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Imp
June 29th, 2020, 01:05 PM
After posting this thread http://forum.shrapnelgames.com/showthread.php?t=52472 I decided to actually do a proper AAR covering this units exploits.

The first 2 battles will be a bit sketchy as that thread is the second battle & was not doing an AAR originally.

I will be using War Cab by Erik Cumps to assist in the reporting as it seems to work well.
Used in no intel mode throughout the battle then full intel at end as that shows the position of ALL enemy troops.

German Campaign starting in Sicily, & covering the Italian campaign along with a quick excursion to go play in the bocage of Normandy then is as far as I have thought.

FORCE COMPOSITION at start of 2nd battle 832 men

Infantry Company A - 13 Squads 4 of whom are Sturmpioniere's + 2X HMG groups & 2X Light Trucks to move them in.

Infantry Company B - 12 Squads + 2 HMG groups + 3 5cm Pak38 ATG + 3 SdKfz 11 halftracks to dual role moving MGs & ATGs

Panzer Grenadier Co - 11 Squads + 2 MMG all with halftracks + 2 scouts riding 250/11 gun halftracks

Support Units - 1 FOO 4 Panzerschreck teams 3 Snipers

Armour - 10 MkIVH + 6 StuGIIIG +2 SturmpanzerIV

Anti Aircraft - 6 Self Propelled 2cm FlaK

Artillery - 2 15cm infantry guns & 4 mortars with transport + 4 Self Propelled mortars + 1 17cm off map battery + 3 munitions carriers.

SUMMARY - 36 squads - 13 armoured halftracks - 5 soft vehicles - 18 Armour units - 3 ATGs - 4 - 6 AAA units & 11 Artillery units.
Not counting artillery & munitions transport.

NOTES
First campaign using mainly MkIVs I supplemented with StuGs so at least some of my armour can take the high ground without inviting hits to that weak turret. Decided to be lazy with offboard arty normally buy 10cm K18 but took the easy path for counterbattery this time. Only have to worry about the 8inch & that is rare.
Panzer Grenadiers traded in their 251/9 gun halftracks for the AAA units taking the total to 6 as allied air becomes a problem.
Infantry is a bit odd as jumped the gun & started converting to 3 squad platoons by changing some to Sturmpioniere's. Does not happen till 1944 so whoops they will stay that way till then when platoon leaders will lose the 5cm mortar.

Imp
June 30th, 2020, 02:28 PM
Welcome to Vizzini Sicily its a baking hot summers day visibility is 66 hexes & the map size is 100 wide by 80 deep.
Later maps will be 90 wide by 70 deep as this caused the AI to be to dispersed resulting in an easy first outing.
Timed objectives are set to 6 for the campaign.
Meeting Engagement vs The British

Firstly Kudos to the map generator the map could represent several areas in the Mediterranean & indeed reminded me of the view upon cresting a rise on a drive in a heatwave there.

Sorry no pictures for this battle save was overwritten.
MAP for this AAR we will assume the top is always North
The map is dominated by a sprawling hill range in the centre around 30 hexes wide with 3 distinct flat peaks around 70 hexes high.
These overlook other smaller hills around 30 high so are a good vantage point & the game kindly placed the VHexes on each of them.
Forestation is quite sparse just lines of trees scattered around, 2 broken tree lines around 7 hexes long running so \ crossed the top 2 levels of the North hill on the AI side & were the only real ones that mattered. Apart from that quite a few largeish vineyards & some patches of rough but not near where the fighting took place.
A road runs E-W We will call the peaks 1,2,3 Top Middle Bottom.

DEPLOY
Simple split forces peak 1 was Company As objective, Peak 3 Company Bs.
Tanks were split evenly & a platoon of Pz Gren accompanied each. ATGs went with A because of the road.
4 Tanks & the remaining Pz Grenadiers were assigned to the middle, not to take Peak 2 which we would deal with later but to reinforce whoever needed them.

TO BATTLE
Turned out the AI decided to make its pushes in a similar fashion peak 1 being its main push & just as the PZ Grens were ready to crest the rise there the Brits took the victory hexes. Cresting the rise cannot see anything probably an Armoured Car behind the trees. 2 of them place smoke to let the ATGs deploy safely & the 3rd risks using the other line of trees to move forward so I can see hats coming.

My tanks will not crest the hilltop for another 2 turns so one takes position to interdict the AC while the others push forward bailing out their riders. Halfracks headed back to scoop up infantry.

Next turn 3 Shermans & a Honey crest the rise & drop riders, heck no need to see whats coming & I can't now they are here. I charge onto the hilltop firing smoke as am fast moving.
We are only 7-8 hexes apart & the Pz Gren reports infantry movement but 2 tanks have reamined stationary & have been joined by a third. Assume the other 2 have moved to the lower elevation & are skirting to the North. The AC or whatever it is has vanished perplexing not a lot of cover.
The hills are shallow 3-4 hexes between contours producing strips of blind spots.

I decide to play the waiting game to just moving infantry as am still waiting for some to arrive & arty will land next turn. I want to look over the edge to & the central force is coming to reinforce though still a few turns distant. Bit worried about the lone tank I left behind as he may be facing more than an armoured car so he actually pulls back to increase the range of any exchange. sporadic fire nothing serious. Spotted more AC about to take Hill 3s VHexes.
I have taken none & its the same situation Pz Grenadiers are nearly there but nobody else is close except the 250/11 halftrack that takes up an ambush position.

Sticking with hill 1 its now around turn 5 we push forward & first kill somehow my Sturmpanzer is leading the charge trying to pin the infantry & separate them. Not the most sensible situation to be in though he has a Pioneer supporting him. Still no sign of the units that vanished but I am now in a position to look North over the crest & see what's going on.

Scout takes a look & there are now 8 or 9 Shermans & half a dozen infantry. Looks like they are trying to skirt round behind me in which case they will run into the ATGs. & that lone tank. There are also 3 Shermans approaching the Sturmpanzer. If the North group turns back he will be between them.

So far I have been picking off exposed units now I am forced to go I have artillery plotted as now committed it all to this hill that should hit the Northern force if it moves West so take position while trying to cover the Sturmpanzer as best as possible. An AT team & 2 squads go to support him as fast moving to safety is risky.

The AI indeed heads West the AC dies to an ATG which also dispatches a Sherman with a flank shot, some exchange of fire but the lone tank is not targeted its to far away I guess as they are moving. It misses everyone when it opens up. The Sturmpanzer kills one of the Shermans approaching from the East that pops up 2 hexes away & the Pioneer heavily damaged another, 1 left. My artillery hits.

I do not like attacking tank formations with so many infantry close but its time to pull the pin.
The single tank advances, now he is taking low probability fire. Fires smoke to break target lock & keeps coming. One ATG opens up killing a Sherman with its second shot, now spotted as it to draws fire so stops shooting. Scout has a look to see the layout & a squad tries to look at what he missed & receives a lot of infantry fire for his trouble.
The Sturmpanzer & a few squads move to the North Forces rear & pick off infantry out of view of the Shermans. AT Team & squad should deal with the last West Sherman but Sturmpanzer discharges smoke to its rear just in case.
I think around 2/3rds of the allied tanks have 1 shot or less & they are suppressed & moving so try my luck which holds 1-3 hex moves engage then smoke & move my infantry up behind the screen as this was a 4 -6 hex ranged engagement. They should provide protection if the AI decides to enter the smoke. Got a fair few dischargers saved the rest, War Cab kill list for turn 8 which was a decisive blow to the Brits & the height of the battle.
https://i.imgur.com/WSZAmDA.jpg

Note the artillery killed some of the infantry the Sturmpanzer had been working over & at this range the 250/11 gun halftrack is a potent tool. fast high ROF & an accurate gun I like it though sometimes ask to much of it. My losses so far an AT team & the 250/11 on the other hill after taking on the armoured cars he went head to head with a tank.
Apologies I remember now they were Cromwell Is not Shermans that's why they got there fast.
One of my Stugs took 1 damage in the exchange but fully operational. A squad has lost a man & the poor guy that took a look lost 5 men.

That was pretty much the battle over for this hill just moping up then fending off sporadic infantry attacks. Only advanced about 10 hexes past the VHexes with some squads to spot approaching units & let the MG & halftracks deal with them from the hilltop.

Funny you remember tense battles quite well bit vague about hill 3 as that was a lot easier but we can save that for tomorrow.

Imp
July 1st, 2020, 07:34 AM
Hill 3

Similar start to this one a couple of Humbers & Dingos got there just before me. 250/11 Halftrack made a short move to ambush as they came over the crest & 2 of my tanks took up position. The 250/11 got one & the others ran into my tanks sights.

Forgot there was a small clump of trees here to on my end of the hilltop, 250/11 took up position behind them & the Pz Grenadiers headed out for a looksee. This time some of my tanks had reached the crest just a 1 hex move to the hilltop.

Next turn 2 honeys & 3 Cromwell's turned up & took pot shots at the Grenadiers. The 250 could move 1 hex to line up a Honey while screened from the rest so it did & knocked it out with the first shot. Now I got overconfident Grenadier placed smoke so it could take on a Cromwell by moving another hex, it fired wide of the mark, we fired - no effect.
Another stray round comes our way so risk another shot its damaged, unfortunately its superficial & the return fire kills me.
Still that's 2 tanks that wont fire at me as I come over the rise. Grenadier places smoke blocking one of the tanks view & we come over the lip & kill the 4 we can target then stop. It died next turn when it moved as did another couple of Honeys that turned up.
There then followed a battle with quite a few infantry trying to take the high ground. I remember thinking that's more than the tanks could have dropped.
A squad & MG drove over to hill 2 to get a better angle on them & zipped round the VHexes at the same time.
The infantry were contained I now had free armour & a few halftracks in support though had to be careful not to expose them as we had Churchills inbound.
These were spotted earlier from hill 1 & keep dipping in & out of view so its time for the StuG's to do their thing 3 move out including 1 from hill 1 with an infantry escort. Trip to firing positions is fairly uneventful, one got shot at by a Piat team which was quickly killed by the escorting infantry. Did not engage odd infantry encountered let the HMG pin them or smoked till we were in position.
The British 2 Pounder does not have APCR yet so the StuG's have a sweet spot & opened up at 20-24 hex range as they are safe from return fire unlike the MkIV.
W fire the MG a couple of times then let fly the APCR seems the best way. Saves ammo & rarely triggers the dischargers just before you get that accurate shot.
When the last one died around turn 14 the Brits threw in the towel, I was quite surprised how much infantry was advancing on hill 3 that I had not detected yet. None could get near the VHexes however due to the tanks & MGs defending them.
That is why I changed map size battle was easy partly because the AI never got all its units to participate.
Will use War Cab a bit more this battle was my trial & I kept forgetting to save the data

Here's a War Cab end of battle screen & my losses screen. From that forgot my artillery got hit by the Brits the Maultier soft halftrack is my infantry gun transport simply because I have never used them before. plan to use some other untried equipment as we progress.
https://i.imgur.com/4hf5ZAv.jpg
https://i.imgur.com/WigUS7e.jpg

Imp
July 1st, 2020, 09:24 PM
Before moving on to the battle that prompted this AAR a quick note on War Cab now I grasp it more.
I can use full intel so long as restrict myself to the opponents kill tab - this lets me check what they killed/damaged that turn.
This is because losses are a running total not per turn like kills as once a unit is dead its dead every turn.

This does mean it reports enemy force size as in men formations which does not give anything away in my view, scared the $#@% out of me though!
Also gives their readiness status which gives a bit away on how I am doing but fine with it. I have asked Erik who is very helpful to confirm readiness is based on - units destroyed plus suppressed state of current units.

Imp
July 1st, 2020, 11:02 PM
War Cab reports Map width x height so 90 wide 70 deep not so sunny today though soon visibility was 0
https://i.imgur.com/5vYdiXp.jpg
How many men!

MISSION DEPLOYMENT
We are tasked with holding the bridge & stopping the advance, in the bottom of the map I added fords to every other hex along the stream to aid the AI crossing, nothing got stuck.

Purposely deployed light on expected main avenue of approach & behind the bridge as expected heavy bombardment, was right just did not think big enough. They were supposed to be supported by units on the elevations to each side but due to the level of dust this never happened till turn 8. North Flank purposely deployed heavy & with halftracks to act as a reaction force.
Shot myself in the foot bought mines to place in front of the bridge then decided that was to much & was going to place a few to screen squads but forgot.

RECAP
We are currently on turn 13 so some screenshots - smoke off its light
Thought I had a deployment save but no.
3 most forward squads & a sniper have perished Company A who were tasked with holding here could well lose 2 complete platoons so things are not going so well this time.

2 StuG's & a platoon of Pz Gren (1 dead) are behind a broken tree line by my mouse cursor at the bottom of the picture.
Top tank attack swung in after meeting resistance - infantry may be following?
The AI formed up truck infantry & tanks here before following the first push by SPGuns & infantry after it eased the front edge of the bombardment which stopped completely on turn 11
https://i.imgur.com/Nz67cst.jpg

Bottom attack was lead by a probe with SPguns one however decided to stop so I sent a squad to find it. My SPmortars & HQ were camped on the flank to avoid the barrage which they did but I had to pull them out.
Company B has had a quite time only one squad has engaged taking out a tank with its AT mine on the second attempt. Tanks & AT teams have engaged the armour attack which has only just commenced.
https://i.imgur.com/1mMOwYw.jpg

My squads on the main approach fought valiantly I could not have asked more of them but once the tanks turned up & they ran out of smoke they were overwhelmed.
They received virtually no supporting fire till turn 9 because of the blanket of dust, turn 11 before could really help much. They managed to stall the first push but now the tanks have turned up the AI is moving forward.
I missed an opportunity to place fire missions on the form up area, partly because my arty was only firing every other turn in an effort not to give away their positions. When I did place it missed anyway as the AI remained in place.
Arty is now going full bore as I think positions are known 2 Spitfires made a run around turn 6. Both were hit one downed but not before overflying my artillery park.
We will take up the action next post but I think I made a bad call leaving my arty battery on CB fire. That's habit thought fire missions were to dangerous but I bought 17cm it can do them.
Should have used it to stall the infantry & perhaps damage some armour to give my squads some relief.

Imp
July 1st, 2020, 11:09 PM
Forgot bought 2 ammo dumps & 2 bunkers as support.
1 ammo dump & a bunker were destroyed by the barrage in the first few turns. The other bunker is heavily damaged can only fire one shot a turn & so far has fired twice for no effect.

Imp
July 2nd, 2020, 04:47 AM
Position at start of turn 15

Lost contact with my offboard battery so only plotting this turn.
Only 4 or so British batteries opened up on turns 13-14 (now 12) so decided to throw caution to the wind & risk moving a few units.
Mobhack surmised I think correctly that most are general support so long call times.

Really fretted over the underlined units considered pulling them out but I need kills the Brits still have more armour than me. Be a shame to lose them StuG now has 12 kills taking out 3 last turn, the MkIV damaged 2. If the other StuG digs in in time I may be able to pull them out.

StuG advanced to take position to cover the advance & hopefully dig in before the arty starts.
MKIV pulled out heavily damaged its fight is over
https://i.imgur.com/KERPHTg.jpg
Halftrack has tanks inbound so retreated.
The StuG managed a probe killing 2 tanks but now not sure what to do with it as the artillery is inbound. Head for the stream & hope no arty or risk trying to dig in.
AI did a nice combined arms move sending that squad in, if there are more we could be in trouble here all the units I have there are in the screen shot.
Reaction force is looking less & less likely as 2 of the 6 armour units are heavily damaged. The one that pulled out confirmed it cannot shoot if it moves at all.
https://i.imgur.com/Mq4nEhh.jpg
Down South its been fairly quite which is a worry I think all hell is about to break out, is the AI forming up again?
Pretty confident I can stop this attack with minor losses though so only 1 8cm Mortar is supporting here hoping to lay some suppression.
https://i.imgur.com/hDc7TCo.jpg
One of my artillery crew is making a valiant attempt to return to his tubes. I have a horrible feeling I have signed his death warrant & he wont make it in time.

Over turns 13+14 the AI gained little ground & we managed to kill a further 14 units for 2 losses ourselves.
Kill ratio is just over 4:1 in our favour but the AI still outnumber us by 4:1 in terms of men. The AI losses are evenly split between infantry & armour, 31+32 26 of which are tanks. We have managed not to lose any tanks yet though 2 are effectively out of action.
More confident of containing them now when the barrage restarts they probably will have to stop advancing. Only issue is if they can make a run for the VHexes.
https://i.imgur.com/w7pHbWE.jpg

Imp
July 2nd, 2020, 07:39 AM
The next 2 turns did not go so well kill ratio is falling we got 10 units but lost 5 in the process.
The barrage has still not resumed at intense levels & the AI managed not to hit itself.

My artillery crew has made it back can he reform & entrench in time, another crew has vacated its position however.

Screen shot shows I decided to pull out the StuG & MkIV under cover of smoke. Tanks near by were unsuppressed & when an AA unit & halftrack tried to put suppression on them at 20 odd hex range they died instantly.
If all goes well & my smoke lands okay they & the StuG that moved up should be able to lay flanking fire on the 4 hex rows before the bridge. Bet something interferes but its worth a shot.
Purple lines shows 250/11 moved to get a rear shot on that Sherman but failed to cause damage, it then moved back in cover. During its turn the Sherman took the bait & moved into its sights & a MKIVs, its undamaged but retreating.
I think we have killed most of the armour from the top attack, fairly sure there are some infantry still around fending off probes.
https://i.imgur.com/GoHG9Pq.jpg

The main approach is nearly overrun 4 unhealthy squads with 10 armour units bearing down on them & I saw more Churchills in the formation area. The Bunker did get a SPGun before a Churchill put a round through the observation slit.

I was right to think the position in the second screen shot in previous post was getting dangerous. The StuG got immobilised by the barrage, it now shares the same hex as the lead halftrack which has lost its MG & the squad above died. The other StuG there managed to fend off a Sherman at point blank range despite being suppressed.
Getting tense & if a tank swings in from the middle its out of the StuG's fire arc & a sitting duck.

Action in the bottom part of the map was surprisingly quite maybe there are not more tanks there.
We missed the Sherman that was in our LOS & it fired the dischargers. The AT team got it in the AIs turn but is now out of ammo & in a precarious position. The Churchills advanced have LOS on one still but all hits bounced & it seems to have shrugged of any suppression.

