, they are all staying put including a T-26 here that I can't target so hope is falling back means they will start moving again & become more vulnerable. Also they are getting to use the trees here so better cover. To the South it goes better but another toughie takes 3 sniper shots without blinking, 3 tanks & the platoon coming in from the West make there presence felt along with the support of a few other squads. Move towards the road getting the 5 squads here to shift & nearly killing the maxim. Get the OP truck several GazAAs & a T-26 leaving just 2 Gaz that I know about & a couple of squads.

Imp
March 20th, 2009, 08:16 PM
T16
Its just occured to me I don't think I have had a proper defend yet when I get to dig in
TF> AIs having a moment placing smoke in hopes of continuing the attack, is it sure I think morale just collapsed which might help vs those super troopers in the south. My AAMG & squad holding the second village are not well it just flattened most of that as well doing a good job of scorched earth tactics on my behalf. They have shrunk considerably many not even attempting to run 7 or 8 squads just surrendering en mass. The expected guns did not materialise.
>> One of my squads got a bit over zealous & blew his truck up but only about half a dozen runners left to the North & about the same at the next village. scout has now assumed the lead heading into the village & some units will follow looking for arty but most are going to head South, a few already have engaged there helping the CF
CF> in a bit of a state here to a GazAA turned up but thought better of it. Lousy gunners saved the day here 2 76ATGs missed Ram at a bit over 500m, sure there are more tanks I can see from here to SE heading for Mr fanatic
>> Ram & HT10 are getting well clear heading South to help, Mk3s stay clear of the ATGs getting into position to take on 4 BTs I can see, one is now immobile. Infantry move fwd finding the HQ & a few squads skirt into the village, ohh there are a lot more than I thought some assistance is going to be needed so its a good job TF is short on targets. Arty is going to have to help here troops trying to make a move on ATGs lost men to them & AAguns & tanks can't target AA without ATGs killing.
BF> this went better mainly because they could not find targets & South managed to keep the boys there going backwards
>> 7 or so squads & 3 Mk3s are working there way down the South road killing the last 3 GazAA here one going to a squad. Again we are trying to work round them & a squad trying further up beat a hasty retreat there is most definetly a second wave. Further North my platoon is falling back as fast as its little legs can carry it & the small selection of vehicles is doing its best to pick off targets supported by MMG & ATGs at extreme range.

T17
TF> only 7 remain all but one in the North & HQ is coming up to 20 kills now, we were to slow though several units hit by arty lost a truck which I think was loaded. If the barrage does not stop on the village AAMG is going to die as I cant rescue him, CB fired this turn
>> Just a couple of straglers left now so most of the way through the village & tanks here could possibly get into position to help with ATGs in centre at long range once troops engage otherwise this lot are arty hunting a couple of telltales await just past the village. They end up doing most of the work down by the lower village as these are the guys with most of the transport. its herding time again & they send them back to the central force. So effective are they that the tanks are just along for the ride not bothering to fire but heading for CFs bridge. About 10 squads survived as missed the net but 2 MMGs are trained on them at close range so they have 2 turns left before they are wiped out, less probably for most of them.
CF> Total carnage they all came running round the corner into waiting arms, some funny little dances as they tried finding other routes before deciding surrender was the best option or dying. Soviet HQ is putting up a fight though think he got 2 men, 2 BTs died & think the third was hurt
>> 2 mk3s kill an AAgun, with 7 shots a piece as long as the ammo holds they are effective little tools.
I think the fanatic company must have been taken under the wing of the HQ, he does not kill anyone but is guarding the bridge leading to the ATGs & flatly refuses to give it up. A maxim then opens up downstream which the Ram manages to get to & deal with
BF> they are having to move now & seem to be folding easier but not sure going round is wise there are suddenly am awfull lot of them, FOO here has been told to get his arse in gear as arty is back on line
>> This has got a lot easier & now arty is repositioned it can help out shortly. South continues moving forward slowly HTs have broken off & are heading here to offer lifts. Units on bank leave it moving forward to do some killing now, also they have been there for to long. decided much as trees give cover its only a line so acts as a screen unless they are on a hill so means I can limit the numbers I take on if can keep pushing them back

Imp
March 23rd, 2009, 09:30 AM
TF> just cant go fast enough most missed but arty caught the tail end of my force, lost a few men & trucks. Still it stopped on AAMG just in time & it cant be a pleasent job at the moment as my batt has now used over 30 rounds exlusivly on CB fire. Otherwise just a bit of drastic force reduction vs runners
>> got a bit slack as often do at the end of these, runners are gone & scout finds 3 Mtrs just outside the village killing one. squad gets another & tanks roll up followed by HT & truck going for the 3rd mtr. Truck dies along with acouple of men as AAgun opens up, HT manages to get in position to place smoke & still routes last mtr. AAguns are about 500m from M3s dont fire as fast moved but can see 5 & know there are more to the North as tanks coming that way are taking fire.
CF> 6 against one & the HQ finally gives in, his supporting troops upped & left virtually straight off. Smoke hides guns now so moving out. Ram finds a couple of sqauds one is a bit to close for comfort
>> runners nearly gone & Ram deals with its squads, Mk3s get the other AAgun so troops roll killing HQ & a few others but as Ht runs up to the smoke a 3rd 76 fires. They are incapable I50m & it missed go to bail out but realise hes sitting by 3 AAMGs whoops lose a man but 2 empty HTs roll up engaging then a couple on foot, right at limits of movement getting targets but manage it. He unloads man down to the 76 smokes & takes on last AAMG so they all die. units are heading for the bridge in force now though HT10 & a Mk3 head South on this side of the stream hoping to bump into the BT we missed.
BF> Armour got distracted as T-26 made an appearence getting damaged in the process, I just let my ATG finnish it off. Still we are holding them at the tree line for the moment. The lot in the South are running down the road but they are still piling into the middle, the sniper who frankly has been pretty lack lustre this game suddenly decided to become a one man army. He is on a small hillock & can see fresh units coming in, or at least they were he stopped them cold nearly out of ammo though.
>> At the North end despite the fact its just 2 squads scout & a sniper they are doing an effective job of sheperding their flock towards a ford so that when vehicles show up they will be able to follow. In the middle we have closed to about 200m in our efforts to hold them. South bunch of course discover a maxim Mk3s deal with it, runners are starting to enter the village here & I think it will take a monumental effort to catch them before they exit & guns become a real posssibilty so dropping a bit of smoke just past it. HTs are still on the way, sniper holds his fire as has limited shots & hope he can do a repeat performance

T19
TF> Well the AI was expecting half the Luftwaffe did not see them but there are AA guns to the SE as well, forward Ht died to one. Worse I thought at 1.5km+ HTs would be safe, nope 1 damaged 2 dead & a squad & MMG went with them.
>> have 6 tanks engaging the AAguns they are a lot closer than the CF ones were but only destroy one & pinn another 3. Transport is waiting but a couple of squads are making slow progress toward them, a bit further & I hope its safe to run down the road as they are at level1 so the crest should hide them.
CF> Nothing to report
>> Ram kills immobile BT as its covering 76s, squad tries edging round the smoke to attack the rear 76 taking fire from it, second tries killing 4 crew.
Not who I wanted but hes in position so MMG moves adj to pinned gun the other sees him so both fire, he manages under duress to route the nearest.
Squad has a go hes out of shots so Pioneer strolls up placing a charge on both & ending this little problem.
BF> BT made an appearnce but vanished again, Mk3 that moved to engage had other problems just managing to stop an assault with the help of HT10. Things are dying down a bit here now with less units engaging, sniper helped again persuading a few that they are going in the wrong direction.
>> North keep herding & now joined by 2 HT10s & a Mk3 who discover & destroy the BT, a couple of squads seem to be trying to make it past us to the North but not really concerned they will never make the flags. They have given up in the centre at the end of the go can only see 2 in the tree line which we are now nearly at, sniper has moved forward & can use his last shots to fire on anyone behind the trees as he can now see there. Should have known few men went missing as followed the road came round a small hill into 5 maxims one is dead 3 are running.