Imp
July 2nd, 2020, 11:55 PM
Turn 18 Things are now getting really tense the barrage has not resumed in strength probably about 10 fired & its moving around not like the original barrage that just stayed in place for 8 turns or so.
I really cannot wait wish it had resumed so I know where its safe to move we have problems I will just have to take risks

Firstly ammo resupply has moved up most of my arty is ammo critical, the good news is my 17cm has finally fired & hit a lot of tanks in the main advance so they should be suppressed. They have been one hex move or stationary firing at the few remaining squads there, all but 2 are wiped out.
They may try making a run for the bridge once they are gone.
Due to this 2 tanks have moved to take up position from the South Force, don't like sharing emplacements but realised the other is on impassable terrain once I got there Doah!
Some arty started falling here hope they dig in & view does not go to pot.
https://i.imgur.com/FgUb0gZ.jpg

The StuG that has been in the centre of the action took advantage of the suppressed tanks in the centre & killed 2 more but it took 4 shots to dispatch them, AP ammo is low but should hopefully last.
We had a lot of hits bounce this turn which has not helped & while I was correct we had virtually eliminated the original Northern Push a Churchill turned up bet more are inbound.
Arty has started to fall here to but light & towards the rear. Ended up sharing emplacement here because of it as we were moving forces to cover centre.
5 hits on the Churchill for 1 damage damn. Tanks without LOS fire smoke to block that LOS & screen infantry & an AT team who have left cover to take up assault positions.
They put some fire into the couple of infantry units there along the way now there is only one known.
https://i.imgur.com/DXUcsFP.jpg


Just South of the main attack the situation is lost the StuG that can still fire placed smoke to screen the other & fended off another adjacent attack
but took heavy damage in the exchange - another one shot unit. Still managed to destroy another tank as the dust cleared in my turn before bolting for the treeline.
2 squads have PIATs my MMGs can cover this area but not very well I expect the other StuG & halftrack to die.
https://i.imgur.com/gntP5Es.jpg

In the South maybe I was wrong there is nothing more coming a couple more Churchills turned up & despite a fair amount of duds we managed to kill them.
The Sturmpanzer got 2 & tanks the others after a fairly heated exchange due to the duds, no damage was taken.
If nothing turns up next go I am going to send infantry out for a look I have a lot of units here. Would like to reinforce the centre if the artillery allows.
The AT team is moving to a safer position as its ammo is gone & I still need to deal with that SPgun its not moved. Its in a tricky spot to attack however so that might have to wait till I see if I manage to resupply my artillery & can spare one unit to suppress it.

At least the kill ratio is back up to 4:1 as the Brits only killed a couple of units, losses now stand at 80:21
Company A has lost most of E & all of F platoon, Pz Gren have suffered to especially the halftracks due to the bombardment - they are close to losing O platoon.
As we are approaching 20% losses we will take a look at some War Cab screens in the next post.

Imp
July 3rd, 2020, 02:03 AM
Okay so lets take a look at some of War Cabs offerings its fairly easy to grasp.
Note with most of these you can hover over a point & a popup will give more info.
We will start with a few from the Dossier tab, this will show how my core progress throughout the campaign.
You could if you wanted look at individual units progress & kill history & there is a screen that gives top & bottom 5 in several categories but we will start with core makeup.

This is by units not cost & as I have made only made minor changes remains the same for both battles. Swapped squads for pioneers.
As you can see 39% of my force is infantry, hover over others for popups
Armor is 13.9%, Halftracks (APC) 11.3% etc
https://i.imgur.com/KOjTx5d.jpg

Here are a couple of screens showing my experience progress from one battle to the next.
For the first battle only 6% of my troops were Veterans jumping to 20% for this battle many of whom have I think died so it will be interesting to see the results after this battle.
https://i.imgur.com/VGFA6fj.jpg

This shows experience another way my average experience is now 74%
Best is a MkIV with 86 - Worst a SdKfz11 with 63
https://i.imgur.com/HDKGeKQ.jpg

Now lets look at a battle screen this is kills over time (turns)
The green line tracks the best unit so starts at 5 as that was my best unit in the previous battle.
The blue line tracks average kills per unit - which started at 0.67 & has currently doubled to 1.27 kills per unit on average.
Took screen shot a couple turns back when StuG was on 13 kills.
Note the delay before I killed anything due to the barrage.
https://i.imgur.com/Z3c7Sn2.jpg

Next we will look at the suppression report blue is the average & green most suppressed. You can see the effects of the original barrage - where it lifted the front - stopped & now its climbing again as its restarted but with far less ferocity.
https://i.imgur.com/cGKClS4.jpg

Out of interest I decided to look at British suppression report while I can relate to it.
Did not think this would give anything away but think it has if I am reading the report correctly. Will leave till battle end as said I would in future but was intrigued to see the difference.

Because I can mouse over suppression for first 6 turns was from my counterbattery fire.
Hence the reason Average was still near zero just 1 unit hit per turn. My average was higher for that period as say 1/3rd of my force was getting hit.
Shortly after my arty started continuous fire their average suppression climbed to similar levels (come on supply trucks reload keep it going :))
What I think this has given away is while my arty fire is more concentrated its still affecting a good portion of their force.
I may well be wrong new to this but that's my guess
https://i.imgur.com/9iSBrNB.jpg
I am not but if your the type of person that likes to track units individual progress this is a great tool - highly recommended.
Still a good tool to play with as I will be interested to see how my experience progresses through the campaign.
Also fun to realise some units performed far better than you thought. Last battle I thought Co A was in the thick of it but it was Co B units that had the high kill numbers.

Imp
July 3rd, 2020, 10:00 AM
This is going to be a simple post as the artillery is back & I need to remember where they are hitting.
We have now lost 27 units the Brits 98

Starting at the top
More Churchills turned up a squad assaulted & killed 1 I am guessing the others have turned in to reinforce the centre as have lost sight of them.
Barrage is heavy here including 5in which really hurt if your out in the open. D platoon moved against the Churchills & lost 10 men to the artillery all squads damaged only one not routed. E & F platoon have been totally wiped out so there is not a lot of A Co left. One of its HMGs & the Co Leader are only units unscathed.

All squads are gone from the main approach as that was A Co they have a free run to the bridge & are only 3 hexes from VHexes now. They put up a valiant fight & the 2nd to last one hero rallied & took a Sherman with him. Lost sight now but more Churchills & trucks turned up I counted 19 armoured units still coming. God help us this is getting really complicated I have had to place smoke to stop me taking fire from the new arrivals while I engage the lead tanks. Hopefully mainly with flank shots there are quite a few Churchills now in fact one is leading the way. The AI is making it difficult to I have not seen a tank move at more than 2 hex speed in the last 5 turns here so am burning through artillery ammo to suppress them & reduce accuracy.
Things are really reaching a head right now.
Star StuG is on 19 kills but is down to 10 AP rounds & again in a really dangerous position.

The 2 tanks that moved up SW of the bridge have taken up position & dug in without incident just before the barrage intensified. Of course they can't see a damn thing now, I just knew this was going to happen.

Amazingly the immobile StuG still lives it took 2 PIAT hits but we managed to route the squad. Other squads were held at bay also. I decided to bring the other StuG back to give support as we regained control of the situation. A Churchill is on the other side of the trees but approaching in its field of fire, however now we cannot see a thing here either.

In the South sent a couple of squads on a recce mission we have 2 Honeys inbound which I am not worried about so I have managed to reposition 2 tanks with a LOS covering this side of the road to the bridge. Long shots around 24 hexes & not ideal by any means but at least they are free of the barrage & can see something - for now.
Cannot spare the arty for that SPGun so sent squads & an AT team with back up from the 250/11 to take it out. In position to attack this turn except guess what they are all pinned hit by arty. It missed the 250 & SPgun maybe its going to move the area to the right of it took a pounding from 25pounders.

My arty got a partial refill but one of the ammo trucks had not fled far enough so died & crew has abandoned his post. Hope I do not lose contact with my 17cm battery currently walking it around waiting for the best time to use the last of its ammo which will probably be next turn. Immunity to CB is great especially in this battle but fairly limited ammo & no smoke are the trade off.

Confident unless visibility goes completely I can stop them reaching the second group of VHexes after the bridge. If they reach the first however taking them back will be a mission. Of course the AI has demonstrated good use of smoke in past assaults which will really throw a spanner in the works.

Imp
July 3rd, 2020, 11:55 PM
Turn 23 This battle is just bonkers should have called it the engagement from hell instead of barrage which is moderate & I am trying to pick paths through it.
With that great thing called hindsight deploying either side of the main approach was a good call, if only I had placed those mines things would have been far easier.
I deployed to many units in the South however & should have placed a few transport units in the area behind the bridge so my tanks could move up into the emplacements under smoke.

Got some respect for the MkIV's they have proved surprisingly resilient to mid/long range attacks. If this was later & the Brits had APDS most would be toast by now.
Calling StuG's tanks, I have 9 in the North
1 is immobile - 3 cannot move & fire - 1 only has 2 shots - 1 has lost its gun - 1 has 3 AP rounds left so 2 are in good order.
The 4 tanks supporting from the South have faired better 2 have light damage but are mission capable.

The scary thing is most are hanging in the breeze as is the remaining infantry there as we had to leave safety to intercept the British drive.

Most of the infantry here were tasked with finding positions with LOS that the tanks could move to, been a major headache trying to find them.
A few infantry there have other tasks - squad & AT team are going up against a Churchill - squad & sniper are going on a recce mission. That focused on stopping tanks forgot about the infantry want to see what I am up against.

Arty will need to pause & reload before targeting them as the only way to win the tank battle was to throw everything at them.
My 15cm infantry guns are the only ones with a healthy ammo supply, they have not been targeted at all by the barrage - 17cm is out of ammo.
Pretty sure my arty killed 2 tanks think what happens if theirs hit my damaged ones while they are in the open, Sayonara Baby.
Which begs the question how exactly do I stop the infantry?

Managed to stop most of the Brits you can see the kill zone quite clearly however smoke dischargers messed thing up & 2 made it to the victory hexes.
I cannot see the lead tank because of this, think its undamaged but retreating please please run. Ha just checked I have lost LOS to the one on the bridge as well things just get better & better.
Its worse unless things clear I now only have 2 tanks with a LOS to the bridge approach - a 1 shot tank has LOS to the hex before the bridge & a lightly damaged one can target the road hex right of it. I am not stressed honest please let the tanks I can see be it.
Situation with & without smoke

https://i.imgur.com/hNI0Mtz.jpg
https://i.imgur.com/NowjN9Z.jpg

The immobile StuG still lives the Churchill went elsewhere, the supporting one will have to pull out again because of artillery fire.
One of my 15cm infantry guns is supporting them & is the only piece that was not directed at the main force - couple of MG are helping to. Its tied up 6 squads for a good while now but its day is done the ammo bins will be dry next turn.
Strongly considered pulling the fairly intact Pz Gren & his halftrack out to try & slip round the back through the woods & get some eyes on things.
Decided 6 against 2 with MMG support they will duke it out to the end & tie those squads up, do not think the Brits will task armour here.

Down South the SPgun is dead - forgot till I looked it has an unarmoured rear so just fired squad weapons there for an easy kill.
Turns out there were 3 Honeys one still lives
The 2 squads that went for a look have moved fairly far East, bit tricky avoiding Honeys line of sight but they report no contact.
High confidence the battle for these VHexes is nearly over so we are pulling units as the artillery allows leaving a small attending force.
One ATG made a high risk trip & hopefully will move to take up position covering the bridge area next go.
Trip was to risky arty just missed it so the rest will take the long route all the way round the back of the map to avoid it when they can move out.
Remaining arty transport is heading over to ferry them as I have little transport here.
Need more infantry in the North for eyes not just armour.
This is going to take a fair while, considered charging forward & round as of course its an arty free zone plus a punch to the rear but then I will probably run into AAA/ATG guns.

This is an insanely hard battle so much for remaining dug in, way to much can go wrong for my liking.
If we can get the Brits away from the VHexes I would expect then to throw in the towel but it will only take 1 size zero unit slipping through to prevent that leading to another 20 turns of hell.

Imp
July 4th, 2020, 01:04 AM
Quick update on AI turn little happened, barrage has eased somewhat
The Lone North Churchill has vanished probably heading to centre.

Lead Sherman did retreat, single shot tank scored a hit - no effect.
Just moved another & put a further 3 shots its way, 2 hit its now routed but that is one tough Sherman its still undamaged to my knowledge.
MkIV & a Churchill exchanged fire its damaged we came off worse.

Imm StuG is out of all ammo except a few AP rounds & now faces 9 squads there.
My damaged PZ Gren squad perished just the one in reasonable shape & HT remain.

South the last Honey died as did 2 Mech Scouts mainly by sniper fire, wonder if there is a 3rd they were probably riders.

DRG
July 4th, 2020, 09:56 AM
Can this program be used on a standalone scenario ?

zovs66
July 4th, 2020, 12:07 PM
The short answer is yes.

DRG
July 4th, 2020, 01:04 PM
Thanks

Imp
July 4th, 2020, 07:41 PM
DRG its worth taking for a test run even if it turns out not to be your cup of tea.

Imp
July 4th, 2020, 08:12 PM
Mid way through turn 26
We have lost a good portion of our core over 200 men, the Brits have lost over 900 & are still pressing forward.
Around 1,000 of there men will be manning the batteries I would guess big crews.
British morale might be fading the last turn seemed easier, lets hope so.
Discrepancy in kills is because it only records core forces campaigns, Bunker must have killed another unit I did not see & somehow its crew still lives
https://i.imgur.com/8DBrVgI.jpg

Its a complete mess we cannot stop the infantry heading for the bridge from entrenchments so have gambled on the long plot times for artillery & have moved out as its quietened down. Trying to head for areas it has not hit like the stream & further East in the hopes it hits where I was.
We were getting pounded so given up the emplacements we are now meeting them head on in an effort to reclaim the bridge.
Just thought to look at suppression screen this shows why staying in place was a problem, a lot of my force was being hit by artillery.
Slightly worrying that the average has risen in the last few turns, we have not avoided it all & the fighting has been pretty intense.
its not just the barrage that's causing suppression of course
https://i.imgur.com/IeEglTq.jpg

Much of my arty has also left cover & taken up positions hidden by smoke from the fires in areas that were only hit at the start, they keep getting slapped in their entrenchments & resupply has been fairly untenable.
Most MGs are also getting low on ammo to so selective firing to conserve it.

Decided well forced really to split the South Force.
Some are going round to contain the area behind the bridge just in case & attack from the front. The others are moving NE to hopefully attack from the side.
They have had to lend support to stopping British infantry crossing the stream.
A small portion of the North Force have also edged forward & have run into light resistance, artillery is hampering operations here & the supporting tank had to withdraw.
Don't ask about the state of my tanks more are damaged than in good order now so have to be careful planning hit & run attacks.
North
https://i.imgur.com/zrYfHKT.jpg
South
https://i.imgur.com/Zi4QleC.jpg
Amazingly the immobile StuG still lives would be nice if we can save him, thought he would have bailed out or died by now its been assaulted at least 6 times

The action is not so intense now first ease up to date so this is what happened in main area - key is below
https://i.imgur.com/on0lSkt.jpg
Target is 2 Churchills & routed Sherman part way through my turn, they have been hit with mild artillery
A - Couple shots each with MG for more suppression on squads there.
B - My squad attacks also then switch to other as take a lot of fire from newly seen squads at F
C - I hex moved & took out lead Sherman (done already)
D - I hex move receives I shot so other moves up between them they take out all 3 targets then run
visibility hexes are from D - heavy arty is falling in the hex we fired from hence scoot & shoot tactics.
E - Repulsed infantry advances
F - Discovered infantry & now dead routed Sherman
G - 3 more Churchill's turn up.
H - Poised to retake VHexes
Its all action there is no let up they just keep coming.

Superstar StuG is on 21 kills now, 19 in one battle must be a record surely. it only has a few MG rounds left.
Going to try making a run for the rear covered by the damaged StuG that is poised to retake the VHexes (that's the bunker crew behind him).
Probably just going to park up somewhere I would like to reload him but arty has priority.
British owned Vhexes are currently worth 430 points a turn to me so we need them back.
Major worry is getting caught badly by arty now we are in the open.

Imp
July 5th, 2020, 07:47 PM
A few British units are still turning up (unless they are empty trucks) but confident they have lost the will to fight now.
We had taken no losses in the last few turns then the arty resumed, those 5.5in hurt they are responsible for Allied kills. Also pretty sure one shell scored a direct hit on another squad killing 5 men.

North Force have I think won the skirmish there, tank went round the barrage to lend support. 250/11 failed to kill the Churchill but forced it to continue running & put a shot up its tail pipes ending its retreat.
They have partially achieved objective of getting eyes on enemy rear.
View from sniper last turn.
https://i.imgur.com/8o2OBQr.jpg
Overview of situation this turn with barrage resumed in force.
https://i.imgur.com/kFyCJmQ.jpg
This has stopped play in most areas the units moving against the last 2 Churchills have had to retreat to safety.
Only areas we are risking movement this turn are
Road leading to bridge is clear 2 Pz Grens in HT will move to help 2 tanks performing dangerous task of picking through the wrecks now we have VHexes back.
Very heavy barrage to either side MGs & my FOO are being hit hard.
The push towards immobile StuG is free of barrage so will continue we might save him yet.
Tanks have actually done really well cannot remember ever having so many damaged units but importantly most still live.
4 are trying to avoid action & survive as damage is severe now things are wrapping up.
https://i.imgur.com/MmeBBam.jpg

Imp
July 5th, 2020, 11:04 PM
Its all over thank heaven 2 solid hits by a 5.5 in battery wiped out a pristine squad in 2 turns - all 13 men ouch.
Decisive victory - very pleased with only losing 6 tanks in the mayhem. The poor infantry suffered badly A Co is at less than 1/3rd strength.
Artillery were exemplary returning to posts several times all but 3 are damaged, thought I had lost some.
Would not have liked to try this without op filter most tanks were set to infantry engage range 2 to stop distractions.
https://i.imgur.com/wez3THh.jpg
Glad we did not need to mop this lot there are a lot of units left, trucks obviously are empty & moved to safety but that's a lot of infantry to Shepard.
https://i.imgur.com/dOT14ys.jpg

Suppression & readiness reports for the battle for you to make of what you will. Readiness is a contrived report by Eric that seems to represent the position fairly well in my view.
https://i.imgur.com/LJ40Vmt.jpg
https://i.imgur.com/CBBVXei.jpg
Readiness collapsed around the time I thought they gave up reinforcing my view cannot look at enemy reports till battle end.
https://i.imgur.com/TR2EiyT.jpg
https://i.imgur.com/f8kW9UP.jpg

We are tasked with taking advantage of the situation & pushing them back, attacking next battle.

Imp
July 5th, 2020, 11:33 PM
Interim report
There are many other screens we can look at from kills & losses to increase in cost of units due to experience gain. For now we will stick to looking at Core experience gain.
Unsurprisingly the Stug with 21 kills was the biggest winner gaining 13 experience.
Several MkIVs gained 12 exp one is the most exp unit at 93 with several in the high 80s.

Heavy losses mean average & worst exp units remain virtually identical due to the replacements.
However we got a bigger jump in veterans than I thought we might another 10%
On reflection the ones that survived were the ones that were in the thick of the action so they got big exp gains.
Quite a few double figure drops in exp where units were replaced offset things.
https://i.imgur.com/E76hgnM.jpg
https://i.imgur.com/i58ld33.jpg

Imp
July 6th, 2020, 06:37 PM
https://i.imgur.com/Z4g8ANF.jpg

British again - Map & Vhexes as came however visibility came out as 1 so I rolled 2 die, result 3-2 so set to 28 hexes.
Support units
3 SdKfz 222 armoured cars
3 Opel trucks for transport
1 10.5cm battery it has smoke unlike my 17cm

Forgot to mention Co A+B's HMG are doubles - Pz Gren's MMG are singles as expect to use at closer range so size zero preferable.
Also small crew size makes it easier to scoop them up for a breakthrough into the rear.
3 of my arty units now have a call time of 1.2 not 2.2 so have some fast plots.

22 Turns till they start getting points for controlled VHexes

PLAN
Thought about the obvious North Road but looking at the map decided to take a leaf out of the AIs book & use the South Flank.
So long as it has no one deployed in bottom 2 hex rows initial approach should be unobserved.

Trying a feint in the North the force here is only to locate units unless the fighting is light.
SP mortars have smoke plotted - will move after fired. 222A/C will move in LOS in the hopes the AI directs arty this way as everyone else is trying to stay concealed.

Risking a fairly fast push down centre road to see if anyone is in the trees just before Hill 1 so I know if we are spotted. Opels are ferrying here.

So main attack is on the hills with flanking force hoping to engage from side & rear. Rest may attack hill one frontally or from the South depending on what unfolds.

Pictures shortly to clarify once we do a few turns

Imp
July 6th, 2020, 07:29 PM
Turn 2 forgot to draw on British deploy line - its the hex row to the left of 222A/C path at the top.

First 2 turns are uneventful I do not think we have been seen yet, no shots fired.
My 17cm battery is Exp 74 & seems very good at CB already as hit a 25 pounder on first turn. Unfortunately it landed directly on top of 1 of my SP Mortars, first blood to the Brits its immobile & has lost its weapon.
One platoon on foot has had to go round the other barrage that fell.

Central force has spotted a Honey & by luck an ATG has a LOS on it, the other should to next turn, most arty is plotted.

We are not ready to kick things off yet, tanks are still moving to behind crest lines so they can pop up & fire, infantry has checked LOS for them.
Will see if we can locate some other units before we open up or at least be in position to see them when they do.

Would prefer the the ATG on the rough hex beside it that was its original destination but probably lose sight of the Honey.
15 Hex range so can take it out & hopefully return fire will give the tanks some targets.

Tried stitching screenshot together for overview of position at end of turn 2
https://i.imgur.com/TSPv8Fg.jpg

Imp
July 6th, 2020, 08:41 PM
Position at end turn 3 ready for the kick off or may delay 1 turn to get 2nd ATG on a rough hex & let my arty take effect.
British have fired smoke screen between top & mid forces.

TOP
Will just report when contact is made, as can see the Honey we know it saw the 222A/C just did not take the shot due to range.
Will they take the bait & drop artillery here?
https://i.imgur.com/HTcOYwz.jpg

CENTRE LOS hexes from 2nd ATG, HMG good fields of fire to though British smoke screen has obscured some of it.
may have contact in woods next go.
https://i.imgur.com/3FmMmW8.jpg

BOTTOM LOS from 222A/C
Units in bottom half of map have LOS to Hill 1 on this side of the tree line on it & about 2/3rds of Hill 2s top couple of elevations.
Tree line is low or low density in quite a few spots.
The ATG that went with flanking force will now proceed on foot to rough hex NE of it.
https://i.imgur.com/GWIQnLN.jpg
While think of it if get Brits next battle will probably reload to try & get the Yanks as like in RL they seem to have stayed in their disembarkation zone for to long.

Imp
July 7th, 2020, 12:19 AM
End Turn 5
The brits did indeed fall for it & place arty along the road, however some fell on Centre road killing an Opel truck I had supposedly moved back to safety. Its okay fast push means its falling behind us.
No more CB fire by my batterie lucky first turn location.

TOP
Contact made that's one tough squad man down despite 7 units engaging inc the StuG & both A/C. One only moved one hex nearly 40% hit rate but just shrugged it off.
Oh well but those little A/C are usually pretty hard on the on infantry.https://i.imgur.com/rbrnJPi.jpg
Centre
Honeys died to ATG one took 4 hits to succumb, no infantry fire from that area so will press on for front of hill 1 & that clump of Vhexes by the trees.

Destroyed a Mech squad in trees & took fire from another squad, StuG smoked deal with later priority is locating an ATG as its holding up the advance. Leading squad risked fast move should get eyes on next go.

We spotted an M10 3in tank destroyer unfortunately its 30 hexes away from the tanks so they moved onto hill so in LOS range next turn, received fire from ATG in AI turn. Arty should hit M10 & hopefully the ATG this turn.

If anyone is interested M10's were very dangerous especially if armed with 76mm or 17 pounders the speed & visibility due to the open top worked.
Germany had very limited artillery in the last few years of the war, could not manufacture the shells due to lack of resources.
Being open top was therefore not such a big issue & the extra visibility compared to tanks of the day paid dividends. In US hands I think they destroyed around the same amount of tanks as all the Sherman's.

BOTTOM
Now engaged squad routed note arty plot including smoke.
https://i.imgur.com/W6E5JuE.jpg

Imp
July 7th, 2020, 12:30 AM
Sorry Centre screen for turn 5
https://i.imgur.com/ccxWwuE.jpg

Imp
July 7th, 2020, 10:56 PM
Situation Turn 9 Start
Shocking couple of turns my brain must have gone to lunch the only reason I have not lost several tanks among other things is luck plain & simple.
The AI missed several decent accuracy shots, brain finally came back on line to save the situation but spent most of the turns reacting to the AI in a stupid fashion.
Wasted a lot of smoke that I will need for the ATG that are probably protecting the rear area.
LOSSES
A halftrack & immob another one with a silly move, drove 250/11 on top of Hill 2 by mistake - at least he spotted a Sherman before a Churchill I think killed him.
Drove a truck straight into enemy LOS - pioneers survived with 3 hits.
So many more cases of infantry taking losses due to silly moves.

NORTH
Resistance seems light pushing forward - there is enemy arty at far East of here.
3 squads engaged & trying to find a Bofors AA gun, 222A/C hiding in depression till StuG can deal with it.

CENTRE
There is a ATG just North of hill 1 its fairly close so tanks have had to pull South.
There are infantry on front face of the hill, probably should not have attacked here till could come at from side as now need arty to tip the balance.
There are not many rough hexes but the AI has made good use of them its units are on them making life harder.
Finally killed the ATG but infantry took quite a few hits doing so, turns out screened by 3 or 4 squads.

There is another one here just SE of the M10 making attacking the M10 difficult, they have fields of fire to flanking force.
Calling in smoke my arty batterie somehow missed the M10 completely to make things worse, most in fact was errant & missed there targets.

Force on rear hills is advancing, another 2 hexes visibility & they might have been useful there. Luckily the tanks did place smoke to screen before entering the depression or they might have been siting ducks.

As said 250/11 located a group of tanks the hard way in SE map area, one spotted.
Need a plan probably engage them from hill 1 with long shots then finish from hill 2. Will need smoke to cover from whatever else lurks in the depression behind hill 1.
https://i.imgur.com/q6ApFpE.jpg
I have lots of decent tanks effectively a Pz Kompanie 17 tank formation with 6 upgraded to StuG's & they all carry smoke. No mediocre tanks I should be using them better the AI probably has about the same number as its a delay.
Hopefully we will make better progress & clear the immediate area in the next few turns.

Imp
July 8th, 2020, 09:33 AM
Okay last effort obviously threw me this is turn 9 sorry.
Trying to use same colours in pictures - purple LOS/target - red move - blue ATGs etc - triangle low density unit - solid triangle specific unit.

I will be relocating my arty over the next few turns as will need to target hexes out of range shortly. 17cm covering for as has not CB fired since first turn. Also as no planes have turned up half the AA units have gone forward to give fire support.
Considering moving FOO later to Hill 2 but the AI is very good with its arty this battle, its hitting where I am not where I was. Only just started moving AT guns forward because of it.

We have not suffered any major losses but infantry have taken a few hard hits 4 half strength squads & arty has damaged a few halftracks, 3 units lost.
British losses to date - 2 Honeys - 3M10s - 1 ATG - 6 infantry units & their FOO last turn.
Hope arty will become rest accurate now he is dead.

NORTH
https://i.imgur.com/azHBLZf.jpg
Killed 1 of the original squads, the other 2 are running, discovered another 3 near the road.
On rough again & they hit hard killed 4 men despite discovering squad moving slow.
Where are the others - normally come in platoon's of 4?

For the moment we will ignore them 1 platoon needs to get in front of StuG's to search for guns, once dealt with we will swing round & attack them from rear. Other platoon will support from purple area to bring overwhelming force then.
Forgot to mark hidden sniper 6 hexes in front of StuG
Sending an AA unit to support but no artillery support unless we run into heavier resistance.


SOUTH
https://i.imgur.com/oOUOimm.jpg
Supporting fire from tanks & AA has broken the defences on Hill 1, not found that ATG yet however.
Hopefully we will be able to swing up & round to attack the area with 4 Vhexes from 2 angles.

Fighting in the area to either side of the road has been fairly intense, cannot dislodge that squad on the rough hex despite Sturmpanzer putting a few rounds his way.

Taking out M10s proved difficult (smoke had not fallen need to avoid hidden ATG)
Other Sturmpanzer drew fire as decent armour revealing a second M10 in the trees.
Not ideal 4 against 2 & I need to short move, somehow my 10.5cm battery missed them both - plotted right on it.
Every single hit on both sides bounced damn, committed now so pioneer takes position checks LOS & smokes a hex to protect from a side shot from Churchill & StuG moves up, takes all shots to kill 1 so fires dischargers.

Have several units with high hit chance targeting decided not to smoke & fired the 222A/C for good measure. It only fired once missed & our oppfire bounced again!!

Smoke fell pretty well need to take out the ATG & time to get in position to attack Churchill & friends.

Imp
July 8th, 2020, 07:11 PM
Update
In the North StuG & a 222 teamed up & dispatched the sniper.
222 went on to discover the 4th squad, unfortunately that lead to it being on the receiving end of a rifle grenade.

M10 finally succumbed to the onslaught & we found the top ATG slightly further East than I thought. Its not going down without a fight & has killed several men.

Central road is being targeted by arty hampering movement, expect it to stop now but bet it targets the area we want to attack Churchill's from.
He has 3 friends 2 Sherman's & another Churchill, one found by a squad the other by a MKIV that fired dischargers & is OK.

Should take our first VHexes next turn & hopefully find the other ATG.

Imp
July 9th, 2020, 03:04 AM
Turn 11 start
We have been killing infantry on the approach to Hill 1 & routing from the battle for the road, also got the ATG.
Arty must have got the other ATG or routed it I am right on top of it, no sign of the gun though if crew abandoned.
Did not think it was so many but War Cab now lists 22 kills for 4 losses.
My arty is back online this turn so going back to CB fire - Expect some British arty to hit my locations but most should still be replotting.

NORTH
https://i.imgur.com/EEvBHcK.jpg
Found the Bofors & a Patrol (under mouse pointer) forward StuG shares dead 222A/C hex

SOUTH
https://i.imgur.com/Z5PXhYs.jpg
Attack against area A is going well a platoon of Pz Grenadiers is heading for the hill top from the SW.
https://i.imgur.com/vxARLPB.jpg
We are poised to kick off attack on the group of tanks, 10.5cm placed smoke & will move to hit that infantry line.
Fine tune this turn but expect most smoke to disperse probably in the AIs turn allowing LOS from Hill 1. StuG's have dischargers off & should be safe at that distance if they take fire.

Hill 1 will kick things off on the next turn & perhaps cause some damage.
The group on Hill 2 will then go for the kill shots if dischargers do not mess things up. They are bound to hoping to get 2 of them, 3 if lucky.

Furthest South ATG is in kill range arty delayed the others but they can add suppression if needed or get lucky if someone runs.

Schedule is not bad forgot advance not assault VHexes are already giving Brits a few points.
They own 17 so by my reckoning are now getting 78 points a turn more than me. Germans -24, Brits -102

Imp
July 9th, 2020, 10:03 AM
Turn 13 start
A lot happened this time 9 more British units down & we now control 10 VHexes.
Amazingly while the North have had to modify slightly on the whole we are still following the original plan-nearly a first.
NORTH
https://i.imgur.com/s2T6DJZ.jpg
Should kill the Bofors - if not will smoke it so we can destroy the enemy here.
AA had an eventful trip one got caught between an ATG & the new squad now routed in trees.
Not going after the ATG but it either moved adjacent to the squad or stayed in its sights, tricky rescue mission to target the squad.

222 & AA staying out of LOS along road as no idea what's there, probably smoke with StuG as don't want a shot to its rear either.

SOUTH
https://i.imgur.com/SOxd4cq.jpg
Nearly cancelled the attack as found another tank for 5 in total & there are no VHexes there.
Also we had real fun clearing out area A on Hill 1, the StuG's went to take up firing positions - where they are now & the hex to SW.
They did not notice the PIAT teams who as often happens were waiting to let off multiple shots in the AI turn which would be to the rear if I engage the tanks.
Infantry spotted 1 then ended up pilling in when second was seen, trying to take that one out brought the Churchill into play.
Got chaotic but caused retreat & a kill in the end despite there being 3 good order squads as well, 222A/C saved the day.

StuG's were surrounded by smoke in the end. They 1 hex moved & started the tank battle finishing off the Churchill when it presented its flank to them. Going after the new Churchill now.

Tank battle went better than expected got 3 the other 2 killed by the ATG - one had been damaged by a MKIV. The remaining Sherman may be damaged cannot remember. Sturmpanzer exited the depression behind it & took 1 damage from hidden ATG as smoke had cleared.

That field is a pain need to get the infantry forward gun hunting there are bound to be more.
Forgot infantry found a Honey about to assault with MkIV & 250/11 backup.

Imp
July 9th, 2020, 08:36 PM
Turn 13 update
We have lost a bit of cohesion now starting to get out of contact issues.
All infantry platoon leaders have radios as do Platoon I of Company B.
2/3rds of Pz Grenadiers have them, unfortunately MG & ATG's do not.

NORTH
Overwhelming force hmmm more infantry keep making themselves known.
Either need a bit of arty support or could smoke & go for VHexes then they might move off the rough hexes.
HMG is tied up with Bofors forced abandonment by crew.

SOUTH
Killed the Honey - those Panzerndmine 3s seem pretty reliable for a 2 hit kill only lost one man, hopefully it goes as well against the Sherman.

250/11 took remaining VHex there & is immobile, PIAT hiding in the woods.
Thought it was lost no rescue but 222 found an elevated position spotted & killed it.
You have to love them vs infantry its nearly out of ammo but has saved my bacon 2 turns in a row.

Tanks fired a lot of smoke to allow grabbing another VHex & screen from expected guns, its running low but should last.
Several squads mounted up to move across the field & act as eyes.
Risky but all the arty fell on Hill 1 - Company B Leader lost 5 men can't help him major suppression.

1 Damage on the new Churchill before it popped smoke, he has a friend who has just been hit with arty so is the next target.

Imp
July 10th, 2020, 05:37 AM
Turn 15 start
NORTH
https://i.imgur.com/aHvFqwq.jpg
Took stock here 5 vehicles supporting attacking from 3 sides we have overwhelming force, they will die fast as run into my arms.
Worked perfectly 2 turns & that's all that's left of 6 squads without losing a man.
Then ran 222 straight into a hidden squad.

F Platoon are splitting going for 2 mortars down the road.
Rest will take these VHexes & hold them.

SOUTH
https://i.imgur.com/fYc0c4C.jpg
Obviously its not Platoon F that's going to hold this VHex had them in my mind.
We may need to head North into woods later to end the game I know an ATG is in there, possibly a few others units to.

Assault on Sherman went well lost nobody, it was suppressed possibly damaged already. Lone Churchill has used its last discharger.

Getting LOS on those other Churchills is proving harder than I thought & its PIAT team city up here another 2 encountered along with a couple of squads all dead. 222 is down to its MG now.

Mortars are placing smoke behind Churchills just in case.
V Hex just above them we need but if we push further East it will just be infantry with MG backup, why risk the tanks.

Should have extended the smokescreen further South Halftrack & passenger died to an ATG.

Co B Leader got hit again but no more damage & we got our 2nd CB fire in retaliation.
Brits own 8 Vhexes losses G7:B41
Getting the hang of stitching the screenshots together now.

Imp
July 10th, 2020, 10:08 AM
Turn 16 it was all going so well.

NORTH
Turns out the 222 died at 2 hex range to a PIAT armed squad & there were 3 of them. This is going okay 2 are dead.

SOUTH
Still not found the ATG's despite being only 3-4 hexes away.

Turns out that lone Churchill wasn't on its own after all.
Badly mauled squad & MkIV without a gun, another is going to die next turn.
No dischargers or place to move so only hope was kill one tank & hope it blocked the line of sight to the other, it didn't.
It missed a 80+% shot we are not going to be so lucky next turn.

PARTICIPATION TIME
Its a self contained action only these units can participate if you want to figure out a plan of attack yourself.
British units in ignore area are routed or have no LOS.