T20
Bit brief this mate picked me up as I was about to write but not a lot happened as most of the fights gone, bit of fire down south but nothing exiting expecting them to give up soon. Arty is still harrasing me I cant stop anywhere
TF> Got all the AAguns plus another couple we found & some mtrs
CF> Moving SE to cut off & towards some arty
BF> At the village & coming round the hill.
T21
I am more than a little impressed with AIs arty considering it probably has a call time of 3
Hitting MMGs that have been there to long, forcing some arty to move again thats not been there long. Landing in the middle of top force immobile Mk3 dead bike & truck, doing the same to CF men down.
TF> nothing >> little moment 2 more AAguns scout is in bad shape & squad is none to happy either but killed them & more mortars, in position to go after other arty nearby.
CF> Last go some moved East as well as SE lost a empty truck & immobile tank East part of force is heavily suppresed by both arty & no less than 9 AAguns. These Ruskies believe in air defence glad I did not buy some.
>> What a guy MMG takes on the AAguns & routes 8 of them as several are adjacent, good job because others do not help much due to suppresion though finally kill one. SE lot come to the end of the level 1 they are on heading for a group of mortars, this lot are in good shape & tanks were going to help with AA but first squad is a man down to 45ATG, rest of the platoon helps managing to kill but taking fire from another 2. Oh what the heck Rams & Mk3 roll up getting both running.
BF> Very little fire>> move into tree line giving chase, several squads enter village getting a few runners. They will come out behind now as used road & smoke is in place. Come round the hill & this might last a little longer yet there are loads of them concentrate on maxims but probably about 40 units majority within infantry range. Still am confident know how to keep them heading for friendly lines.

Imp
March 23rd, 2009, 04:36 PM
T22
TF>> this is insane find & destroy more AAguns plus 5 arty are dead or dying, tanks here are charging flat out at T-28s firing as they go (see next bit), little chance of hurting but at least they all have them locked for there go & might dishearten them.
CF> Most stuff got out of arty but a HT did not make it, something was damaged by AAguns before we could quite them down. AI has tried to spring a little surprise as 2 T-28s have moved onto AA hill, nothing fired at them as dealing with AA, ATGs did not recover but a mortar got a man.
>> no time to engage tanks here trying to avoid arty & kill those AAguns, going quite well ATGs are dealt with then squad climbs AA hill finding more to his cost. So far we have managed to destroy 9 alltogether here just another 6 or so to go, really glad MMG has stayed out of the arty so far
BF> Just firing at runners>> a few squads make it through the trees to give them the hurry up & vehicles are moving to here to act as shephards. I know a couple escaped but really we have more than enough targets to round up.

T23
This arty is getting to me CB again but still has several batts left & just blanketed the whole area in the centre, I am losing men & transport. Also lost a HT that cleared the arty but became the target for 3 more AAguns>> we have to move kill everything I can see exept for T-28s though strip track off one of them & try to get away from the steel rain. In the south as if I wasn't allready throwing everything I have at them to try & finnish this. The odd one fires back but on the whole they seem to have accepted there new masters.

Imp
March 24th, 2009, 07:00 AM
You might have noticed reporting becomes a bit lax at the end as same old same old & rush to next battle but just how good are AIs FOOs. Very good especially with its call time I just killed a group of arty which I did not mention loaded back in trucks & got flattened. It thought 3 or 4 turns a go hes going to come here & kill em so he will pay & I did, 2 trucks & 1.5 squads splattered meaning that was not exactly cost effective.
Managed to clear most of the other stuff & no more AAguns, instead the T-28 has ducked somewhere & BTs seem to be arriving.
>> find & kill the T-28 but the immobile one refuses to die, troops on AA hill find & route yet another. Every one is heading south as saw a BT here & to kill those runners. Think we have killed about 30 now including quite a few snipers we are coming across. Everything 600m North of the village is now dead tanks have leapt forward as in best position to recieve reinforcements.
With all the relocating & danger of having ammo trucks near by some of my arty is out
Heres a tip when chasing loads of infantry in wide open spaces set range to half that way they only shoot at runners near them rather than that guy in the distance
T25
Fire at BTs missed as moving quick but in position so kill them, turned out not quite as easy as anticipated one tank has no main gun ammo & another got with its last round. was not expecting that they carry loads 75 inc APCR still I suppose 7 shots a turn chews through it pretty quick. Looks like there are only 3 as scout has a fairly good view. Lost 3 men to yet another AAgun & finally manage to kill the T-28. Now forces from centre are helping it has to end only 9 or 10 runners left & started killing a group of 8 mortars.
T26
Still going & guess what arty just hit my tanks that moved to get the BTs, Ram lost its gun. Seriously some humans would not do such a good job I just want this to end before it kills something else. Find a couple of squads sculking in a dip there are now the remains of 4 & 7 of the 8 mortars are gone. Also over by AAhill find more mortars & start on them, Mk3 comes to help blundering into 2 more AAguns crews ok but its not, manage to kill one end please.
Does it hell I kill everything known on the map with the exeption of a group of 4 mortars then a KV appears within a couple of 100m of a Mk3 its not well, here comes another its going to die but squad saves the day taking it out. Finaly its over my eyes nearly popped out of my head when that KV turned up I can tell you.
That was all thats left on the map & I did a double take when looked at results before remembering I was delaying so it had a bigger force. Even the Russians have got to be smarting after that one killed 4 times the number of men in my force. Thing is no of men made me look at Russian forces it was very close to 500 limit & I only took 3 ATGs for support.
Men 199 > 3636
Guns 2 > 68
AFV 3 > 186
Score 11,318 > 643

Well either you are a talkative lot or nobodys reading, just thought this way had more flow & was finally producing something half decent.
Anyway doing one more battle after this then my force is being split by High Command to train new recruits. It will be replaced with all new units similar but more Mk2s Mk4s till the Russians get better stuff, as hardly anyone dies my elite guys are just way to good now basic guys will be fine. If you want this AAR to continue after the next battle you had better say as MBT patch is nearly out so will probably be taking the Ruskies or Ukraine out for a duke up vs NATO for a change of pace