This is the push against the other Churchills that's been going on for a few turns. We have probably removed 5 squads from the area in that time & a few PIAT teams but they still have a lot of supporting infantry.
Close range in my view to attempt a sneak attack & wont happen unless some units can be neutralised first.

Slim chance my AT team is still hidden it received no fire in AI turn.
Units with LOS to it targeted other units.

KEY
Germans - 1 pinned unit circled rest in good order - 2 halftracks have passengers.
AT Team reports a 45% hit chance.
British - 3 good order (ready) units others pinned buttoned.
The top Churchill possibly fairly heavy suppression though the Brits seem to have rallied well so not banking on it.

Orange - Low Density trees - Crest Lines - numbers are elevations - solid hex smoke no LOS
Yellow - current LOS to infantry units.
Purple - Current LOS to Churchills (dashed means nothing just did as getting cluttered.)
https://i.imgur.com/HUabspb.jpg
Hopefully screen is clear enough & some of you enjoy figuring out how to approach this one

Imp
July 10th, 2020, 10:13 AM
Right click & save picture might be the way to go if you want to have a think.

Imp
July 10th, 2020, 11:17 AM
Update its all correct except
Sniper - can see squad NW of lowest Churchill
AT Team - can see that squad & the 2 below the Churchill (3 squads on the crest line)
Bummer pretty sure dust obscured last turn.
Did not mark but squad with adjacent British squad is only unit with LOS to it. would expect to win combat with 1 or 2 shots otherwise move up a tank.

All infantry including sniper are known - only possible exceptions are the top squad & AT Team. Both MG should be concealed still.

STOP IF WANT TO TRY I HAVE LISTED POSSIBLE OPENING MOVES BELOW HAVE AGO FIRST



























Possible opening moves I might go for fire against squad unless stated otherwise.
MG > couple of bursts @ Churchill
Pinned squad > SE
Squad SW of pinned squad > E
Squad below sniper > E
Lowest squad > adjacent hopefully 1-2 shots then squad shown on pic
He is only unit with LOS to adjacent pinned squad - did not mark as obvious
AT Team > E @ Churchill
Sniper > Squad mentioned above NW of Churchill - would like to fire before AT team but will probably draw fire from at least one Churchill which may suppress the AT team.

Imp
July 10th, 2020, 10:05 PM
Bit reckless should really wait but we gave this a go
Some artillery should fall on lower 2 Churchill's & supporting squads, more next turn as only a few battles to spread over now.
Need the squads gone to move ATG along channel & deploy (its not a rough hex at the end)

Screen is position before artillery falls with & without smoke -numbers are damage taken.
Pretty much followed opening & AT team lost a man (not shown) despite efforts to reduce fire at it.
https://i.imgur.com/NYVbG36.jpg
https://i.imgur.com/q2DhIwm.jpg
My 2 squads that took damage opened the salvo - expected bad result - my pinned vs a ready squad is not ideal. Other was damaged as a Churchill fired at him.
AT Team missed of course - squads & 1 Churchill forced retreat.

Moved MkIV to MG hex (bottom left) to draw fire as longest engagement I could do - Churchill missed & dust blocked LOS.
Bottom Churchill had taken a fair bit of splash fire so risked moving a bottom tank up- Churchill missed & got a it got a lucky hit around 28% for 1 damage Churchill pops smoke.
The other tanks there moved to target infantry there.

StuG made risky move to snipers original hex & MkIV took over - StuG & both Churchills damaged in the exchange.

My top squads fired at infantry somewhere in this then let one shot at top Churchill - no response.
Top MkIV made a desperate move against top Churchill's flank & only received MG fire from it. Hit chance got to 50+% but all missed.

Last StuG & Halftracks moved up deployed & shot at infantry - top one smoked - other killed the squad there.

If the Churchills move they will run into the squads the halftracks dropped. As fast moving they wont do much but it should be enough to let my tanks win.

Back to more sensible play have plenty of time so probably should have just gone for the infantry.

Imp
July 11th, 2020, 12:42 AM
Turn 18
The Brits are on the move everywhere except the group of 3 Churchill's, my guess started on turn 16.

NORTH
Last 2 VHexes to take are here, will take one this turn the other has a Bofors AA on it. Infantry smoked when discovered waiting for the StuG.

SOUTH
Turned out leaving a guard on the VHex with the immobile 250/11 was a good idea repulsed 2 squads.

The MkIV died as expected but its crew survived. 1 damaged Churchill left there now.
AT Team got one & 2 squads attacked the other its in a difficult spot to approach.
My fault forgot 4th squad in platoon has Gebalite Ladung for its AT weapon, not nearly as good tank shrugged off previous assault leading to MkIV's demise.
Might upgrade these squads at battle end.

Found & killed 1 ATG but now have British infantry advancing through East woods.

Clearing out the area to move the waiting ATG up is proving slow work as only decent LOS to them involves vehicles on rough slopes which I would like to avoid if possible.
British infantry may be inbound their anyway meaning using ATG is not a viable option.

Little progress against 3 Churchills did not engage but got a couple more of the infantry moving.

Forgot to check arty contact at start of my turn resulting in killing 3 of my men.

Imp
July 11th, 2020, 11:43 AM
Turn 21
That went on longer than expected infantry kept turning up, screens are from turn 18 as thought it was over.

NORTH
https://i.imgur.com/zmOVQ52.jpg
Was poised to run a truck over the last British VHex as there were quite a few guns here so not risking the StuG then the infantry turned up.
Took 3 turns to reach that hex then they gave up.

Never made it to the mortars at the end of the road either, guns to the left of me guns to the right of me anybody would think it goes to Berlin.
Pioneer was leading the way as he had a lot of smoke 6 I think, luckily he is my unit with the flamethrower.
Had to use the Z Fire & set the terrain on fire trick as ran out of smoke.

SOUTH
https://i.imgur.com/KBw8Nw2.jpg
Did not think big enough with regard to holding that VHex, as said repulsed first wave no problem. Got a 3rd squad there when the next wave showed up. Probably lost about 20 men 1 squad wiped out before could reinforce & stop them.

They kept coming from the East woods to though that was easier let them run into my line as a platoon swung round behind to finish them.

Turned out there was a nest of ATGs 5 in all. Hunting guns both here & up North hurt had trouble spotting them & they wait till 2 hexes away to open up. Quick kill but get their pound of flesh first.

3 Churchills once striped of infantry were simple enough to pick off, good job to.
First died easy enough second took 4 tanks to kill - 3 firing from 3-4 hex range, 10hits in all.
The immobile one got hit by half my arty thought he would bail but no, squad just walked up to him & switched out the lights.

Marginal Victory - thought it might be a draw to be honest played a few bad turns, fun battle overall though.
https://i.imgur.com/DYoHZDZ.jpg

War Cab shows the tank battle on turn 18 (1.30 on graph) was rough caused a rise in suppression & worst ready state of the battle.
Green suppression line shows I got caught napping defending that VFlag a few units were in big trouble.
https://i.imgur.com/QNLwJFI.jpg
https://i.imgur.com/cDtLfoW.jpg

Finally meeting the Americans for the next one.

Imp
July 11th, 2020, 09:56 PM
Interim
As lost few units last battle we have a big jump in veterans to 47% of my force.
https://i.imgur.com/IMJc4vZ.jpg
Average experience is now 78% - 2% gain per battle. Green line shows though that the more experienced units gained little or none.
https://i.imgur.com/G9yOTwb.jpg

TO BATTLE
Meeting Vs USA 90x70 visibility 38 hexes
Upgraded Pz Grenadier leader - gave him a rifle instead of SMG as supposed to avoid trouble.
Aux units - 2 Kubelwagen & Scouts - 4 MKIIIL's who will sit in instead of a platoon of MkIV's

Skewed logic was thinking till Allies get APCR I have a long range tank advantage.
Switching StuG's to MkIV would have made fairly even that turret is vulnerable at extreme range.
Done first few turns so will do some changes next battle to the armour.

Situation update shortly forgot to put notes on screenshot.

Imp
July 11th, 2020, 11:05 PM
Interesting map hopefully - it came with all those fords though impassable terrain limits there use.

Placed Vhexes to hopefully have fights round areas A + B & tempt AI to go to combat mode there. 1 in US rear so we need to push on.

They have taken one VHex near the road hopefully a scout vehicle meaning timing about right.
Of if anybody goes Mech infantry its the US we will find out.

Deployed to try & fight in these areas as look more fun - scouts, & ATG are leading the way followed by infantry then tanks.
Pz Gren are waiting till contact to move - only one arty plotted.

Tanks roughly split MkIIIs in North with A Co & Grenadiers due to the bridge.
This left B Co in the South with no transport so borrowing A Co 2 trucks to ferry them to the stream. They might get stuck if attempt a crossing.

No plan just quick deployed though the top force should hopefully make faster progress & swing round as its semi mobile. Now looked at congestion in area A could make it a prime spot for US artillery.

My arty will need to move up at some point, finding safe spots if the US move faster than I think was not that easy.


Turn 3 start going to full speed now. Screen is a big stitch together hope its clear.
https://i.imgur.com/MfoEXGo.jpg

Imp
July 12th, 2020, 07:41 AM
Turn 6 Start

https://i.imgur.com/oiiiHIm.jpg
Well this is going to be fun the idea sort of worked though the AI took off really hard & fast.
I did not expect them to get quite so far but they did unload before we could hit any halftracks - got 3 empty ones.
I know there are more scout had to pull back pronto.
They even grabbed the VHexes by the buildings which was not really expecting at this point, wonder where they will head.

Have to fight our way out of a box before the arty arrives & it looks like both sides mech infantry are on a collision course.

Advance was so quick other scout had to pull out so sent him to get a look at the back of the hill the units crossing the ford will need to take. Needs another elevation to see which is not going to happen, in trouble again.
Did not think would need to smoke Ford crossing but that's blown AI will have a lot of info for arty by turn end.

If you have never used US Armoured Infantry they have a scary amount of firepower for the day.
Right map & they are the king of assaults in WWII & the forerunner for todays formations.

Only weakness perhaps is squads have a SMG rather than a LMG but in human hands that's okay due to the amount of firepower.
Each Platoon has
3 Squads - Rifle, SMG, Baz
Baz Team
Decent ATG
7 MGs including the halftracks
Self Propelled Mortar.

My Armour Commander is more worried about them than the tanks, infantry can be pinned or chewed up & spat out fast to if they are not careful.
Tanks need to take out the halftracks so infantry can engage at range & find the AT weapons otherwise vehicles tend to go bang.

AI is getting 60 points a turn from VHexes already we need to get cracking.

Imp
July 12th, 2020, 11:10 PM
Turn 7 start
Have moved scout & MG for a look as shown, ATG going there.

Jumping straight in with no plan may cost me now looked I think the South force will be the arty magnet.
Its pretty wide open so guessing AI has eyes that can see vehicles at least.
No transport to quickly relocate so it misses is going to be a problem, still it will take the heat off the top force & let them do their thing.
South force is only just clearing the fords apart from the scouts, truck made it over the ford but ended up wasting smoke to block MG fire at it. Other is going to collect FOO & MG I think he will be needed West of the stream.

Air strike killed scouts 250/11 here hence think it has eyes on me.
The Aux scout & his Kubelwagen are trouble magnets they were the target of the other airstrike.
Was worried about air have been using AA to help break out of the box need to stop now. Did manage to damage one Aircobra in the attack 21% hit way to go.
https://i.imgur.com/wqNwe5d.jpg
Exiting the box up North went better than expected - high grass blocked vision from the tanks situated there.
If the Armoured Infantry had unloaded here instead we would be in real trouble.
Lead squad took a hit for the team to place smoke & let the tanks operate, Pz Gren's swooped in to protect in AI's turn.
Unloading sniper there was an accident he is probably dead.

ATG did well killing & damaging the M10s, StuG in woods took out the other - only tank there that could short move.
Rest helped the group SE of the trees take out the ATGs & other units there.
Purple lines show only units with LOS apart from to underlined squad who obviously has a lot of heat on him.
MkIII did try to take out an M5 but they bounced. 15 range which is about the max I think for any chance of damage.

US tanks MG can see were hit by arty & are M3's so engaging as gun pen is only 8, others are M5 lights.

Using MkIII 5cm compared to MkIV,s as reminded of their issues in my view.
Ambush machines really 14 hex (9 once the APCR) is gone against most targets - less for reliable damage.
Benefits - Accurate gun & higher ROF (3 have 5 shots) means more accurate overall at short range - helps the ambush role, better armour package.
Downsides - Medium > Long range can only kill transport & armoured cars, poor infantry round & no smoke round.

I can see the smoke being a real issue tanks were only issued with 3 rounds on average. We might have to take a leaf out of the US playbook & risk bringing the SP mortars up for direct support later.

Imp
July 13th, 2020, 09:43 PM
Turn 8 Start
SOUTH
https://i.imgur.com/Up9sKuQ.jpg
This does not look so good Sherman's are coming & we are still clearing the ford.
An AA unit is the one with a LOS so had to move, some halftracks have vanished think they are heading for the Fords then South.

NORTH
Not a lot of movement group exiting the woods is stuck another M3 & leg infantry have turned up. They shot at the M3's getting one before pulling back but one tank lost its Coax Mg in the exchange. they are proving more of a problem than the M10's.
Lack of progress was due to having to kill those Baz teams before we can move out.

Arty fell in the woods did not get 1 ATG out in time, he is OK for now but it took out his transport.

Really do not know how best to tackle the group of Arm Inf as surrounded by woods but some of my Pz Gren's have remounted.
The problem is those Baz they all have them, lucky shot by a MG at a cluster of killed an AT team I could not see with splash fire.

Wow War Cab says we have killed 30 units for 6 losses already, did not think it was so high.
Say half a dozen Baz teams, M5's, Halftracks - 2 M10's, ATGs an M3 & a scout jeep, that's 24 no idea what the rest were.
We have lost mainly transports so far.

Imp
July 14th, 2020, 02:17 AM
Turn 9 Start
I hate planes think there were 7 of them we damaged one, some strikes shown.
Waste of time saving my ATGs planes took a strong dislike to them, lost a few halftracks to one was loaded.
Both sides lost 6 units that turn but I also have several damaged now.

NORTH
https://i.imgur.com/tONCOKh.jpg
Not a good turn overall the first MkIV that attempted to break out got taken out by an ATG before it saw it. Managed to take it out & an M3 then discovered the new group of Sherman's that have vanished.

Pz Grenadiers have made minor progress but I am guessing they are about to be reinforced.

SOUTH
https://i.imgur.com/DeWJ86f.jpg
Not going well here either that M3 popping up was a complete surprise.
Looks like the M4's are moving to join them after making a brief showing on the hilltop, nothing hit in the minor exchange here
They definitely have eyes on us from a hill to the NW placing smoke but to late.
Times like this make me wish I had an off map battery that fires smoke.
Those 3 bottom VHexes are the only ones not under US control now.
At the moment I will be happy if we get a draw.

Imp
July 14th, 2020, 09:53 AM
Turn 11 start
Now that's a problem a lone plane just took out the AA unit best located to defend the North Force. The South one manged to get stuck crossing the Ford.
The main airstrike will probably be inbound in the next couple of turns so want to move vehicles as little as possible & put some distance between them & the infantry if possible.
Need to try & get a couple especially the Airacobra that cannon really hurts, rest should be down to just MGs after this pass.

NORTH
https://i.imgur.com/juA95nY.jpg
Turn before most of my infantry was pinned due to the airstrikes & my pioneer, Pz Grenadiers were about the only infantry that could move.
They moved on Armed Infantry & made quick work of them as my arty had been hitting the area hard for a few turns. StuG moved into this area & dispatched an M4 down South.

Tanks took position to try & take on Sherman's, unsure which way they would go N or E.
Drew fire from A which proved easy they were moving slow but could not hit a barn. Two still had shots when MkIII broke cover at 3 hex range from behind causing panicked fire.
Infantry at the top of the map were unsupported while this was going on so took a few hits including a sniper down.

SOUTH
https://i.imgur.com/xfytfcC.jpg
This lot I think were moving faster but could not hit a barn either, I think during both exchanges they only managed to hit one target. Checked experience is 65 but do not remember them being this bad in the past.
Progress here is slow due to incoming forces tanks have being bounding advancing - half stationary while the rest move then swap.
As we have no transport probably going to end up doing this all game.


Decided unless we get a good map next assault will be a large affair on a urban map to mix things up & see how the Sturmpanzer's get on. More infantry some flame halftracks & borrowed Italian Assault Guns plus air if it allows.
Not Italy but close enough European layout rather than city blocks.
Maps here if you want a try so can relate to the upcoming battle.
http://forum.shrapnelgames.com/showthread.php?p=847979#post847979

DRG
July 14th, 2020, 08:41 PM
Now that's a problem a lone plane just took out the AA unit best located to defend the North Force.

$HIT happens..........

Imp
July 15th, 2020, 03:38 AM
Turn 12 end
Currently we are at 71 kills for 16 losses, only 1 tank down & 1 damaged - transport has taken a beating around 7 halftracks lost.

Lets see if the air arrives next turn done what we can.
Most vehicles remained stationary though about 5 moved in the South including the 250/11 to kill the Sherman.
Tanks where possible are by smoke or fired some to rear in an attempt to make target lock difficult.
Will count the Airacobras this time they are the threat top hit or any facing bar the front can take out a tank.
Otherwise not worried as we are not engaged unless they attack the StuG I expect to reaction fire.

NORTH
https://i.imgur.com/V0iAA3d.jpg
Clearing the area then moving out as shown, there are SP Mortars to our West & VHexes to SW. Made reasonable progress this turn on all fronts.

SOUTH
https://i.imgur.com/2yrDLAw.jpg
Clearing to the West, took a look over NW hill but pulled back as only a couple of units currently there.

Have to say from glimpses of distant units I think the AI is having a few problems deciding what to do.
On reflection not surprised really I have had problems deciding what to do with some units.

Bet the air does not turn up or hits the artillery.

Imp
July 15th, 2020, 04:06 AM
Airstrike came 7 planes 4 of which were Airacobra's, we damaged one plane & hit an Airacobra though don't think it was damaged.
They hit the arty park taking out most of the transport & resupply units & another AA unit. Not a bad result apart from the AA arty was not targeted this run.

The M4 stayed where it was & unloaded a Baz Team, A M3 appeared by the buildings & got destroyed by a MkIII. Most of our infantry heading for the buildings & the South hilltop have been pinned by arty, conducted our first CB mission against it

DRG
July 15th, 2020, 04:08 AM
John. Is this a generated campaign you are playing ?