Imp
March 24th, 2009, 01:07 PM
New Battle
Mission is advance so using map 208 Opostka as we have not had an urban engagement yet. I have placed the flags quite far back so will have to make my way through the woods & then the town. Furthest forward flags are major buildings in the square, others are further back to either side in building groups.
Visibilty is 22 turns 29. We are about to take our first town perhaps so long as it does not put me on the defence next time might do downtown & pretend this was the burbs.
Force
Downgraded a bit to cheaper stuff
Mk2 > HT10
Two Mk3 > Mk4
Support
3 Ju88 with 50kg bombs
The plan
Reserve the right to change but we are to cause a diversionary attack drawing off forces from the main strike
My setup line is exactly one hex behind the bridge on the only E>W road into town, as this is one of only 2 bridges across the stream we are going to risk setting up some units near to it going to be a bit of a traffic jam but banking on AI just had its good arty day. If it tries to knock out the bridge I want some units close enough to get over it before it gets a second try.
Going to be bold & take the road straight into town if arty does not target it so will be dropping smoke in front of woods during pre bombard. Only need 6 so 2 mortars are loaded at start
The Ju88s will come in on turn 2 on either side of the road as it goes through the woods & one diagonally across the front. Only little bombs wont kill much but drops 7 in a row so should suppress the hell out of anything in there. The exit from the woods is at level 2 so might be able to get a view of some of the town, probably will need a bit of smoke but sort that out then.
Because we are the diversion Division is using some of our units in support for the main attack. I will move these to take up position as if entering from the North road on turn 10
Company C
13 Squads
2 MMG
2 Scouts
12 trucks
2 HT10
2 Ram
Platoon(5) Mk3s
Also our 4 15cm Inf howitzers & battery will suport the main attack but should be given back to us about the same time, perhaps a bit earlier as they don't have to travel.
If AIs arty hits me with pre bombard or bridge goes down I might well change my mind but we still have 12 Mk3s 4 Mk4s 2HT10s & 2 Infantry Companies one mounted in halftracks.
T1
Arty was random nothing to worry about 4 batts all 76, smoke ok bit to close to trees in places but to be honest doubt if anyone is in them with a view out so move out sticking to the plan reserve will stay put & take the other road into town. I have just had a thought my AA is not going to be able to do much in the way of protecting my force. it will have to wait till area on the other side of the woods is safe before it can move there then next position is probably the town square, in view of this putting 2 to protect reserve just in case as can do a better job. Shot myself in the foot forgot to deploy ammo trucks they are in woods rough so moving one hex at a time to avoid getting stuck, its going to be a while before they get out.
T2
Doing the arty shuffle loading up some & unloading others, scouts & snipers in motorbikes are ready to see whats on the other side of the smoke.
Ju88s come in guy doing diagonal run did it to far back total waste of time. No AA as bombers but somehow they see a few things from way up there. There is a reception party on the other side of the woods 45ATG 37AA & one of those dreaded maxims have been sighted.

Imp
March 25th, 2009, 01:22 PM
T3
Living dangerously here but don't really expect anything in woods they have a little look then some get back in bikes running down road & entering woods on either side, looks like no ones home, a scout is sitting on road halfway down the woods. Should be able to have a little look next go. The platoon of trucks that risked setting up near the bridge are at the woods entrance to, others will reach it next go but armour can't keep up. have a feeling it will arrive just as the arty does. I only have 4 arty 2 firing this go at buildings just ahead on either side of the road. 1 plotted to fire on known units the other is dropping smoke down the road as there is a nice spot for an ATG.

T4
They drop smoke North of my position, are they planing on coming through the woods? Had planned on being bold & moving vehicles into there loaded as a bit bunched up if everyone comes down the road. Woods on either side are not that easy to enter as most hexes have rough to. Also need to make sure clear as my mortars will set up around here. My arty drifted missing buildings but landed right on top of known units only 37ATG is visible.
>> Bikes take a risk run empty to either side through the woods the one going South I misjudge & can be seen from out of woods retreats man down to a maxim. Both seem clear not worried about South but want to expand North & palce a FOO in woods there to. Woods are mainly level 2 then it falls away to the SE its mainly level 1 to the NE goes to ground level after about 500m. Area here is fairly self contained 100m of open by the road then falls away, want smoke to block the view before move so spread out ready to go sniper finds a maxim & a few units route him to level 1 out of sight. Start sending vehicles NE into woods then like an idiot send one not thinking about short route & it goes straight down the road:doh: looks like no ATG but there is a maxim & squad in building north of road arty was supposed to hit. As we have cocked it up may as well take advantage I can get 6 HTs in range so launch an attack getting both running, consider poping smoke but just hope there is not a ATG in the building. Should be able to get out of here before arty strikes now.
Have 5 mortars on line now & realise replacements have call time of 2.2, its pointless placing that smoke now so plot smoke to block off square & on bread factory as heading that way. Want to follow road round to SE to but first need to see whats in the clearing to our South, I know maxim is there to my cost & placed arty is shifting to hit.

T5
No arty one maxim dies as it runs others disapear down the road. 37AA has a LOS to one halftrack at 5hexes it must have been hit by my arty as badly pinned only 3 shots all miss.
>> It folds to squads first shot so its decision time decide I am going to risk running the armour into the woods esp as so far only light arty guns have fired. Pick up last arty & start moving reserve to there start point.
Before we can go any furter need to see whats in the open area the maxim fired from, 2nd squad to enter building recieves fire from maxim, can also see another routed & 2 crews so arty got the units I knew about. Grass means LOS is not great but luck is really holding for me so far, first shot at 350m kills 4 hes running if I can keep this up won't need the reserve. A few more shots gets both maxims down another man, now we either pussy foot about & get hit by transport killing arty or take a gamble & head out as most people are still loaded. Way my lucks going choosing option 2. Remaining squads on foot do the following.
2 move into woods they can see 1 hex of bread factory & building at end of road not that far away plus the other dodgy building. These are the most dangerous locations I can't do anything about a surprise assault from the roadside.
The other proceds east & turns the corner, road goes 250m then heads North again but this is fine as building at the end of the road is at a lower elevation, see the 2 runners here from earlier & kill maxim. Most roads to start reasonably open just buildings on mainly one side. 4 HT make it round the road towards the bakery, they can hide & unload there between buildings, one has a MMG on board. Then send one down East road & its fired on through the gap by 45ATG in maxim clearing. Can't believe it did not see the other HTs anyway it missed & the other squad in the clearing sees it, my guys have been at the practice ranges one shot 3 dead need a scout over here to check things out. Anyway he drives round the corner with another HT going into the trees, from here they can see the other running maxim goodbye. Everybody goes as far as they can going any further in vehicles is really pushing it though a few will normally stay loaded to exploit any thing or just for mobility, squads unload & kill everything but one maxim squad & crew both are pegging it. Slightly surprised how far we have made it so far & lead tanks are through woods, all riders bail out just incase arty comes calling.
Advanced much faster than I thought so arty is useless its targeting me, letting it fall on the bread factory & the smoke plus placing smoke halfway down E>W road.
Having everything bunched like this has highlighted something, swapping 251/10s for 250/10s mainly because they look a bit diffrent but must admit also because scouts can use & can rescue crews at a pinch.

Of note to those of you that hold having trucks in your core is a waste you are so wrong. The truck that blundered down the road survived the fire at it meaning its passengers did to. High exp means they do not run at the first sniff of arty & the drivers seem to develop skills avoiding them & swerve out of the path of incoming fire much as a high exp crew in MBT attempts to evade that ATGM or indeed planes do.

Imp
March 26th, 2009, 04:25 AM
T6
No need to have worried about the road between trees getting hit but good job I picked up last mortars the area just got hit hard.
My smoke came down sort of ok, get a bit cocky now group heading NE head out into open ground the area they will be in for a while has buildings generally spaced 100m apart & once get off level 1 quite a lot of pavement. Like an idiot I walk up to the hill edge & lose 2 men to squad in a nearby building, pop smoke & 2 other squads move to more sensible positions to attack at mid range, he leaves the building. Scout moves towards bread factory & it looks clear so HT drives up we have level 1 to ourselves & surprisingly are nearly at the road reinforcements will come in on. AAMG drives upto he is going to set up here. looks like checking the woods & sticking FOO ther was a waste but a squad & HT10 are moving to check last bit on other side of buildings is empty.
The clearing seems empty did I really get all the guns, I wonder not risking vehicles.
Force moving East a couple go directly East they will head for the square.
squad moves slightly down road losing a man to AA gun but its quicly 4 down then dead, next squad risks going 1 hex further building at the end is clear. A MMG comes to join him they will 1 hex move into trees with a view down long E>W road next go no need to be silly.
That turn was a real pain sorting out the traffic jam tanks will catch up next turn & next go I should know if the clearing & level 1 are clear so I will have space for a vehicle park as driving back through the trees is not an option, should have some reasonable spacing to as will have a 1km front.
Canceled all arty except smoke again oh & ATGs are thumb twidling this game.

T7
It appears it is just 4 76 batts & mortars, minor problem flakwagens were hanging back till had a bit of space & as I tend to leapfrog them one was still a fair distance from the woods. Pre bombard smoke has of course gone along with my flakwagen, it was a 76 did not see but know where it is. Prat that I am thought at start that would be a choice place for one just forgot. From where it is positioned I now feel there is a flank force to the South of the clearing which has kinda skippered plans for arty. Also as I forgot the ammo trucks they could have a few problems getting to me. Going to designate TF heading for the square & BF clearing the South, the clearing is empty found maxim pinned its now routed. Being flakwagen crew in my army does seem to be the short straw its a lot safer in anything else they just keep dying.
TF> looks like the cake walk is over recieve no fire nor do we see any infantry but scout moves North of bread factory & has to sprint across the road sharpish, squads occupy building South of it & one makes it into the group of buildings to NE, grouped around the bottom of these buildings are 5 BTs. Attacking with tanks is not on the cards as 200m is the best range 100 is the norm. Only have 4 squads with AT + pioneers & trying to sort the jumble from last go out means I have 2 pioneers near.
To the South a few units make it off level1 to the smoke rest are at the edge of it & can see another BT down the road South of the square, tanks can deal with this its over 500m a couple get in place & others move to assist as in finnish off against the group.
BF> MMG moves into woods all he can see is 2 runners which are later killed, squad enters building by dead AAgun & can see a squad through gaps on South side of the road. Its been on the vodka blind drunk, 4 shots no kills its pinned & has not fired back, another makes a multi hex move into a nearby building & it still fails to see anything. Fire at eventually cuts it in half & we are at the crossroads.
Make a guestimate at some safe spots for soft transport
Cripes I still only have 4 mtrs on line still one should hit some tanks.

T8
Less arty that time but its still hitting where my arty was at the start, mine should have hit 3 tanks but got one & now I can see 6 of them. Squads in clearing have spotted one on the flank. Not sure trying to make a move on the tanks makes sense but they could be blind to. Even so there is no way to assault without being visible to at least 2 tanks.
TF> Lone tank is blind move to position & kill with second shot, the one "safe" assault is the scout who crossed the road so is furthest North unit, destroyed result. scout in centre heads out sees another to SE but not risking moving further chanced his luck enough.
Squad in building near 3 moves to building hex within 100m of 3 of them & places smoke to break up view, they are blind. Both pioneers are 100m away from 2 adj tanks, first walks up use flame thought being fire will block LOS to other tank. It works strike 2 next does the same with AT weapon. As they are so blind MMG fires at last one here 100m away, 2 bursts still no reaction risk one more & get away with it. The squad in building by it moves 2 hexes & fails Mk3 assists 2 left one I cant reach but the other moved HT10 into woods 500m away he eases forward & its gone. Decide to go for it squad moves behind 2 buildings & fires 3 shots no reaction, Mk4 moves here as recieving fire, squad that placed smoke moves fwd & fires at suppresing more. Now want Mk3 to move up but hex is vulnerable so pioneer has a look first (pavement remember) hello Mr Zis30 thats not good so Mk3 has to share with Mk4 return fire is MGs only its dead. As its going so well MMG moves & fires everything at BT we have just found 500m away, Mk3 tries but misses recieves fire on 3rd shot I think. Now we are definetly pushing it another moves up but has to show flank, it misses & dies to. Squads that checked safety of moving tanks here recieved fire from a squad behind buildings just past crossroads BF is at, Mk4 routes before heading back behind cover. Another squad is fired on from woods just South of square so MMG & AAMG persuade him to run. Think all tanks are safe & have advanced 150m. Moving up units at the end move a scout in bike adj to far destroyed tank, one hex to far lose 2 men & bikes to an AAMG round the corner, Mk4 destroys it.
BF> Clearing guys fire at maxim it runs into the arms of others to die, HT fires at squad seen here & scout finds another, Mk3 is tasked to help & move forward well sideways with both running. At the croosroads 3 squads move sideways next go will be able to enter a row of buildings & should have runners in sight. Squad passes over crossroad ducking into building to South, loses a man to squad over the street, think a tank can target so a HT trail blazes should be safe only one hex a vehicle has not passed, tank moves up pinns squad tries again then another chases him down the road. Slightly north make it to buildings at road edge trying to see if squad behind next set of buildings has friends, bit eager but another runs down the road here & comes round the building as can shoot the runner. Recieves fire from first of the 3 cross shaped buildings. Tank comes to help him then another comes round the buildings from the other side, this is safe as BT wreck confines view. Pioneer LMG rolls up to the cross building in his HT & gets everybody to vacate, progress 300m the fact its not dense urban is helping us so far though coming up on flags here so it will get harder.
Arty place one on Zis30 but with only 4 guns to play with others are hitting sensible places for ATGs trouble is there are a lot of em.