Imp
July 15th, 2020, 04:41 AM
Yes German Long Campaign but start date was set for Italy as I normally do Eastern Front in this time period so not tried it.
All maps as created by map generator so far, first few in my view good representation of none mountain parts of Italy.
Only adjustments' added a few Fords to a previous map to help the AI path find.

Imp
July 15th, 2020, 10:18 AM
Turn 15
Well the Yanks have been busy fierce fighting has broken out in the North a further 14US & 8 German units have perished and several squads have been badly mauled.
Tempted fate saying I thought the AI was struggling with the map.

SOUTH FIRST
https://i.imgur.com/iPMlRcg.jpg
Detected more infantry but now think we have them running, only Baz team is not routed.
Had to stay of the hilltop 105 Bat & 60mm Mortar are pinning everyone.
Most now have the dangerous job of heading SE into the rear for the distant VHex & to find that 60Mtr while the rest grab the VHexes here & try to get LOS on the Northern Cliff face.

NORTH
https://i.imgur.com/4k9aX2w.jpg
Thought we had just about won the push West but the AI regrouped & counter attacked. Merry little dance with both sides trying to flank with fairly punishing results.
https://i.imgur.com/DcddqbX.jpg
We had just about taken the buildings when the US decided to reinforce them, all tanks on both sides missed & casualties here were light.
At the same time they came over the cliff, far more than I knew were there.
Several vanished again as repulsed, got the M4 but heavy fighting much of it close quarters & on rough was costly for both sides.

Single plane flew over again but could not find a target.

Give the AI some credit I am certain the forces on the cliff were massing for a few turns, the M4 was parked for a while along with a couple of squads I knew about. Kicking everything off at once was a good effort it hurt.

Imp
July 16th, 2020, 02:40 AM
Turn 16 start
https://i.imgur.com/GZ8VlJa.jpg
We got a handle on the situation this turn 14 kills no losses, its been a tough battle over this bit of real estate we gained another 100m & might actually break out of here soon. It has been slow going though we have advanced less than 1000m (20hexs) since leaving the tree line on turn 3 or 4, good fun.
https://i.imgur.com/PPXllvI.jpg
AT Team failed here that tank smoked then moved in to our sights during its turn. Got the others & a foot hold in the buildings but need to withdraw in case arty drifts, 17cm on full-bore (0.0) Several others plotted as expecting more units the ones we saw approaching the Fords should turn up this go.

As we lost transport & resupply for arty most are going to empty the bins in these locations as soon we will be beyond their reach.
Only 17cm & SPMortars will be able to support us by moving up.

They are still trying to come over the clifftop including near the buildings as well now.
We had a quick peak which revealed a fair bit before needing to smoke,
Sturmpanzer had LOS to the discovered units & surprised me by scoring 2 solid hits at 1000m causing disarray & destruction. Got to love this thing when it hits a packed group, the attack was light because of it more running than attacking.

Air is probably coming back which could cause problems if it attacks near the buildings where I think ground forces will appear.

Imp
July 16th, 2020, 10:10 AM
Turn 18

Glad we traded in the Pz Grenadiers 251/9 halftracks for AAA as expect more of this, planes in numbers are a menace.
Despite most exiting straight over 2 of my AA units we only hit 1.
2 went for arty crews have left their guns.
Rest hit the North resulting in a Halftrack & MKIII immobilised & without any weapons - StuG no weapons - MkIV damaged but operational.

Due to the planes we only managed to get 1 of the tanks that turned up & more infantry arrived than expected mainly appearing North of the buildings. We have since managed to eliminate the infantry & all but one tank but lost men in the process, units damaged by the planes left holes so we could not counterattack at all against the incursion North of the buildings. More worried about protecting the damaged units & driving the ones that could to safety.
I would think this is the last hurrah anything else that turns up will get hit by artillery & they will soon be encircled.
We should take the buildings & Vhex there in a few turns, paid a higher price for it than I would have liked though.

Elsewhere things are better South force is heading for the only other VHex we do not control. Little hiccup when 2 Baz teams appeared 100m from my FOO he is okay.

Broken out to the West busy killing artillery 3 so far, now swinging round to approach the houses from the West.

Mainly I think due to the Sturmpanzers actions units on the cliff crumbled we are in hot pursuit & will arrive South of the Houses in a couple of turns.

Imp
July 16th, 2020, 07:40 PM
Turn 22

Just mopping up last couple of turns, no drama pinned or routed only a few offered minimal resistance. They were surrounded so picked off quickly.

The AI got in one more airstrike however it was ineffective, lifted the artillery to close with enemy so placed a ring of smoke & fired all dischargers to rear.
All the planes failed to get target lock & just attacked the hex rather than the unit in it causing zero damage.

Only US units left were 2 mortars, HQ & FOO, we were 3 hex's away from HQ 5 from the FOO when it ended.

Marginal Victory pleased with that result the South was pretty boring but the North battle was great fun, the AI played well here.
Combined Arms all the way rather than unsupported tank charges.
The airstrikes caused major problems particularly the one that happened while ground combat was ongoing.
Air also hobbled my artillery, luckily there was a lack of ATGs in the rear area.

We are now approaching an average experience of 80 with close to half the force veterans, a fair amount are still mid 60's

Went with downgrading 4 StuG's to MkIV's but upgraded the other 2 to Panthers because I can & I love them, allied air probably does to
So armour now consists of 14 MkIV -2 Panthers - 2 Sturmpanzers - 2 250/11 gun halftracks

Date is now 10/43 next Battle is in Termoli against the Polish equipped with British equipment I assume, we will find out shortly.

Imp
July 16th, 2020, 07:49 PM
https://i.imgur.com/J8Gj2Xy.jpg
Sorry forgot

Imp
July 17th, 2020, 03:16 AM
Meeting engagement standard 70x90 map visibility 2000m (40 hexes) against the Poles.
Turn 2 No one has fired or been detected yet.
https://i.imgur.com/xkyEIvq.jpg
Hilly map with a small settlement along the road, plenty of rough for the artillery park though most is not safe from view till sure the area is clear.

AUX Not used planes yet so a spotter & 2 Me410A-1, surprisingly cheap at only 60 points, will try not to get them shot down

PLAN
Top force will meet any end run by the Polish then swing round to put MG fire into the enemy rear & or search for artillery.

The rest depends on what the Polish do but aim to take central VHex group while just holding ground in the South. With luck the whole force will pivot round the Southern units.
We want the top force to get ahead for the first few turns so will try setting up some kill zones with fires from different angles to get flank hits.

If the Poles make a major push in the South happy to fall back & contain them till we are ready.

Imp
July 17th, 2020, 08:39 AM
Nothings happened I have used my Gold Spot near the map centre to send the spotter plane in twice.
Result spotted 2 Dingos, 2 Rolls RoyceAC & a squad, where are the other fast moving vehicles??
There is not a lot of cover expected to see more, loaded encyclopaedia at this point to see what they have.

Either the Poles are kicking off really late or this is going to be a slugfest as I have hordes of infantry heading my way, possibly with some slow tanks like Valentines.

Either way they are coming slow or late risking riders & full speed advance till the spotter finds something.
We can run the 250/11 around the top 5 Vhexes in the centre with low risk then scarper & see what artillery comes in.
Hope our CB fire is better than last time we might need it, only did once last battle but has 79 experience now as set it to killing stuff last few turns, 7 kills under its belt.

Imp
July 17th, 2020, 12:14 PM
Turn 5

What a nightmare the area North of the road is pretty self contained so we threw caution to the wind & put the pedal to the metal.
At hex row 55 already here, fair way back elsewhere but with visibility 40 we can see every hilltop.
No other vehicles in sight not a one, what we can see is odd splattering's of infantry that have reached row 60 across most of the map.

Screen shows LOS to lone infantry in the far North & a couple of the vehicles which probably collected the VHexes.
https://i.imgur.com/7yUSOCZ.jpg
Did not expect to be here yet the idea was to ambush armour letting the infantry clear the buildings. Engage them grab the Vhexes & using the woods as cover from ATGs put MG fire on the back of the hill, doing a reverse slope defence on the other side.

Against a lot of infantry this is not the ideal spot to attack we would have been better coming from the South as its open. Let vehicles & MGs poor fire in relative safety with infantry finding targets.

So options not driving all the way round
Probably take out the group North of the buildings.
Let the group advance along the road if they want to & deal with them next.
Bound to be more in the far North they can waste time heading through the woods if they desire, nice open area after let them get on the fields before taking out. Trying to take on everyone at once is probably not wise.

Normally in meetings I like to push forward but verses massed infantry need to use mobility to try & pick sensible fights. Already gained stacks of ground I will fall back if we have to.
My MG are twiddling there thumbs at the moment need places I can use them, not here way to close.

Wish I had paid attention to see if they got an arty overload penalty otherwise I am facing a lot of infantry.

We need a plan & a turn to get in position before it kicks off.

Imp
July 18th, 2020, 04:36 AM
Turn 8 start

Delay is due to pushing in that area being a no go, we would clash head on with over 2 companies of infantry.
https://i.imgur.com/9Ys9Vbr.jpg
Screenshot is from end of turn 6 some are still visible, pulling out to try a breakthrough to the SE.
Note spotter plane plot if it goes from the gold spot it takes fire but okay 2 hexes back. Its currently plotted to do a run in the South as we have eyes here now.

This screen is start of turn 8 smoke has fallen & we have put some shots into them.
https://i.imgur.com/a6YpXAp.jpg
Up till now all casualties have been Polish - Patrol - Piat Team - Sniper - 2 Rolls Royce A/C & around 20 men.
Then the arty came in around 7 batteries did not count, 2 are those $#@% 5in man they hurt.
It killed 7 men a halftrack & immobilised a MkIV in a problematic place .

Anyway smoke came in OK tanks can fill in South edge, as it looks like there is no armour support we are going to risk a rush.
Bound to be a few unspotted Piat teams in there but halftracks are loaded Mech Assault has a green light if we can put some suppression in.

A good portion of my force has moved here we aim to come down the map behind them killing as fast as possible to try & avoid that artillery.

Centre has been largely cleared if possible we will close the pincer from the South once the spotter plane gives some info.

Then its hit artillery & back to deal with that infantry in the North.
We may be able to thin them if they head SW near the road which is likely, some will probably hang around the VHexes.

All tanks set to range 8 so only engage locals & have dischargers on just in case a Piat sneaks up.

Imp
July 18th, 2020, 08:09 AM
Turn 9 Start

Smoke off as between us & routing Poles fair amount placed
https://i.imgur.com/AZOTNVF.jpg
After softening up the Mech Assault went as well as can be expected, we lost 2 men to a squad in the woods as one unit unloaded so placed smoke. No PIAT teams but detected a couple of patrols on the way in.
3 Damaged squads & partial patrol are all that escaped & tanks killed another one in this area.
Down South we killed a marksman for 9 kills in total - 7 by assault.

Down South we lost a further 2 men 1 to a sniper & 1 in an exchange of fire between squads. Unfortunately those 5in took out a Halftrack & its HMG passenger.
Giving up on CB fire its not happening plotting on the group in the South, there are around 15 batteries getting one wont make much difference. We should probably get off the hill the Sturmpanzers are on I expect it to get hit hard.

The squad protecting the immobile MkIV fended off 2 adjacent attacks.
We can defend from a front push he is the weak link, considered supporting by moving couple of squads & a tank. Just changed my mind have a halftrack on hand to pull him out if arty hits we could lose both of them.

Pulled out AT Teams to act as spotters as no armour however funny situation arose ended up going head to head with a Piat team & killing a man. Piat & SMG are both range 2 my weapons are range 4 & 3 yippee.

That poor Dingo keeps trying to approach but keeps taking fire & running its nearly at the map edge now. Probably need to kill it & see if we can send a few squads through the smoke to the back area.
Risk sending the spotter a bit deeper then to try & locate the AA so I can send the planes in.

Imp
July 19th, 2020, 06:27 AM
Turn 12 start

We have relocated including our artillery, still a bit to do its quite now but expect incoming in areas A-D in that order.
Its more like 10 batteries & 6 on map I think, we lost contact with 17cm so it CB fired!
https://i.imgur.com/kArt6vK.jpg
Relocating caused problems we lost control of the North group who gained ground & took some casualties.
Two of our Squads caused problems deciding to go heroic instead of retreating as I wanted them to.
We can finally pull the top squad out this go instead of committing units to save him.
The bottom one was the only unit on the hill & decided to rally twice & take everyone on by himself, eventually giving up when down to 3 men.
I made a silly move killing an AT team in the process.
We did bail out the tank crew, not done that in ages.
We have some decent fields of fire for the MGs now.

We have lost 4 units around 55 men including damage, a few squads would do well to head for our rear. Killed 44 Poles got one Dingo the other vanished & killed our first AA unit.

NORTH
Fall back slightly in case of arty & head back on the hill if its safe.
Under cover of woods & smoke gone searching for AA & with some luck the HQ. Also to cover road if they route here & tell tale smoke puffs say arty lies this way, halftracks heading back before they run into AA.

SOUTH
Minor risk 2 tanks went looking for AA think its in an area we cannot see. Tank is exposed 11 hex blind spot but still in kill zone for an ATG so dischargers are on.
There were a lot of Piat teams on the flank spotter plane missed most of them.
Not great position here due to expected arty more have moved East than I would have liked. A few moved West but till we know the situation hiding or selective shots - there are 3 snipers somewhere in there.
Letting them exit the depression MG has LOS & we have brought up the SPMortars using in direct fire mode.
Be nice if we can move into the tree line behind the depression.

Planes are plotted to come in here tank is going to risk a look it is vulnerable at short range to AA fire. If finds nothing cancelling & sending in to the North as we should have cleared AA there in a few turns.
Hope those 5in miss all transports are empty.
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Off topic but who needs war to thin the masses what is the US playing at with COVID 19 I thought they had the CDC.
Only a handful of countries have an upward trend in cases but the US curve is truly frightening.

DRG
July 19th, 2020, 07:08 AM
Off topic but who needs war to thin the masses what is the US playing at with COVID 19 I thought they had the CDC.
Only a handful of countries have an upward trend in cases but the US curve is truly frightening.

John

Let's put this into perspective and look at the really big picture

https://www.worldometers.info/

These numbers change upwards constantly and the stats all come from UN or similar sources

The number of deaths worldwide from the Hunan virus as I type this is 605,587 ( call it Covid if you like , I will use the same naming convention they used for Ebola )

Certainly that is a high number but the number of deaths worldwide from all Communicable disease this year is 7,121,141 of which Hunan accounts for 8.5%

Road traffic accident fatalities this year to date is 740,494

Deaths caused by malaria this year to date is 538,070

Deaths caused by HIV/AIDS this year to date is 922,161

The number of Abortions this year to date is 23,332,916

And the "Big "C" --Deaths caused by cancer this year = 4,508,393

and with all that the Net population growth this year to date is 44,589,299 ( and that growth HAS slowed considerably since 1963 but it still is growth worldwide )

WW1 and the Spanish flu combined didn't slow that trend.( 20 million for the war + 50 million for the flu ) In 1900 the world population was 1.6 Billion and by 1927 it had grown to 2 Billion and it's getting near to 8 Billion now ( 7,799,091,129 and climbing)

That is little comfort to those who are most susceptible to this latest outbreak or their families but the numbers say this current pandemic is doing nothing to "thin the masses" as you say. Cancer and HIV/AIDs has taken nearly 9x more than Hunan/Covid has so far and traffic fatalities contiunes to lead Hunan/Covid so you are more at risk driving to the store to pick up a face mask statistically.

And one final number....0.1% ( one tenth of 1 % ) the number of reported confirmed Hunan/Covid infections (14,468,218 ) as a percentage of the total world population ( 7,799,109,384 right now ) and that's not deaths just confirmed infections

"Don't worry....be happy"

Imp
July 19th, 2020, 12:08 PM
Just an update found the Polish HQ 3 hexes West of where I wrote the top AA on the screen.
Bad news is I had better run towards him or the woods what a view - only 1 arty fell at B

Imp
July 20th, 2020, 02:32 AM
Turn 14 start

So we finally got a HQ that will make dealing with the remaining forces easier when morale dips.
Bonus to that I pulled further back as he has had a good view for a few turns after the smoke cleared.

NORTH
https://i.imgur.com/fTSZPL5.jpg
Did not pull West quite enough but 5in only damaged the halftrack its still operational, it missed the squads or just minor effect. We can move back onto the hill now so all is good.
Rest moved SE further than I was going to, Pioneer caught it heavily routed & 2 men down.
Restricted ranges on all vehicles here as fast moving & wanted to let them out off the rough hexes they may get hit by their own artillery if we let them come, letting them into the woods is not ideal though.

We could have done a better job of finding the AA Panther was waiting for the squads that killed the HQ.
Poles turn bottom AA truck moved to treeline & attacked the squad there killing 2 men before our HMG dispatched it.
The AA Gun just off shot revealed its self by opening up on both MkIV's damaging one. They returned fire & the Panther joined in, AA truck then appeared, it missed but MkIV's turned to engage & the AA gun damaged another one with a flank shot.
We caused no damage in the exchange but took 3 & 2 damage on the MKIV's
Infantry will have to risk a shot at the truck to break target lock, Panther should get the gun range is 7 hexes.

Planes are plotted to come in from NE on the infantry but delaying by a turn as spotter should come in next turn so can fine tune target hex.

SOUTH
https://i.imgur.com/xNoSdzp.jpg
3 Squads & a HMG got hit by the artillery halftrack can pull the HMG out (not shown) &the others can clear the area themselves.
Have support from the North including MGs when smoke allows so aim to make some inroads here in a few turns.
The 2 MkIV's will pull back enemy is getting to close, we killed one of the snipers here.
Tank searching for AA only had a quick look before returning after receiving no fire. Squad can take a better look but low priority planes will not be used here.

Kills now 62 for 4 losses with no supporting units against armour the poles face an uphill struggle, not seen a ATG or MG yet.
Sturmpanzers will be pulling out shortly to reload.