Imp
March 27th, 2009, 05:06 AM
T9
Still hitting arty spot now with 6 batts of 76, my batt CB fired did not realise but even with guns switched off it works or used ammo at any rate. Silly boy forgot about smoke clearing by the square 57ATG gun gets a HT but it costs him 4 men as squads are near.
TF> (easier to report as one thing always N>S) Furthest NW group of buildings where AAMG was is nearly checked out if use reserve they will be safe once reach town. Units on road ready to enter buildings & see whats there. Get a squad in big building 200m from Zis30 discover another AAMG to North which squad & HT10 deal with, tank moves up beside this building. Pioneers head down road get to within 100m of now 2 Zis30 tank takes up position behind the chapel. Squads have also made it to big building just to South, big gains here & sniper sees a Maxim which does not spot him, dangerous for tanks so kills it by himself. All tanks are just moving for position here staying in cover. Squad steps out South of building at the South end of the sqaure, recieves fire from BT-8 later from squad to SE in buildings just past next junction so smokes. AAMG staying on level 1 buttons BT & Mk3 reverses up the slope killing it. Another BT is seen behind this building tanks to SW move behind wreck ready to take him on. At cross building runner behind has recovered, last of the smoke blocks fire from road so a squad takes up position in buildings there waiting for it to clear, another takes up position in trees when smoke clears hope is he will see squad at junction & first squad can move 5Om to junction. Tank & HT positioned to help out would have liked them to help against exrunner but with smoke clearing the position is to vulneranble. Pio LMG avoids him but kills the other runner.
FF> (Furthest South) Bit of a hodge podge this 5 squads from several platoons after transport mix up, just have to go with it pioneer here has left the group as not expecting to find armour, supporting have a scout 2 HT Mk3+4.
Squad furthest East uses the woods here to come round the buildings to area runners went, one has recovered there is a squad in buildings to the South & a maxim in trees just behind it. Mk4 comes to help drawing RPG fire but stays on maxim pinning it, HT sprays everyone Scout & squads from clearing move round from the North scout can enter a building to get maxim in sight. Alls safe Mk4 & HT route maxim scout enters building has to smoke 2 squads near on the road. Original group 2 squads enter clearing killing both runners & getting the other squad to run.
Ammo trucks finaly appearing so plot smoke here.

T10
Arty stoped mine missed the Zis30s as going well assume main attack isn't so relief force is on hold, just sending trucks with scouts towards road, scouts will then walk along checking for trouble.
First off a bit of scouting (normally do this obviosly) finds AAMG on other side of buildings a 3rd Zis30 100m behind the others plus another 250m back by the Admin building. IF I am lucky may be able to get shots at from far NW. BT behind large building has a friend in woods there & a squad is hiding behind trees by cross buildings. LOS failed at junction so cant see that squad yet. Oh & found a mortar.
Pioneer moves into building adjacent to Zis, damn these guys can see they fire not so bad no HE its flame time it survives but blocks others firing, idiot just realised I have blown the long range shots now 2 Mk3s move 50m recieving fire at 400m & another moves destroying AAMG then kill 2 forward Zis, squad attacks the one nearby from trees hes seen & fails reciving fire from another Zis behind the chapel a T-26 behind a hex of trees there & a squad 400m back. By this time i have realised plan for attacking BTs has failed LOS is not as anticipated, as Zis have no HE going to bleed fire so squad in big building South of chapel fires on Zis by it scout assaults failing, bugger now a BT has joined in. They still have shots especially T-26 so need to pick off individually. 350m is max pos engage range now I have mucked it up so fast moving Mk3 arrives drawing fire next appears a bit closer MGs only so they destroy both Zis leaving the one by the chapel, was going to move on vs T-26 but used all shots. Look at situation a bit more he moves forward drawing fire from T-26 & BT in woods it hits but range is 500m we are fine.
Have to take a break from tanks & deal with squads by crossroads with infantry. Fire at squad behind trees & another moves up hes running, checking for more tanks ATGs but looks clear. Smoke has cleared so squad in building fires at the one he positioned for its on the move to. realise why LOS failed junction is at level 1 pioLMG gets a bead hes off to. other squads move up later so now at junction & 2nd cross building take first flag & its back to tanks.
Mk3 moves into woods by cross building only T-26 visible we are unnoticed bang the MK3 that drew fire from it & BT in woods is now safe. Pushing things from now on rellying on crap shots. Mk3 moves on BT fires hits heck try another tank Mk4 comes round other side of big building this is dangerous both tanks have LOS range is only 250ms 22% miss. Back to M3 who kills BT leaving the one in woods that is now hidden from Mk4, Mk4 is by Zis scout assaulted so finnishes him. Its gamble time back to Mk3s by cross buildings they have to come in a bit to close for comfort but its fired twice so probably one left, move a MMG up he Z fires turns out really helped Mk3 is just about in sight of BT when 57ATG in adjacent hex to it that I just Z fired on misses. Right not mucking about squad in building moves forward taking it on this draws shots from BT to, 57 is still just pinned but it has to be on the edge, Mk3 tips it over & Mk4 sends him straight to hell. 2 Mk3s left but it only takes the first to roll up on BT & do the job. Some where along the line the mortar was routed only the squad escaped our attention no one can see him but a MMG is in position to enter chapel & take him on, we control half the square now.
FF> Mk4 routes maxim later killed, Mk3 routes the 2 squads as scout checks the area along the road, find a maxim in woods HT & 2 squads kill lose a man there is a squad in woods to, 3 other squads & Ht are playing catchup but find recovered runner killing it.
All in all a good turn even if I say so myself. Finaly have all 8 mortars at my disposal not using 155s or batt for the mo. I have to say think this is the easist urban engagement I have played as its fairly open & the disparity between the troops is large I think.

T11
Only fire flank squad got another man & despite fire at is still ready. all runners killed here & mortar died. Perhaps I should read my own AARs woods to South of cross building I knew had a runner in sort of expected him to recover as going through but several runners came running down the road to the junction kinda surprising me. Bit of a turn up to keep them out of trouble HQ & FOO along with a couple of squads have being checking far NW buildings & level1 here as using for vehicle park possibly arty later. In trees on far side of entry road in nice ambush spots I can see 2 T-34s.
MF> things have slowed down now we are at the flags its got harder.
Squads move into Buildings North of the square & reach admin building, down road that heads E>W take fire from a squad also a maxim on the other side of the street. To the North slightly in trees is a 37AA pinned as arty hit here. 2 tanks & 223 Fu help AA is down to one man maxim running squad pinned. Tanks are not risking straight stretch of road till squad has been stationary for a turn to see whats down there. There is a mortar by the admin building to. MMG moves into Chapel & nearly kills squad from last go. Another MMG moves up to small building across the square running into all sorts of trouble, 2 45ATGs a squad & T-26. One of my snipers is awesome takes on ATGs killing & pinning Mk4 kills later. cant get to T-26 safely due to smoke safest way is for tanks to go round admin building so 2 turns off otherwise 150m approach. Mk3 risks breaking through smoke routes squad & withdraws to safety. In the process of moving to engage here run into troubles from a little nest in woods just South. 2 maxims & a 57ATG Mk4 lost a track. Other sniper has a go at maxim squad takes on ATG & Mk3 the other maxim then HT runs up squad persuades both maxims to run & kills ATG. Don't think air is a thraet but AAMG takes up position on edge of the sqaure any furter will probably be arty landing point.
Around the cross building we find some defenders with spirit in them. MMG moves into woods beside it & 3 squads enter the building, lose 3 men getting the 2 squads here to run & destroy a 57ATG, see another in woods opposite but pull back units there are ready to surprise him up close. There is a T-26 just behind the 3rd building. At the junction there are 3 squads in buidings just past it & down the road that branches off 2 more & a T-26. Mk3 gets caught up in dealing with squads but still lose a couple of men dealing with them, T-26 joins in at the end taking 2 shots at squad so another Mk3 roles up it misses, so do we thats torn it. HT risks possible ATGs in near building hexes & runs up to it droping pioneer off. Hits it several times but its only buttoned thats one TMF.
Still have units left so HQ finds a location with only 1 T-34 in view a squad has left town & found another hex with just the same T-34 in sight. Going to need a turret hit & possibly a few of em but 4 Mk3s & both HT10s move to position.
Funny thing is now I have 8 mortars 4 are targeting the woods 2 on T-34s & 2 paving the way for FF, ammo trucks will arrive in a couple of turns possibly about the same time as Russian arty, my arty is risking staying put.
FF> Mk4 uses all its shots to route the squad, scout carrys on down the road sees another squad which Mk3 deals with. road runs between trees for a short distance now so HT runs in them on my side of the road, another squad scout smokes. Others moving up get intecepted by a maxim HT helps them deal with it. about 500m from 76ATG now but woods looming.