Imp
July 20th, 2020, 06:29 AM
Quick update spotter plane made its pass remember at the start I said attacking here was not viable here is why.
Artillery has bunched, my guess several hexes with 2-3 units.
Have been killing them for quite a while now it was a lot more than a couple of Companies - 4-5 probably.
Planes are coming in on them this go they should find a target okay :)

We have started intercepting Scouts that made the run just North of the road, killed 2 so far.
Also found 2 more AA units without problem this time, spotter did not take fire so clear in this area.
Let them advance this turn but Poles cancelled the artillery here so not the effect I was hoping for.
I was wrong 3 squads got hit by 5in last turn thought it missed, really getting a dislike for them.
https://i.imgur.com/kjCFRse.jpg

Imp
July 20th, 2020, 09:48 AM
Turn 16 end

NORTH

Planes wondered what type I bought one attacked the infantry the other strafed the infantry then dropped its bombs on my MkIV 11 hexes away - its okay but not sending them again.
We have closed the gap again pushing them back, had to head into woods as some Poles are in it.
Killing artillery up here & moving 2 MGs round to there rear.

Noticed the Poles seem pretty good at going to pinned status after retreating routing in the same turn. Seen several times this game & lost 2 men because I assumed a squad was broken.

SOUTH

Full on route going here see if I can wipe them out without losing anyone by using area effect weapons to keep them running.
Unless its important have been switching off tank main guns to conserve HE & putting it on in my turn to make it count.
We have a Mg 2xAA 2XSPMortrs & 5 or so tanks with area weapons carefully placed shots should finish this.

Polish losses should be well over 100 if this turn goes as expected.
Plotting all artillery on North force to finish this.

Imp
July 20th, 2020, 09:49 AM
Screen Shots sorry
https://i.imgur.com/plsgxAK.jpg
https://i.imgur.com/1SEL6yp.jpg

Imp
July 21st, 2020, 01:52 AM
Turn 19 start
https://i.imgur.com/1SEL6yp.jpg
It will all be over soon this is all that remains & the MG should keep them running, other MG will turn up this turn it got delayed by artillery.

We lost another soft halftrack to artillery so our losses are as follows.
AT Team, HMG, 3 halftracks (2 of which are soft) & around 40 men over 20 damaged squads 5 have taken heavy damage.
Artillery has been the problem not the Polish infantry who have killed less than 20 men, AA guns gave us a scare though nearly lost a tank to them.

The Poles did not stand a chance really winding up just as tanks are running out of HE, most AA units are also out so should gain some valuable experience. AA units seem to be my units most prone to dying normally to enemy artillery & air.

62 Polish units died in the last 2 turns South force was wiped out at the cost of 2 men & the halftrack all due to arty.

Star of the show has been the Sturmpanzer's (I play with Blast Circles on) a shot into the packed infantry could hit 4-6 units causing a ripple as they all move. Found out that big gun takes a long time to reload only 6-7 rounds a turn.

They are not in the same league but made me think of the Jagdtiger at Bovington Tank Museum go if your in the area they have a working Tiger & fair assortment of other stuff. That Jagdtiger though man it has a presence like no other the thing is intimidating.

Imp
July 21st, 2020, 10:02 AM
Got lazy last couple of turns so lost a few more men to artillery, 1 of the soft halftracks crews must have survived we lost 2.
Marginal victory in the end only remaining Poles were 2 men from a crew.

5 battles in on average we are losing 120 men a battle the enemy averaged 806 for the first 4 battles losing 3225 men. This one was costly accounting for 2/3rds of their men lost.
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The next battle takes place at Torrebruna & has the potential to go badly.
I moved 2 Vhexes - moved the one by the North road East a few hexs & placed the top one on the top group of buildings.

Defending against the British visibility is 17 hexes - screenshot extends 19 hexes past my deploy line.
AUX UNITS Spotter plane meant to buy a couple other things but forgot, not deployed yet difficult map.

Imp
July 21st, 2020, 10:25 AM
https://i.imgur.com/hrnydE8.jpg
https://i.imgur.com/A6YJPoo.jpg

Yellow some elevations they range from 30 - 60
Top is woods on low hills - middle the red bit has clear lines of sight - bottom is congested only decent LOS is from the ridge shown.
Can see virtually nothing to the SE from Vhex area.
Also only LOS down road is from trees at the end - LOS to 2 hexes from North of the road - No LOS at all from the South.

Defending the woods & below the South road could be punishing, no overlapping fire & short range so can be picked off.
It may make sense to defend the North from the crossroads & try retaking the Vhexes.
Gut feeling we could take heavy losses in this one.

Ts4EVER
July 21st, 2020, 03:51 PM
I am beginning to worry that I use too few troops in my scenarios... what a slaughter!

sigeena
July 21st, 2020, 09:57 PM
Defending wise, it's sometimes better to have short LOS so that your AT weapons are more guaranteed to hit. Your units have probably gotten pretty good experienced by now so they will be very accurate on short range quick draw shoot-outs.

Only thing is short LOS also means you have very little time to prepare for EN follow-on forces, especially when your ammo starts running low.

Depend on how the EN runs their armour, you don't want to waste good AT sabot ammo on light armour and armoured cars, while their slower heavily armoured infantry tanks come together with the infantry.

Imp
July 22nd, 2020, 06:12 AM
Defending wise, it's sometimes better to have short LOS so that your AT weapons are more guaranteed to hit. Your units have probably gotten pretty good experienced by now so they will be very accurate on short range quick draw shoot-outs.

Only thing is short LOS also means you have very little time to prepare for EN follow-on forces, especially when your ammo starts running low.

Depend on how the EN runs their armour, you don't want to waste good AT sabot ammo on light armour and armoured cars, while their slower heavily armoured infantry tanks come together with the infantry.

Good advice I do not mind them set up to engage at short range, medium range wastes ammo & can be dangerous if your not careful due to changing targets each shot. However we have a problem that makes it all dangerous.

Imp
July 22nd, 2020, 07:31 AM
Turn 3

Screen shows only visible incoming as seen by the spotter plane - 2 Patrols a Squad an Armoured Car plus transport.
The Bombardment is heaviest here & main push probably will come here as most VHexes are located in the North.

No need to worry about the map being a bit tricky its not quite as bad in the South as I thought this is another artillery onslaught.
Don't think you can do anything once AI% is set I think that's it for the duration of the campaign.

My force is now worth 5,400 points due to rise in cost from experience. Don't know exact calculation but while 25% advantage is okay for meetings or us attacking delaying I guess it gets around 13,500 points.
If we assume it buys 4 batteries & on map stuff Under Command & the rest as General Support that's 4,000 points.
That still leaves 9,000 plus for ground forces, now I have looked at it are some scary figures.

Counted 32 batteries (8 are 5in) On map about another 10 units (4 are 5in) & 4 Hurricanes.

Losses so far -Infantry 14 men, most are pinned or worse in the North - AA 3 destroyed 1 damaged - Halftracks 50% destroyed or damaged - Artillery 2 damaged - 1 Tank immobilised.
There goes the plan the tanks here were going to engage then fall back as expected some artillery.
Planes got a halftrack but also flew directly over arty park & my HQ who is pinned.

Its going to be a rough ride chances of avoiding that amount of arty are slim, the good news is with so many targets we have CB fired twice.
https://i.imgur.com/8B0NMWI.jpg

Mobhack
July 22nd, 2020, 07:52 AM
AI Advantage is a game global variable - it will be used at the point troops are bought at whatever you have it currently set to. It is not "locked" to your campaign. (Campaign difficulty level is locked to your LC, but that reltatesz to how many buy points you get awarded for your victory level after a game ends).

So feel free to change it if needed, provided you do so before any AI troop buy, the new value will stick.

Imp
July 23rd, 2020, 01:21 AM
Thank you learn something new all the time in this game, unfortunately you cannot adjust it to match the mission type.
The first opportunity you get to save after knowing the mission type is on the deployment screen & I assume the AI has already made its purchase by then.

Did some testing using 5,500 points (no AI bonus as battle) player 1 delay letting AI purchase but me deploy player 2.
4 battles per nation looking at artillery purchases.

Germans - Buy the least - most likely to buy rocket artillery
USA - Average - Off map mainly 105s but some heavies in there up to 8in.
Russian - Above Average - Off Map mainly a mix of light & medium plus the most onboard units, consistently the most plots of the 3.

Levels look right to me I would expect Germany to have the least & Russia the most. US is actually a good mix of suppression & hard hitters those 8in have to hurt - bought 3 out of 4 times.

UK - Nearly as many plots as the Russians but majority are off map, consistently buys 40+ off map units, so guessing I miscounted or some are still to fire. Looking at the purchases it consistently buys the regiments.

Modifying British OOB Regiments units 53, 54, 55 so they have 2 troops instead of 6 or 8 brings artillery purchase more in line with the US with around 20 off map units. It bought 19 to 26 still with a decent percentage as 5.5in - 4 to 8.

In view of this I have a hard save from the end of the last battle so going to reload using AI at 20% & modified OOB. Its supposed to be fun & we will still be facing a lot of artillery. Current levels most of my infantry in the top half of the map are pinned or worse & the majority deployed on rough hexes.
Only other option is a bigger map so arty is spread thinner but that means its ground forces are to.

Imp
July 26th, 2020, 07:13 AM
First off I would like to say updates will not be so frequent for the next 6-7 weeks.
Its winter here so I work 50-60 hours a week as that lets me cruise the rest of the year & enjoy the summer sun.

Gave up trying to get a delay vs the Brits after over a dozen reloads so went with anything but a meeting. The bonus to keep loading is I can say batloc 215 produces good maps.

Advance Vs British visibility is 17 no AUX units.
Was stuck on trying to recreate previous battle so changed visibility to what that was & went to buy a spotter but had no air so hit go.
I did re spin the Vhexes they were to far forward initially.

Turn 3 start

Screens are an overview & a close up so you can see what most of the terrain is like. Figuring out LOS will be a problem a lot of those hills have high grass, orchards etc. Managing to get several units targeting the same hex could be a problem, we are bound to find some units do not have the LOS I was expecting.

This is not tank or halftrack country I need to look after my AT teams there are very few areas you can see any distance at all, higher visibility would not change that. I have marked the areas in yellow where MGs or ATG's can operate otherwise its mainly short range.
Mud is also a problem the high ground is directly behind the main splodge.

As LOS is congested we made made use of the roads to reach hex row 43 (2 rows from British deployment area) without incident now the fun begins.
A few units were hit by a turn 0 bombardment but it caused no damage.
Hopefully the British do not have air either it would have been very useful on this map.
https://i.imgur.com/0UQQBdf.jpg
https://i.imgur.com/maQFqcO.jpg

Imp
July 26th, 2020, 07:20 AM
Did I say there is also a lot of rough, some is brown so not so obvious

sigeena
July 27th, 2020, 03:49 AM
38 turns for Advance?

You'll definitely need to move along the roads so that you can reach the objectives in good time.

Once the roads are clear, it's going to be an infantry slog to clear through the mud and rough terrain.

Your AFVs are probably going to have to stay on the road or risk getting bogged down in the terrain.

Are you playing with timed objectives?

If you have 5,400pts, I assume UK is delaying with around 2,700pts. What arty have you spotted so far?

Imp
July 27th, 2020, 08:16 AM
38 turns for Advance?

You'll definitely need to move along the roads so that you can reach the objectives in good time.

Once the roads are clear, it's going to be an infantry slog to clear through the mud and rough terrain.

Your AFVs are probably going to have to stay on the road or risk getting bogged down in the terrain.

Are you playing with timed objectives?

If you have 5,400pts, I assume UK is delaying with around 2,700pts. What arty have you spotted so far?

You are right offroad is slow discovered some inconveniently placed impassable terrain as well, infantry really need to path find in this terrain.

38 turns was what the game gave me & yes timed objectives set to 6 so from turn 10 on the British will get 126 points a turn. As you say I need to take some risks advancing by turn 18 they will have a 1,000 points if still own all the Vhexes.

Artillery so far was just 2 6 pounder batteries on first couple of turns.

Imp
July 27th, 2020, 09:10 AM
Turn 5

Contact & it could have gone better.

NORTH
No contact & spread out, terrain here is more open trying to check both sides of the road for surprises. 2 Squads will proceed up the road at 3 hexes a turn.

SOUTH
https://i.imgur.com/gEvLhH8.jpg
The first squad to make contact moved 1 hex into an orchard & still lost 2 men to fire from 150m, suppressed could not see firer so another squad looked & lost a man.
First blood to the Brits but at least we can see them now, he is resilient bringing up other units to engage 4 other squads suddenly open up & we are down another man. (the squad above the smoke is double stacked 2 squads there)
Then it gets worse I bring up a MkIV & discover that turret is vulnerable to rifle grenades. So used to anything but lights being safe from the front.

4 men & MkIV's main armament gone & we have not killed anyone yet so not a great opening.

Tank fires smoke & we rout & pursue the first squad killing it & discover the 2 squads further North.
As the ATG has a good field of fire show the tanks above the orange line & we can engage the top squads from here.
We can see along the E>W road seems safe.

At the bottom things went better scout & sniper discovered 3 squads without taking fire, scout pulled back.
Waiting to see if we can get behind them using the road before we engage so we do not end up chasing them. In this terrain we will have to find them again.

The squad we killed was the only damage caused of the 10 squads found 1 is in a field, 1 is on rough & the rest are in Rough + Orchard or Wood. They are not making life easy.

Mobhack
July 27th, 2020, 10:33 AM
I find the long-barreled Mk4's glass jaw to be one of the real annoyances of playing as German - and if it is hull down or dug in then the effect is worse since hits will be more likely on the weak 5cm turret face!

They could not increase the 5cm turret front armour with the long gun on it - the turret was at max capacity. There is a P4 with decent frrontal turret armour, but a short 75 which can deal with shermans and T34s with HEAT ammo, however its a bit "iffy" relying on WW2 tech HEAT.

So I tend to prefer the long-75 stugs, but those get annoying when immobilised pointing in an inconvenient direction. The stug with short 75 is OK-ish in North Africa if it has a decent supply of HEAT - useful until the early MK4 specials show up as a unit that can support the P3s charge to APCR range with longer ranged shots.

But in a German LC, I often have absolutely no P4 or P2 in the core till the P4 'specials' show. Its all stugs and P3s for me, may have some P2 that came as part of a company buy in Poland, upgraded to a real tank for France onwards.

Imp
July 27th, 2020, 08:19 PM
I agree only dabbled with 4's previously I normally go the 3's plus a few StuG's route myself.
So first time using 4s to any extent & in my wisdom changed my StuG's to 4's as everyone can engage at medium to long range. Thinking was till the Allies get APCR the StuG has a clear advantage at range being virtually impervious to frontal fire.
Turns out not only are 4s vulnerable to most tanks at any sensible engagement range they need to give infantry a wide berth to.

That makes them not much better than Marder's especially on hilltops in a battle I would take a few Marders over the 4s as they are less than half the cost, you know to be careful with them

sigeena
July 27th, 2020, 08:28 PM
I'm not sure. Just personal anecdotal experience. But Pz4s seem to be better at reaction fire than StuGs. Does the game compute this? I had in a number of occasions, gotten the drop on the flank of a StuG and not received reaction fire, while Pz4s seem to react. The StuG was stationary and ready.

Imp
July 28th, 2020, 12:33 AM
I seen to remember seeing something somewhere saying there is a minor difference.
From my experience I think they are slightly worse than tanks if it is not in their covered arc.
Did manage once to walk a couple of hexes up a road facing directly
behind one undetected & hit it with a flamethrower, mild or no suppression. Not managed it since though.

Mobhack
July 28th, 2020, 01:36 AM
Stug-type vehicles are less likely to turn to face (and possibly fire in reaction fire) than tuirreted types. Turreted vehicles can turn just the turret, if not the hull - stugs do not do turret-only turns to face firer, only the rarer "whole-body" turns to face.

sigeena
July 28th, 2020, 03:38 AM
Seems like I can follow this battle better. The earlier ones were too confusing.

Absolutely agree with sticking to movement along roads where possible. Just purely moving through the terrain is going to take up all your turns, not mentioning fighting through the terrain.

With 2,700 points, I'm estimating at least 6 infantry companies. Guess you found the 1st one in the South.

Imp
July 28th, 2020, 10:06 AM
Seems like I can follow this battle better. The earlier ones were too confusing.

Absolutely agree with sticking to movement along roads where possible. Just purely moving through the terrain is going to take up all your turns, not mentioning fighting through the terrain.

With 2,700 points, I'm estimating at least 6 infantry companies. Guess you found the 1st one in the South.

If you have any suggestions on how to improve I will see if I can oblige otherwise feel free to ask.
The first screenshot in the battle is normally an overview showing the whole area of the map that the action will take place on & Vhexes. You could bookmark that or save the screen shot to refer back to the big picture if needed.
Normally take a few turns in rather than at deployment as I might be able to zoom in more.
Also rarely bother with more than a basic plan nowadays as they normally go out the window within a few turns of contact.

Done a big screenshot (4 screens joined) for the next turn showing general situation & likely moves.

Imp
July 28th, 2020, 11:38 AM
Turn 7

No finesse here accepting a few losses because we have a timetable, we could just go straight for Vhexes & let them come to us & I am sure that will happen but I like to clear on the way.

Stuck between a rock & a hard place a lot of the action is going to happen at 150m or less.
Only 4 vehicles the Panthers & Sturmpanzers are safe from attack at this range so the infantry will have to take the load. Losses are inevitable at this range even if they are slow moving.
Much of the terrain offers good cover hit chance seems about half what it would be in clear terrain. This means we can suppress them but actually killing men is not frequent.
To speed things up we are therefore suppressing & moving adjacent using halftracks if necessary. Smoke if practical but risking hidden AT units is worth it at the moment.
Trying to get some spacing now to give the artillery several targets but due to our current speed of advance it is falling behind us.
https://i.imgur.com/1wkIVJ2.jpg
Screen shot shows
Likely paths & the high ground on this map.
A + B are giving the flanks a rough lookover & will probably leave a unit to check for any movement later.
C has found & routed one squad they have a couple of MGs that will take up position to cover the front of the hill. Squads will then load up & head for it.
NORTH ROAD group are yet to make contact however VHexes are not that far off & there are gaps in the trees lining the road so contact is imminent.
SOUTH ROAD group 3 things happening trying to get some space.
1 Pathfinding along road to objectives
2 Started attack against far South group artillery is incoming. The units moving to cut off the retreat lost 2 men killing a squad, 150m hurts no longer shots available.
3 The battle in the fields has been hard been a bit reckless for speed & could have done better. Forced 3 squads off rough hexes straight onto another rough hex bad planning cost me a couple of men, several field hexes have rough under them.
Found another couple of squads & a sniper here, lost the 250/11 taking him out as he was causing problems. We have lost 18 men got caught out one squad routed in view of the enemy & lost 7 men.
British fire has been pretty accurate to date.

sigeena
July 29th, 2020, 10:45 PM
Can you also show your targets for bombardments? That'll be a nice Ops plan then.

Imp
July 29th, 2020, 11:08 PM
Turn 9 end

Things are going better now we have managed to start engagements at range, wont last North Force is approaching the orchard, Squads only lost one additional man.
Losses to date 19 men, Halftrack (to ATG) + 1 immobile - 250/11gunHT the other is damaged no gun & MKIV no gun.
All vehicles are in South force which is now short on transport.
The British have lost 19 units including a Sherman. Getting LOS on it was extremely difficult but managed to get 3 on 1 in the end.
https://i.imgur.com/YXt6HX0.jpg
NORTH FORCE
Still quite here only contact so far is the routed PIAT team, smoke puffs tell us Sextons are about 10 hexes away from the lead squad. These can be a problem they normally carry AP ammo.

GROUP C
Discovered a platoon of Brits, leaving MGs to deal with them when force route, Arty & assisting forces should get them moving.
Squads are moving out now as North Force desperately needs more.

SOUTH FORCE
Both battles are nearly over here the 3 units on the hill slowed progress considerably in the field, trying to figure out where they could see was a major headache, a MG has finally taken up position on the ATG
Progress is to slow here & now we have a transport issue.

Artillery is probably inbound on C or the field & Brits get VHex points next turn.

Imp
August 2nd, 2020, 09:12 PM
Turn 14 Start
https://i.imgur.com/NqDEint.jpg
NORTH
We encountered several PIAT teams on the SW edge of the orchards along with a couple of Squads but have now started taking VHexes.
Along the N>S road we had surprising difficulty dislodging the squad there, 4 units for 2 turns & it was only when the sniper joined in that it became pinned.
Moving down the road the Sturmpanzer received fire from an ATG & smoked. We still cannot find it so artillery is falling here.
That & discovering the Honeys has slowed progress, ATGs are about to move into position. LOS is open here fairly sure no infantry present nearby unless armed with short range weaponry.
3 of the 4 Sextons are dead.

CENTRE
Just finished an encounter with several squads & MGs upon passing through the treeline. This went well as MG were to close & far easier to takeout. Got caught by 3in Mtr losing a soft halftrack & most of its MG passenger.
As suspected upon cresting the rise there are more Shermans there, the Panther should be okay against them so long as we do not let accuracy climb & an overpenetration shot happen.

SOUTH
Was going well despite moving quickly due to time then a Squad entered the road he the Panther is in now receiving fire from all directions.
Trying to attack from the South we lost 2 men to the PIAT team, smoked to let the 250/11 move up & route 2 squads from its location. Tanks had already laid fire on them.
We will head for the VHexes & deal with the remaining units here when they try to retake them.

We have lost another 12 men & the soft halftrack but have killed another 17 British units.

Imp
August 2nd, 2020, 09:13 PM
Can you also show your targets for bombardments? That'll be a nice Ops plan then.

Sorry missed this, will try to remember in future to use Shift3

Imp
August 4th, 2020, 06:37 AM
Turn 15 start

https://i.imgur.com/9IA0c6U.jpg
We are a bit bunched up as expecting artillery where we were, think only 1 3inMtr & the 2 6Pdr batteries remain so going to CB fire.
My arty plots are from previous turn, just plotting in front especially in areas where contact is expected at short range to try & get a bit of suppression.

GROUP A
Acting as spotters & on the hunt for British HQ. It only took 1 ATG to kill both Honeys, they will go after the next one shown. Group N can move past it without being seen as road is depressed.

GROUP N
They have nearly cleared the Orchard out now, found 2 ATGs not 1.
The units on the road killed the routers & will now spread out again, do not like being bunched like they are.

GROUP C
Play was stopped by a 17pdr ATG - it missed & Group S should eliminate it this turn allowing the attack on the Shermans. If the situation allows some halftracks will head here to speed the journey East.

GROUP S
Had a bit of a rough ride just West of the road, due to elevation changes adjacent LOS only then the squad to the NW joined in - killed 3 squads & a Mortar here.
VHexes - 2 squads will check Y - X is a problem all LOS is adjacent only so Pioneers taking up position for when the South Brits move on it. We will probably need to defend both these from what ever is in the area.

Big jump in kills mainly due to clearing orchard which now stand at 53 for 4 plus about 3 squads equivalent men lost.

Imp
August 4th, 2020, 06:42 AM
Sorry turn 15 end arty to plot only - work interfered is my excuse

Imp
August 4th, 2020, 09:13 AM
Turn 16 Update - turns out killing that 17Pdr was not a simple process.

https://i.imgur.com/jjPI1Hm.jpg
The squad with selection hex round it moved into position expecting to exchange fire & let another move adjacent to the ATG (Sturmpanzers position) for the kill.
That obviously went out the window when discovered a scout in the same hex as the ATG & the AA gun opened up.

MkIV,s took out the Honey & tried approaching from SE - that resulted in taking fire from the East Squads & the one below the AA gun. Decided to smoke kill the scout & cause retreat status on the ATG.

Sent the Panther to deal with the AAgun only to discover the Churchill - 7 damage from 2 hits its not a problem anymore.
Other units here had to deal with the squad shown (near C) or take fire from multiple units.
Sniper at top left got LOS on AAgun & discovered hex had no LOS to Shermans so it & a MKIV forced the AAgun to retreat.

Sturmpanzer moved up discovering squad below Churchill & put a shot in it & the ATG & routing it.
MkIV & squad moved up below it killing the ATG & routing the squad above.

Panther took out the 2 Shermans & units there laid as much fire as possible at 2 visible units.

Fired a bit of smoke up there to finish so halftrack can move out, need a look see through those trees I bet there are more Churchills.

Squad going after unit in Orchard banged heads with a hidden squad there & came off worse. Will need to be 6 hexes to East of C for any chance of LOS.
Managed to take 1 Vhex

Imp
August 5th, 2020, 07:03 AM
Turn 17 End The Brits started moving earlier than I anticipated.

https://i.imgur.com/LSpbxQl.jpg
NORTH
The Orchard is now cleared of the last squad & patrol & the Honey was destroyed, artillery did fall here as we expected.
Moved as far along the road as we can without exiting the depression, AT Teams near the front as anticipate Churchills.

CENTRE
Has nearly joined up now & squads have loaded on transports. As we had 3 tanks lined up capable of Z fire on hidden squad (C from last turn) decided not to wait. Z fire allowed Squad to move on it with no problems & its virtually destroyed now as is the other squad that was in the Orchard.
2 British squads also tried moving to Orchards edge here but were destroyed, one appeared at point blank range.

SOUTH
Armour is taking on the infantry to the East, a couple more squads moved here through the trees, also had to deal with another AAgun which is destroyed.
A sniper & scout will be in position to act as there eyes next turn.
A couple of squads & AT Team will head North searching for Churchills, we have enough forces here so the rest will move back to defend X & take Y.
2 squads have already been driven off from Y & we have placed some fire missions to persuade them to keep running or kill the remains.

If there are Churchills they are hemmed in only a area 5 wide so it will be an infantry attack at least initially. Way to risky to end in the tanks at that range & we cannot wait forces here need to move on & take the remaining Vhexes.

sigeena
August 5th, 2020, 11:23 PM
Chimed in to see excellent progress. Maybe in the last turn AAR we should have a quick discussion if Group Centre was required. I kind of think they lag too far behind and don't really get to contribute.

But sometimes the road axes only allow so many units to travel. Too much bunching up increases vulnerability to EN arty fire.

I like your maps with the sectors of LOS. It takes alot of effort to go back to the game and draw on the maps.

Imp
August 6th, 2020, 09:43 AM
Its all over on turn 22
Chased & destroyed the squads East discovering but not destroying the British HQ there.
There were 2 Churchills & a squad we lost a few men taking them out over 2 turns, smoked on first attempt leaving the squad vulnerable.

3 Churchills & a couple of squads attempted to retake the X Vhex which made reinforcing it difficult as they had LOS down the road. Took out 2 with tanks & the 3rd fell to the Pioneer.

Marginal Victory we were to slow the Brits got 1000+ points from the timed objectives.
https://i.imgur.com/eLDR7aT.jpg
I have borrowed Siggeena's idea of making a GIf of the progress using War Cab Turns 3-21
https://i.imgur.com/JjuyMjP.gif

Imp
August 6th, 2020, 11:20 AM
Chimed in to see excellent progress. Maybe in the last turn AAR we should have a quick discussion if Group Centre was required. I kind of think they lag too far behind and don't really get to contribute.

But sometimes the road axes only allow so many units to travel. Too much bunching up increases vulnerability to EN arty fire.

I like your maps with the sectors of LOS. It takes alot of effort to go back to the game and draw on the maps.

You are right the centre group grew to big, the group with the MGs getting LOS on the Orchard were a good idea.
The group that entered the field could possibly have smoked & ignored it completely however I was tempted by being able to spread out & engage units at other than close range. Ended up committing more units here as there were a fair amount of enemy units & LOS turned out to be problematic. By the time I wanted to shift them artillery was falling on the road.
I expected stronger resistance along the road as well, luckily the AI put the Churchills & squads West of the road junction (units that counterattacked X).
If we ignored the field the game would have lasted longer as those dozen or so units counterattacked & my artillery would be at risk. Several only have a range of 48 hexes so they need to move up during the game.

With hindsight my initial thought of a large North force that could spread out in the open ground behind the VHexes would probably have been the best option. Discounted as expected a traffic jam but they made it along the road unopposed.

It probably would not have effected the outcome keeping the Brits to less than 500 points from timed objectives was a tall order given the terrain.
------------------------------------------------------------------------------------------------------------------------------
In your AAR I know several of your battles are on open terrain which helps but you normally do very well at restricting infantry losses in firefights.
I go to 3 man platoons soon so going to start using some Italians as AUX after the next battle, odd set up platoons have 4 LMG but only 2 squads carry them. If anyone knows fairly common tanks used by Italian Social Republic I could sell a few of mine & use some.

scorpio_rocks
August 6th, 2020, 03:09 PM
Love the .gif - striking representation of progress

Imp
August 6th, 2020, 08:46 PM
As said cannot take credit for the idea borrowed from Siggeena

sigeena
August 7th, 2020, 01:03 AM
To be honest, I think the Timed Objectives is a good concept but we need to improve on it. I think anything more than 3 pts is too much.

I usually play with 3pts, rather than 6pts as you did. If it was 3pts, you would have won a Decisive Victory, rather than a Marginal one. I do think finishing an Advance by T22 should warrant a Decisive, barring taking high losses.

If we say that a turn is 3 minutes, 22 Turns would just be slightly over an hour. I rate that as pretty fast advance for a Battalion sized battle group.

What was the size of the EN overall? At least a reinforced Company with Armour. Military planning would probably require more than 1 hour to kill them off.

Mobhack
August 7th, 2020, 11:43 AM
Timed objectives really only works with a scenario that is built for the purpose, methinks, not the ones thrown up in a campaign game.

Imp
August 9th, 2020, 01:33 PM
There are so many variables in this game getting a feature like this to work will always be hit & miss. Size of map, position of VHexes, mobile or not, force parity, game length etc.
I think it works well as a means to stop you dawdling especially for meeting engagements, deters playing as a delay letting them come to you. 6 points works OK for me in this case. For attack & assault in particular it makes it very difficult in WWII unless you increase game length which defeats the point I normally just accept the default.

Main use is in MBT to make Vhexes mean more if you want a game where Vhexes are important not just forces destroyed. Its down to unit cost current era MBT can cost 500 points so delayed objectives giving a few thousand points is not a big deal.
This is where it comes into its own, if you want a battle where destruction of the enemy is the priority leave them off but if you want Vhexs to be important turn it as high as 15

To be honest as well victory conditions are the one thing I take with a pinch of salt, draw, victory or loss are all that I really look at. You can work out quickly enough what the result would have been without timed objectives or if you want or make up your own victory levels.
At the end of the day I know how well or badly I played & that's my real gauge on how well the battle went not what the game decides.

FASTBOAT TOUGH
August 9th, 2020, 09:55 PM
Well said for both game realities. I don't get to play this game as often as I would like, due to my commitments to SPMBT outside of playing the game when I can there.

But again, well said and to my mind, worth acknowledging.

Regards,
Pat
:capt:

Imp
August 11th, 2020, 04:29 AM
11/1943 Mignano Italy Visibility is 41 hexes and while it is not snowing there is quite a lot of mud around.
Advance vs USA

We have sold 2 MkIVs & exchanged 2 for Italian StuG's - 105 equipped so infantry support based but with a passable HEAT round.
https://i.imgur.com/qyvISd9.jpg

AUX
Spotter Plane
3 30cm Rockets
1 Platoon of Italian Fanteria Infantry
2 M-14/41 Medium tanks

Using the Italian units to get a feel for them, experience is 60 so not good scout material need to work with the Germans.
Infantry consists of 2 squads with 2 LMGs each & 2 squads with rifles & SMG,s. Unfortunately the platoon leader is is not LMG equipped so he can stay back out of trouble.
The M-14 are the equivalent of a fairly good Light Tank but with a poor rangefinder. That & experience means they are probably not that accurate.
https://i.imgur.com/VrV0xij.jpg

Turn 2
https://i.imgur.com/xafwJzw.jpg
Spotter Plane has located 2 Shermans & a squad.

In the North while the depression is tempting mud really restricts attacking from the woods or swinging above them. It would be slow going so a couple of units are just going to take up position as spotters to watch for any fire from the area.

Placed smoke to allow a quick advance & let us deal with the immediate area without ranged interference. Objective is to clear the hills & move the FOO on them once we have given artillery a chance to fall.

South units are behind the hill & will move out, if they encounter anything but minimal resistance along the road will forget it & just push directly for the Vhexes.

Meant to buy a couple more AA units in case US has planes which is quite likely.

Imp
August 11th, 2020, 08:26 AM
Turn 4 - Units in yellow area still to move so you can see some Brits
Only arty currently plotted is on squad with LOS lines on.
Forgot to mention arty fell on the road at start hence the reason units were dispersed there.
https://i.imgur.com/5YzTQCl.jpg
Smoking worked well we have encountered 1 platoon & 2 Baz teams, 1 squad & baz destroyed. S - location squads retreated to.
Fairly confident once that squad is gone the hills are clear so after arty falls FOO will move up.
Squad targeted is the 5th so expect another platoon behind the smoke.

Discovered a few units in the North, will need to tackle with MGs or smoke. Not pressing an attack though squad can keep an eye on them till they start moving.

South is dead quite possibly something on the other side of the tree line however 2 trees on there own do not block LOS so maybe not till the orchards.
Going to head fairly quickly down the road & accept fastmoving losses to find out if anyone is there.
Shermans may be visible from treeline as elevated so orchard may not block LOS.

Imp
August 12th, 2020, 10:11 PM
Turn 7 update
2 Airacobras attacked 1 was shot down the other attacked a squad killing 3 men, AA is working well this game.
CENTRE
Progress is slow now killed the ATG but there is another one so picking off North units as advance, there appears to be no AT assets there so armour is gravitating that way.
SOUTH
Killed 1 Sherman & found another before an ATG opened up here, its somewhere near the Shermans & far more dangerous. We decided to press on down the road as mud is going to funnel the infantry so it will get crowded.
Three of the units there routed anyway & there is a MG on the rough hex I think further down the road that can fire on central units so we need to find it.
Tempted fate saying progress was fast the ATGs mean we are advancing on foot.

Imp
August 13th, 2020, 02:25 AM
Turn 10
Another Airacobra damaged one left probably coming in next turn, we were lucky it destroyed empty soft transports & a couple of men.
Losses are 7:20 ours are mainly transports infantry is only 15 men down, US have lost 3 Sherman's an ATG & 17 infantry units.
https://i.imgur.com/wFe4RbK.jpg
CENTRE
We know where the ATG is but still cannot see it, we will place smoke if not found as its stopping progress. Most North units are running unfortunately using the road they will probably make it to the other side of the treeline before we do.
If we use smoke to screen we may be able to get 2 squads in place in time. There is a little area screened by trees South of the road which we are prepping with artillery fire.
SOUTH
The Sherman's are gone but still cannot see the ATG, should be close enough next turn. Surprisingly the only infantry defending the VHexs was a Baz team.
The road had 4 squads a Baz & the HMG, at the tree line there was another Baz Team & a 60mm Mortar in the treeline.
Once the ATG is dealt with we will move up the MGs & FOO, note that most of the E-W treeline will not block LOS.

Imp
August 13th, 2020, 08:13 PM
Turn 12 start
https://i.imgur.com/wuVzjDl.jpg
Planes are gone as are the ATGs finally, the artillery did its work we are in the area South of the road without casualties despite encountering infantry.
We managed to catch the routing units though they seem to be going through the woods now.
Lost yet more transports as AAguns opened up in the AIs turn killing 2 halftracks, they are the only good order enemy units.
The MkIV's are again useless as the AA guns have AP7 so the Panthers will swing round behind smoke to take them on, the top one can also come under fire by infantry in relative safety.
SOUTH
The treeline should protect from flank shots till we pass it so arty will be replotted to try & cover the West edge, hopefully suppressing enough so any shot from there misses.
Probably need to smoke area North of Centre VHexes to split it up but tanks may be able to do that. Resistance was just a couple more Baz Teams here no squads detected.
Some infantry here will mount up & move North in safety East of the tree line to get more eyes up there.
Once US artillery stops falling FOO & HMG will take up position in the South, the US 3 105 bat plus several on map units.

Perhaps its the fact I treat the MKIV's with kid gloves due to the glass jaw but it occurs to me tank losses have been surprisingly low this campaign. Remember I had the most damaged armour ever in the 2nd battle so maybe being lucky with them.
Being able to engage at greater range than the MkIII's will account for some of it & the smoke rounds are a big plus.
If only I could look after the transports as well I obviously take riskier moves with them in effort to move infantry up as eyes.