Imp
March 30th, 2009, 09:40 AM
Russian arty starts up again but this FOO is not as good as the last one close in a couple of places but no cigar. MMG toughs it out losing 2 men, would have preffered him to run. T-26 decides rightly that the pioneer is the biggest threat killing 2 men, pioneer fights back but suppresed best he can do is a handgrenade so T-26 keeps going. The Mk3 has over 40 kills range 150m & yet manages to miss everytime, shocking state of affairs I am going to make him shoot now to make up for it & save the pioneer, finally hit chance had climbed to 95%.
MF> Time to test the metal of my other tanks, 2 move up sharing the fire from T-34 damage & kill, one still has shots left so what the hell go for the other. The Mk3 thats used its shots being the guy to draw fire, this ones tougher plus moved a bit so several misses but he dies eventually. HQ could have smoked if it went a bit Pete Tong, thats another arty plot to cancel at this rate wont need the ammo trucks.
FOO finds a 3rd further West on the train tracks. Respect to deployment here in combo with the other 2 truly nasty ambush for anyone coming down that road. Mk3s are spent & in wrong place now anyway so HT10s try, bless them they brave the fire & score a few hits but the gun just does not pack a big enough punch, withdraw as the Mk3s have just in case.
Back to town or nearly scout heading towards the train station finds another AAgun which Mk4 gives a good seing to before scout finnishes, the other one died when it ran. Maxim recovered & takes some real shifting involving several units, turns out the view down the road only goes as far as the junction so squad heads along, man down BT just past it. Mk3 turns up & a proper tank duel ensues 2 hits a piece no damage but 3rd goes for gold. Have a silly moment move tank forward to let squad get to mortar which he kills but tank has run into 45ATG hidden by arty puff now I have to save the crew. Stupid thing is I know they normally come in 3s just forgot. Its round the back of admin building so scout enters, no good bumps into maxim & routes my only choice now is to come round area covered by T-26. Arty hit him last go so PioLMG moves 100m & assaults, fails but tanks can risk now. LMG recieved fire from squad pinned there but he stuck to his duties. Mk3 moves up damn it shot back wasnt expecting that & the squad wants a piece of the action to. Fire miss MGs only back but what the hell was that Pioneers suppresed so another squad looks 57ATG 5 hexes away manage to route it losing a man to the squad, Mk3 is a bit shaken but gets the job done. Now I am glad my MMG did not run, by the way so long as I can keep contact HQ rally is 95. Turns out these ATGs come in 4s there are 2 behind the admin building now one severly hurting, sniper helped he really is a mean SOB. If anybody is intreasted just looked & elite status as in exp 100 adds 50% to the cost of a normal 70 exp unit. More squads move up & kill that 57ATG also shooting at squad & a maxim they find. Sniper can see a T-26 behind the woods here 2 squad AT move to position one is 100m away in the woods. There is a 57 in the woods its pinned so FOO routes squad kills. Bike as hes the only one that can reach rushes to my crew & attacks maxim & squad to try & prevent rally.
In all the exitment tank got used that was going to hit the other T-26 behind cross buildings, it was hit by arty so time for plan B.
MMG works his way down junction road hoping to suppress more but it shoots at him so fall back it has a go at runners here along with squad that enters last cross building out of LOS of the T-26. 2 Squads work along just North of T-26 one with AT just has to enter trees to get him. They had to smoke on the way as see another T-26 come across some runners & keep them going, 2 had recovered to pinn status but blind & one shot did the trick. Down the side road with my pitifully inacurate Mk3 Pioneer moves 1 hex onto a flag loses a man have to smoke hes realy not having a good time of it. The other squad goes down the other branch of the road & does worse, T-26 & maxim in same hex (well DHSK or whatever call them maxims to as much more common) He is an AT squad so has a go at T-26 then can get help with Maxim. No need tank going bang scares the crap out of him & hes off.
FF> HT tries to keep its distance moving to get position on squad then squad gets him running & moves into woods, scout enters woods & is straight out again 2 men light. One hex move & recieved fire from 2 places as its hilly in those woods. Bugger this for a game of soldiers were off the woods are mainly on rough also so it could get very costly & its nowhere near the objectives. Kill the squad now just need to hang around to extract everyone. a couple can set up at the entrance to town & possibly check out the woods there as a runner went in, think hes gone but unsure. As 2 tubes were plotted to help us in the woods going to let them stay here just shift towards 76 & work slowly back

T13
Having to relocate a mtr arty is a bit close, only 10cm mtr but FOO having LOS to T-34 means got a resounding thunk that should have shook them up a bit. As I thought squad recovered bike & crew unwell, FF halftrack is taking fire new squads. Something else happened but forget what got quite a few runners though.
MF> Result HT10 moves out recieves MG fire, MK3 toasts him in 3 shots then kill the squad here & working West to check the road.
Things slow down a lot now scout checks out the next road over to the North 2 squads & Mk4 get position on little AAgun & mortar here.
The maxim is in trees 1 hex past my destroyed tank its pinned but scout in Admin building can see it, fires at & realise there is a 45ATG there to tanks are stuck. Scout pinns ATG & squads get in position as best as they can.
Now exiting the square & caution is required ATGs are hard to spot so tanks need infantry to head on out for a bit of recon. One makes it to the first N>S road places smoke as recieving fire from A T-26 on the road behind the admin building.
Despite arty hitting it T-26 sees squads sneak move man down squad sends it into retreat Mk3 moves adjacent 3 shots at least the last 2 95% one hit its fine. Pioneer tries twice finaly damaging it. Looks like I am paying for my earlier run of luck its definetly swung the other way.
Next T-26 behind cross buildings same buttoned one hex move man down does not even route it, Mk3 does better though & kills it. Can see another 2 the AI does put them in hard places ones behind a crest the other squad places smoke Mk3 moves behind I can engage it at 300m from here.
On the spur road pioneers luck holds true to form moves 1 hex T-26 down to 7 men now places smoke again, kills maxim. Squads & tank get in place.
FF pulls back under fire.

T14
They have gone on the offensive seems generaly maxims stay put >>
T-34 force carry on moving West slowly now find a squad & maxim on the border of the woods kill the maxim. Relief force scouts see a squad moving in the woods, they have a MMG with them who was in the truck also, taking up position in woods South of road & watching.
Squad moves adj to AAgun it fires but ok so kill, scout moves into the road & dashes across straight by a pinned squad routes it.
Down the road are the mortar 2 squads on the move a maxim & about 500m away a 37AAgun, he can see another just round the corner at the junction so smokes but first Mk4 kills AA & 223Fu kills half the maxim, squad moves to support scout.
<< 150m away at my destroyed tank the ATG & maxim have vanished due to dust 3 squads are now with them 2 pinned the other?
2 BTs around here walked into 3 Mk3s
>> First thing truck gets the crew out of there scout in admin routes 2 pinned squads, My squad moves finding Mr? the hard way leaving 3 men in the street. Squad enters woods & kills ATG. Now view is restricted to about 200m down the road due to a wreck so Mk3 risks moving to my wreck takes on Mr ?. Squad & MMG move forward seeing another pinned squad get all 5 running, think I must have destroyed the maxim to otherwise were is it. Mk3 later moves to the junction.
A couple 100m South squad enters building to assault T-26 ignores squad & routes it while under fire, Mk3 kills & both sort out the squad.
Now crossing N>S road both MMG are following sniper down middle E>W road as can give good covering fire to either side from here, Buildings in lines running N>S, they find & kill a sniper with a squad assist.
Small gap now as jump to cross buildings, a BT showed up Mk3 has to kill it but now have to close to 150m to take on T-26s. They were both hit by arty squad manages to immobilles one later killed. Remaining T-26s 2nd shot from him is 41% do I risk another yes 49% & a kill.
On the spur road pioneer has had enough of taking point hes staying put. Squad damages T-26 but lost a man as missed first time, Mk3 kills, get another squad running not sure but think he appeared from somewhere.
FF Not to good here did not expect them to rush me, can see 5 squads my last squad is pinned & 4 men down one to freindly fire as he has a squad in his hex, another ones adjacent & Mk3 rotes it but was hoping for dust or something. Squads get another running but he is still under threat, Mk3 uses ret of his shots along with Mk4 & a HT on another squad who just fires back, this guy has a load of shots remember he moved, keeps firing in the next bit getting another man. Squad in trouble routes the one in his hex taking fire from 2 places smoke along the road man down. Ends up with 2 routed squads adjacent & under the guns of superman. A squads coming down the road plus anything else that appears out of the woods.
Have to move another mortar kinda worried about position of most as been there a long time & if the AI thinks hard enough it might send a squad or two in the woods that way, thing is right now I need my arty.

Imp
March 31st, 2009, 05:22 AM
T15
What to do with my arty has been answered move its under CB fire.
Along the road now face 4 squads 2 pinned & T-60 has appeared behind us coming from the train station (top), bit of a surprise that better move my crew again.
>> Mk3 gets T-60 Soviets seem to have toughened up its taking a lot of fire to have any effect on them, the 2 scouts & MMG from relief are now considerd to have joined my force. Eventually get everyone running HQ is right in the thick of it managing to kill one.
HT10 moves to support Mk3 covering the train yard. Vehicles here are taking it nice an slow not entirely convinced thats all the T-34s.
<< AAgun area may have repulsed a couple of squads here Pioneer moves fwd in centre of buildings routing pinned squad, flamer splashs into street hitting the mortar, this is a bonus as scout now can move by it with little chance of being seen. Kills AAgun at junction & mtr crew abandons.
Squad moves into buildings North of street OUCH 3 AAGuns 2 adjacent thoughts of heading down the road vanish as have to save this guy.
MK4 goes out the West end round the buildings fire at middle gun route it & works both others are pinned by splash. Can't get to one but squad & 223Fu kill the other 2.
<<
Wrecked tank area 4 tanks & a few squads showed up, dealt with squads all right but only got one tank
>> not a lot of choices here Mk3 fires at T-26 killing, the other faces 2 BTs at 200m. 2 shots they are dead, return fire sort of missed down a HT which it hit instead! Squad & MMG move fwd to wrecks taking runners with them. On the way spot another BT SE 100m from Junction Mk3, PioLMG routes it for a man Mk3 finnishes it.
<<
Central road BT that appeared here was routed by a squad couple of infantry possibly lot to remember
>> Mk3 kills BT sniper finds 76ATG MMG kills
Past cross buildings squad checking next lot hits midlife crisis, sniper & 76ATG adj another slightly back can't help best I can manage is a couple of tanks ready & 2 possibly 3 squads ready one took a risky HT ride round the building last 200m unchecked. We are furthest forward here about 3/4km from map edge so on target time wise. Have all flags but North ones though nearly lost one, as no air AAMGs have been covering & a squad slipped through, Mk3 went back finnishing him
Spur road poor pioneer will be glad when this is over they have all being one hex moves but this time moves to persuade runners & sniper gets him, its just not his day. Squad runs down the street checking its safe then Mk3 & HT mounted squad route him.
<< FF just the 5 squads but all recovered this lot are good manage to kill one when it ran but others are ready or pinned. That squad got 2 more men 1 in hurting squad & against another despite the fact he lost 3 men.
>> Mk3 is out of HE but this time Mk4 does its job inflicting damage & routing 2, squads have a go they are down 2 squads with 3 runners HT drops a squad by Super hes not getting a chance to recover 7 men down. My sick squad catches a ride 150m back to safety.
Artys moving only 2 tubes to play with.
T16
At the road another squad & T-60 turn up hard bunch these lose 2 men ending up with 2 runners. Mk3 gets T-60 & HT10 goes for a look 2 more luck is with me engage with 2 Mk3s at range getting both.
<< At the AAguns squad recovers & despite losing another man routes it kills this turn, Mk4 gets a T-26 also coming from train station, Mk3 misses the other 2 >>
Mk3 Kills one damaged by the other, HT10 uses all its move & fires at to get attention, it returns fire breaking lock so Mk3 kills it then takes up position with Mk4 in case more turn up. 2 squads head that way for a look but want to finnish this fast now so priority is flags. Scout has a look through smoke 6 runners so move up the street finding where maxim went, kill it squad joins him fire at runners.
>> Wreck area squad is repulsed & BT is ambushed by squad Mk3 killing it>> not a lot happens here squad is pinned from his assault MMG moves 1 hex into wrecks firing at 2 runners.
MMGs moving down centre road pick people off & route mortar at the end of the road.
<<Squad by the 76ATGs does the sensible thing & runs>> squad moves into buiding furthest from ATG (200m) routes taking fire from sniper, FOO moves checks its just the 2 units & MK3 routes sniper, FOO kills 76 & squad moves by sniper & kills, 2 squads enter buildings killing the other 76.
Spur road pioneer kills sniper & runner units here are moving East to destroy arty.
<<FF 3 more squads show up losing a couple of men & going into retreat mode but they have fully recovered >> find another squad but they fold easy enough only 2 squads remain both running.

Imp
April 1st, 2009, 05:06 AM
T17
At the road a squad appears & is routed into the arms of HQ who kills it. KVII appears hit for no effect there is also a T-26 over by AA area that avoided tanks there >> fire at KV but no effect closest tank is out of APCR, other tries but APCR fails as range over 500m still perservere its out of shots. 3 tanks here move to close range it probably has company. HT10 runs right upto but even side shots do nothing & its now out of APCR. Mk4 takes on T-26 but the best it manages is a damage result so have to use Mk3 here to destroy it. This leaves free passage for a HT which runs upto KV its immobilised by the squad. Pioneer in HT is rushing to the area has to unload at end of move as could be vulnerable. 3 Mk3s & a few HT with AT infantry are heading here but a long way off.
AA area squad finds a 76 routes it but hurt a bit, units heading down the road find more runners as what arty I have is falling round here.
<< Wreck area a T-26 was taken out by Mk3 squadAT got another >> again little progress due to pinning so tank moves 100m on its own & squad that can heads into buildings looking for missed units, finds & kills one.
Central road moving along sniper finds HQ at the last N>S ish road, recieves fire but routes, MMG moves onto that road in a nice position to catch runners & gets HQ running, in the process mortar now adjacent to him is killed in the splash.
76ATG lot are now killing arty
FF Another 5 squads turn up all but one is in good order after the exchange. Get the 7 down to 3 but super recovered & got several men.
Ha getting lax forgot to move arty last go so only 4 tubes this turn

T18
Road another squad turned up HQ killed again one rallies killing 3men before dying, KV crew bailed so kill it. Squad & Pioneer head out for a look Pioneer enters woods on the other side another KVII which is burnt to a crisp. HT10 heads out for a little look recieves fire from 76 squad routes vehicles kill.
<< AA area Squad furthest North takes on 2 squads one has vanished >> kills ATG & routes squad 223Fu in position down road to give ranged support. Others are at last road killing runners. units moving back to take missed flags will get them all next turn.
FF 2more squads turn up & find a 3rd we are losing men but the situation is contained only 2 units remain by turn end.
Otherwise just killing runners a platoon of Mk3s & a couple of squads are heading for FF as its somwhat depleted while others are moving back to cover flags in case some one slips through.

Imp
April 2nd, 2009, 05:50 AM
T19
Road group mostly moving towards train station now have squad in the area, they find a squad & AAgun route & destroy.
AA gun area squad & Fu hold 3 squads here also probably coming from the station >> units heading to assist but 223Fu & squad hold them off for the moment.
Central road, reinforcements arrive I have a couple of squads forward killing mortars, one is AT & kills one of 3 T-26s that turns up >> he kills another after a couple of tries & Mk4 deals that was supporting deals with the last. take up position to recieve more 2 Mk3s that were heading for FF come to assist
FF looks like the big boys were guarding the flanks several more squads & a KVII show up Mk4 pops smoke >> have 3 visible ready squads consider withdrawl but Mk3 has APCR so move to position behind smoke kill all squads on this side of it. Mk4 stays where it is & a squad enters his hex in hopes of scaring the out of KV if it comes through the smoke. Stuff is rushing here would have prefered tank killer squads but anybody will do.

T20
2 BTs enter as reinforcements Mk3 gets one in my turn
FF> KV moves through smoke squads assault fails Mk4 hits no effect of course Mk3 misses, KV kills Mk4 Mk3 causes heavy damage.
Several squads at least 6 charge our positions one squad is in real bad shape & took freindly fire to boot as our positions are overun in several places, manage to push them back & game ends.

Grief looking at the map about a company in North woods & train station.
AAgun area I am still working my way to a platoon & 76s
FF some 76s but another KV & close to 2 com of infantry were about to arrive. Me thinks its a good idea I decided not to press on into that lot.

Men 154 > 2184
AFVs 3 > 55
Score 6175 > 340

Time for a major restructure HQ were that impressed with our forces effect on the main assault that they want to distribute our seasoned men among other units to train them. So as my force will be disbanded & a similar force bought with slightly less transport & correct tank formation as in platoon of Mk2s not all MK3s.
Conclusion doing a long campaign as Germans so long as you look after your troops they will become totaly unstopable even after 10 battles they are supermen compared to the Russians. If troops survived the first 20 battles the chances of survival go up massivly because they are so damn good so they could easily survive to the end of the game. Your biggest problem by then would be that they will just not retreat. Once you hit 80 exp improving further should be a lot slower becoming a crawl at 90 exp. Experienced armour in WW2 is a huge benefit as all shots at same target after the 3rd are at a high hit chance. MBT late era not so big an advantage as initial accuracy is better but I am getting a lot of 95% shots. Yes there were quite a few Russians left but the only units I used from the relief force were 2 scouts & a MMG plus the batt CB fired which I could not help so about 1/3rd of my force did not even take part & they could have gone to FF aid.
Thats it the replacements exploits will not be reported as no intrest was shown.

Lt. Ketch
April 2nd, 2009, 10:36 AM
Imp,

Thanks for a good run of DARs! It has been quite interesting to read across so many battles with the same force. As you pointed out, your troops became supermen. When it gets to that point, tactics and strategy sometime take a back seat because you can just plow through the enemy and when that happens it like watching a re-run of a good show. It may still be fun, but there are no suprises.

Good luck in the rest of your battles and have fun training the new recruits! Please let us know of any great "suprises" that happen to your troops along the way.

Imp
April 3rd, 2009, 09:16 AM
If an amusing battle comes up might give you a report certainly it will be harder now. As the Ruskies which I think you are doing its a diffrent ball game just getting to 70 exp will take a while you need to keep your forces alive.

Lt. Ketch
April 3rd, 2009, 12:53 PM
If an amusing battle comes up might give you a report certainly it will be harder now. As the Ruskies which I think you are doing its a diffrent ball game just getting to 70 exp will take a while you need to keep your forces alive.

I'm into battle 5 and I only have 5 units out of three companies plus support that are over vetren and only about 15 more that are in the 70s. The worst is when you lose a unit because you know it's going to be a long while before it gets even to decent abilities. Good luck.

Imp
April 3rd, 2009, 01:05 PM
If an amusing battle comes up might give you a report certainly it will be harder now. As the Ruskies which I think you are doing its a diffrent ball game just getting to 70 exp will take a while you need to keep your forces alive.

I'm into battle 5 and I only have 5 units out of three companies plus support that are over vetren and only about 15 more that are in the 70s. The worst is when you lose a unit because you know it's going to be a long while before it gets even to decent abilities. Good luck.

This will improve as the war goes on you just need to hang on in there as the Ruskies did.

Lt. Ketch
April 3rd, 2009, 06:45 PM
If an amusing battle comes up might give you a report certainly it will be harder now. As the Ruskies which I think you are doing its a diffrent ball game just getting to 70 exp will take a while you need to keep your forces alive.

I'm into battle 5 and I only have 5 units out of three companies plus support that are over vetren and only about 15 more that are in the 70s. The worst is when you lose a unit because you know it's going to be a long while before it gets even to decent abilities. Good luck.

This will improve as the war goes on you just need to hang on in there as the Ruskies did.

I'm not giving up yet. I've still got 55 battles to go. I can't wait to see what the survives will be like!