Imp
August 15th, 2020, 07:12 AM
Turn 14 start
https://i.imgur.com/Lz4SVFS.jpg
Thigs are heating up several smoke dischargers were triggered in the last few turns which saving us from taking any damage.
US arty is heavier than I said this is probably the first turn it all fired together, lost a few men & SPmortar that I was relocating next turn it took 7 damage, be surprised if it does not die this turn.
CENTRE
Things were fairly simple near the road a lone Baz Team was the only AT weaponry, armour has taken up position in depressions here to give the infantry a turn to catch up. Scout & the Stug(i) are in the front depression.
Due to problems down South taking out the top AA gun fell to the centre group, its currently abandoned but crew will reman this go if not taken out.
Smoked out the Squad West of the AAgun to deal with local ones & attack it when infantry discovered the ATG slightly SW. Then the Sherman in the South treeline decided to join in.
The MkIV 2 hexes East of the Sturmpanzer and a squad there can take out the Baz Team without taking return fire.
The Sturmpanzer then needs to take out the lower AAgun so the other MKIVs can operate in safety.
SOUTH
The ATG & a Baz team caused problems here, the infantry had to deal with them initially though the Italian M-14 tank got the kill shot on the ATG.
Moving to take out the Sherman that was troubling the centre from the hill drew fire from another to the West, once that is dealt with I think this area is clear.
Ha doing this AAR is handy thought nobody in the South could see the lower AAgun but the smoke has cleared & the Panther can so centre is a simple affair.

Just destroyed it with the first shot & moved on the Sherman which fired dischargers, it will have an AT Team 100m away when the smoke clears.

Imp
August 15th, 2020, 07:50 AM
Turn 15 end
US artillery has stopped completely so we are taking advantage & running with riders & passengers on board till the end of the next turn. Surprisingly the SPMortar still lives.
British HQ is probably in the trees to the West but just in case he is on the edge would like to get some infantry there for a look.
https://i.imgur.com/bYfbCeR.jpg
Under cover of smoke we have made good progress around the top road despite heavy resistance in the area marked, several Squads & Baz Teams were encountered in the area marked, I think US moral has broken they collapsed quite quickly under fire.

The field of view is from the highlighted squad his only support at present is from the sniper. Only fire received was from the squad targeted so we are blanketing the area with artillery as we have no other targets. Hopefully the infantry will detect any guns in front of the barrage when they move out so the tanks can support them.

Sniper (A) marked had to hitch a ride in the 250/11 to help (B) who was in big trouble facing 3 units, tanks could not assist without exposure though they fired smoke at (C) to allow the move & block fire from the other squad.
The position the sniper is in had 6 routing squads so also needed to be cleared & the smoke one dropped caused the problems.
This turn we need to move the routing squads then the sniper will move as shown to see if its safe for armour to follow & attack that squad.
The only other safe option I can see for armour support is to place smoke & move a tank just North of the road.

In the South 2 AT Teams & the Panther are ready, the squad can place smoke if needed so the Italian tank that played taxi can can exit & the MkIV can backup if everything fails. Used a little trick here as unsure if the smoke will clear in AI turn or ours we fired more smoke in the bottom hex & the tank Z fired at the middle smoke hex to create a bit more dust so hopefully it clears in our turn.
The MkIV & squads will move West after to take out the mortar to the West.

Imp
August 15th, 2020, 09:00 AM
Turn 18 - 3 fairly quick posts

Its all over there were 2 ATGs in the VHex area both in retreat status so easily destroyed then we sent halftracks to the VHexes & had to defend for a turn against a platoon of infantry that exited from the woods.

Another marginal victory that would have been decisive if timed objectives was set to 3 rather than 6.
https://i.imgur.com/8AVnPZU.jpg
The Italians performed okay in the firefights they participated in but still think they need an escort to help with spotting.

Turns out we could have used the top road as there were no AT assets there. I thought the infantry would have to fight unsupported as it was quite a large clear area.

Ts4EVER
August 16th, 2020, 05:50 PM
Are you using RSI troops?

Imp
August 17th, 2020, 06:48 AM
Its being a long week forgot the GIF
https://i.imgur.com/TVHa2wv.gif
I know nothing about Italian troops using Italian Social Republic OOB assuming Fanteria are regular troops so my go to guys as Bersagliari & SS are elite

Was planning to use with rough ratio of
1 Company of Fanteria (comes with a mortar)
1 Scout vehicle
2 Medium tanks (armed with 45mm gun)
1 Heavy tank (armed with 75mm gun)
If I am miles off correct me as I am just guessing.

Imp
August 17th, 2020, 12:48 PM
Meeting Engagement versus the British at Monte Camino in December visibility 11 hexes - 550 metres

AUX 2 light trucks & 2 Scouts no ski troops.
Light trucks are actually in the core but will be sold, used to attach infantry to that we need to get rid of to go to 3 squad platoons next battle as per 1944 restructure.

The snow has turned up & I am guessing it is still falling from the visibility, only a light covering no drifts but the mud is getting worse.
I have highlighted how it splits the map vehicles would need to cross at least one hex which I am not willing to do as the breakdown chance is high.
The AI may well run into problems but we will give it a go anyway, I can see vehicles trying to cross the mud in the South.
I actually messed up using the Panthers to ferry riders down the road as realised I cannot cut through the woods.

Overview is at the end of turn 2 I am expecting Armoured Cars to turn up on the road shortly - before the arty as only just plotted.
Contact in the South should be a while & there is the mud to cross if they try it.
Panzer Grenadiers & the Panthers as fast are supposed to try & flank & encircle if possible then possibly head South for more of the same so around 2/3rds of our force are in the North.
https://i.imgur.com/VrtNAJ3.jpg
Thoughts
Due to the conditions leave the MGs at home they are vulnerable at this visibility & to slow.
About to go to a foot advance with infantry to the front however due to the speed of advance we are vulnerable to artillery especially units following the frontline as its likely to land close behind or on it, 17cm is therefore on counter battery duty.

Encircling & killing quickly will offer some respite from the artillery but it brings its own risks, we will not stay mounted for much longer. Hopefully the Halftracks can hit & run from the side & avoid moving back into artillery.
Not against falling back with the main force to help with encircling as the conditions make it harder & dangerous, I could get caught in the middle instead if not careful.
Good placement of smoke by the tanks could help matters no end & 2 SP Mortars are shadowing the Pz Grenadiers in case it runs short & they need to direct fire.
Tank battles in particular can go pear shaped at these visibility ranges as its easy to end up with 1 unit facing several hopefully the infantry can prevent that & the tanks can smoke for them if they get in trouble which they are bound to.

Imp
August 18th, 2020, 08:18 AM
Turn 5 start

https://i.imgur.com/1vOi9Ll.jpg
Underestimated the speed of the British first scout vehicle turned up on turn 2 the rest in the next turn. A couple of Dingos & Humber IIIs which while they cannot bother the tanks they can happily take out the Halftracks, the truck with the HMGs just turned up now.

Turning up a turn earlier than expected has thrown a spanner in the works I had hoped most of the force would be past the first line of mud by now. That & the error with the Panthers is going to make the initial stages harder, had to use smoke already to cover the Halftracks.

The Brits have also used their speed to capture the other group of VHexes, I was going to send the truck back to pick up another squad but thought I had best grab some Vhexes to.
https://i.imgur.com/j81XjCG.jpg
I am now wondering how fast the Brits are coming, the variety of units makes WWII fun. Not a fan of Brits in the early years but by now they have some great Armoured Cars, Light Tanks & the very fast Cromwell - one of my favourites. They also have a tendency to use truck infantry so things could get hot earlier than anticipated I need to get in combat formation PDQ.

Imp
August 18th, 2020, 11:18 AM
Turn 7 end

Things have been rather busy the last couple of turns the Brits have used truck infantry to move up the agenda.
AI is struggling with the low visibility setting making it very vulnerable.
https://i.imgur.com/5cirvZX.jpg
From the top
Panzer Grenadiers are going on foot but they have no ranged AT capability if they encounter armour.

Trying to get Panthers over but a fairly large tank battle has delayed things.

Searching for the Dingo the AUX scout got a bit of a surprise when he went through the smoke, British infantry is here already.
Luckily artillery had suppressed them so he is okay so far & squad beside him is in retreat.
He is in trouble though unless my artillery is very effective had to risk blue on blue to give him a chance.

MkIV & AA unit are after the Bren Carriers which may well get stuck in the mud.

ATG has top kills so far with 5 - Artillery may well hit Vhexes here.

The bottom ATG should get some support this turn, unsure if he is still hidden but has not received any fire to date

Things are progressing very well so far we have lost 1 man so far to a MG
Brits have lost 20 units - a Truck - 3 mech infantry + 2 Bren Carriers - 3 HMG - 2 Humber's - a Dingo - 8 Sherman's

Imp
August 18th, 2020, 11:37 PM
Turn 11 start

Its still going well despite the visibility the Brits still sent in 2 Spitfires damaging a Halftrack, bombs are gone now so not to worried.
Apart from that we have lost a Truck to arty & 6 men, the scout lives but lost 2 men so will not be participating further.
The Brits have lost 47 units started killing infantry now 17 are tank losses.
https://i.imgur.com/pHBvJbf.jpg
From the top
Pz Grenadiers went to risky bounding advance as shielded by trees & will cover our flank for a few turns.

Main force placing smoke 11-13 hexes ahead of infantry so vehicles can move forward with minimum exposure, tanks will fill in the gaps. As usual some slightly risky Halftrack moves will occur behind the smoke to keep the pace up, getting infantry forward for the next smoke screen.
Working well so far had a minor scare with 2 undetected Piat Teams but as they were suppressed they missed, infantry spotted them as they fired.
Panther in slightly risky position as destroyed one but killed the first Churchill that appeared before the smoke fell.

MkIV managed to kill a couple of central Sherman's that the squad had located, now joining main force as Central Group is out of the Orchard.

ATG has 6kills now bagging a Sherman & is poised to possibly get another, its relocating for fear of arty shortly.

Southern units are doing likewise & getting eyes on approach directly for Vhexes.
Bit concerned there might be quite a few Brits trying to come this way, vehicles will struggle but if it uses artillery here we might struggle to hold the infantry back.
Its a long trip to come round behind them with relative safety we will probably miss most of the action. Hopefully by then this pocket will be all that's left & our artillery can save the day.

Tactics are allowing a faster advance than I anticipated so far. Southern group is to hold position it will not advance over the mud.

Imp
August 19th, 2020, 11:01 AM
Turn 13 start

Well the good news is we got the Dingo & still have only lost 9 men but things have got considerably tougher progress has slowed.
British artillery hit everywhere location shown all but 1 squad has rallied & I think we lost 2 men, some squads will not have the speed to clear the area before the next turn.
Major strike where the PZ Grenadiers where, I assume planes spotted otherwise we missed someone. In the process of relocating 4 arty pieces & just clear of the strike when it hit however my Howitzers were not so lucky routed & transport is gone.
British losses now total 66 units.
https://i.imgur.com/7xhIguk.jpg
From the top
Progress has been slow wary of tanks from the SE & there was a lot of infantry in the area of the field. Arty hit us due to the delay dealing with them & we have had to use a few dischargers for cover as could not spare our artillery.
A platoon & escorting MkIV will go after the artillery along the road. Armour & PZ Grenadiers are going to press on rather than wait for the foot infantry as I think most resistance is over here.

Progress on the Central Vhexes has met stiff resistance we managed to get the Sherman which helped. Having to deal with the units on the mud to the NW has split our firepower here. Hopefully the main force should be able to target them shortly.

Now to the fun there is another Sherman down there somewhere, possibly stuck on the mud we cannot see that hex.
MkIV fired smoke to let the ATGs take up position they are Y keyed to 5 hexes for the moment, prefer flank or at least a bit closer before opening up.
We need a strategy here possibly moving MkIV below them for flank shots, big worry is infantry spotting the ATGs so probably going to place arty here to contain them - only have 4 tubes available to plot at the moment.
The other ATG is on the way over & we will pick up the AT Team but I have a feeling things could get a "bit sticky" to quote Brig Tom Brodie.

In hindsight sent to many units North only really mess in the snow during campaigns & misjudged the time it will take for other units to arrive.

Imp
August 20th, 2020, 06:10 AM
Turn 14 end
The artillery has stopped but British air is busy making the skies safer & took out 2 AA units.
Our Howitzers still live just have to wait for them to come back on line, we CB fired.
https://i.imgur.com/j7wi4Jt.jpg
From the top
The fight is just about over in the field & mud South of it, the Pz Grenadiers are inbound so we can concentrate on swinging round the mud.
British tanks seem to have swung towards centre VHexes Panther is positioned to take a shot at the Churchill as it moves & several others should be able to engage it with a 1 hex move.
Going to run fast using the dischargers to see what's out there, that lone destroyed Sherman is bothering me where are the rest?
Also a Bren carrier & Truck appeared on the hill, if the Truck was facing the other way I would assume its empty but we may have more inbound. If its just infantry most units will sweep past & let our foot Infantry deal with them.
Routed an AAgun here & about to head up the hill using the road after the artillery there, 6 units I think.

Northern assistance let us gain control in the central area & take control of all the Vhexes, the North force should be able to rush for a turn or two as it arrives
here as the area will hopefully be secure.

Down South infantry is starting to appear driven off a couple of squads & more armour has turned up, wish they were Sherman's rather than Churchills.
As shown all the ATGs can cover a break out across the top mud area once they exit it & the MkIV could take up position as shown. I have no idea what the AI is going to do not sure it does either
it may run tanks back & fourth between the two obvious crossing points in which case the MKIV might catch a break.
Once most of our Artillery is back on line considering a big stomp here including the 17cm, May get lucky or at least make attacking feasible.

Imp
August 20th, 2020, 08:48 AM
Update Turn 16 South

The Sturmpanzer engaged the Churchill that has disappeared last turn but had no effect.
Only the top artillery plot has actually landed but with more units appearing in the area when the opportunity arose I decided to take it.
https://i.imgur.com/AsV2ykz.jpg
Started with infantry fire as some enemy squads have LOS to the ATG's, this drew fire from the Churchill & Sherman the other Churchill had just made the move shown.
We needed to neutralise the underlined squad otherwise the ATG's would be spotted for sure so continued with the infantry fire. Pretty sure the tanks only have 1 main gun shot so its worth the risk now.

The bottom ATG fired at the moving Churchill but it bounced as did the second shot, its 2nd return fire killed 2 men out of action for now.
Sturmpanzer moved unobserved as target suppressed & killed it with its 2nd shot.

The top ATG targeted the Sherman & hit on the second shot the Churchill returned fire all for no effect but suppression.
Can the MkIV enter the trees unspotted? Yes it can & kills the Churchill with its first shot. Next shot vs the Sherman goes wide & it fires the smoke dischargers.

Happy with that outcome despite the ATG positions being compromised.
Just 2 Churchills & a Sherman left that we know of & if they try advancing this turn it should end badly.

Imp
August 20th, 2020, 09:44 PM
Turn 17 end
I hate planes can't hit the %$#@ things in this visibility - Halftrack & passenger down.
We have lost 8 units now all to planes or artillery, British losses are just shy of 100 units.
https://i.imgur.com/t5GXSHh.jpg
From the top
We are coming but probably going to be to late it could all be over bar the shouting.
Going after the arty we came across a stubborn AA gun as you can see ended up pilling in & throwing the kitchen sink at it, we ended up unscathed.
A few squads will head South with slim possibility of finding withdrawn transports.

Found & killed the HQ on our travels, resistance is over in the centre.
https://i.imgur.com/sbWmFdD.jpg
In the South the Brits are making a direct push where I thought they might but its to late fears were unfounded they will have full artillery support.
As they have the best guns vs infantry Sturmpanzer & StuG(i) are taking position to stop the infantry & marksman's progress had to pull AA unit back just in case the Churchills try a silly move.
The Sturmpanzer should contain them till the artillery hits then its probably all over.

MkIV tried a slightly desperate attack on Churchills which failed so I fired its dischargers. It can move to support from here if needed as ATG is not in place yet.
Only problem will be if Brits plot artillery down here we have 4 arty to plot around Churchills & troop concentration those shown are active.

Imp
August 21st, 2020, 08:29 AM
Turns out that was it the AI threw in the towel at this point.
Artillery killed the Sherman so it might have been damaged.
https://i.imgur.com/DZywmYL.jpg
GIF shows there were a lot of units left probably 2/3rds of the British Southern Force never saw combat, they had to cross fields & mud.
Not surprised really did say at the outset the map could be a problem.
https://i.imgur.com/gXS4qWJ.gif
Low visibility is also a major problem for the AI, it makes you work hard but you can scout sensibly & if desired bring overwhelming firepower as firefights happen in local pockets. The process of deciding what to do for a given situation is transparent but the brain must weigh up a lot of factors depending on what you want to achieve.
Enough factors that I had to ponder for a while on a the best course of action for some of the moves.

sigeena
August 22nd, 2020, 02:55 AM
The problem with knowing the visibility in advance is that we deploy our units with that visibility in mind.

Imagine we don't know the visibility beforehand and can't change it after deployment. If you deploy on the defense or delay assuming high visibility and then the battle turns out to be visibility 5 or 6, you'll start shifting forces in a hurry.

Imp
August 23rd, 2020, 09:39 AM
Probably not as much as you might first think, infantry wont be far off & they normally screen the armour.
Long range stuff like the armour & HMG wont be able to start targeting out where you expected but they are vulnerable at short range.
My guess is as its mobile you would move armour up as & when needed to act in a supporting role.
Only big problem is if you have gaps they can slip through undetected.

Imp
August 23rd, 2020, 10:16 AM
We have finished the restructure so quick recap on forces.
Much as I like them even if advancing for surprise attacks vs difficult to approach targets we have sold the ATG's & will buy when needed.

33 Squads (inc Pioneers) - 19 Transports (4 cannot lift a squad)
16 Armour (4 Assault gun orientated) -6 mobile AA
8 on map & 1 off map artillery pieces.

INFANTRY
Foo
2 Infantry Co 10 Squads each
1 Pz Grenadier Company 11 Squads 13 Halftracks (2 for MMG)
4 HMG, 2 MMG
3 Sniper (Rangefinder 5 Variety)
4 Panzerschreck AT Teams
2 Pioneers (1 has a flamethrower)
2 Scouts & 250/11 gun Halftracks
2 Light Trucks, 2 SdKfz 11 soft Halftracks (All for HMG transport)
ARMOUR
10 MkIV's
2 Each of Panther, StuG(i), Sturmpanzer.
MISC
6 Mobile 2cm Flak
17cm Battery
2 On map 15cm
4 Self propelled & 4 Static Mortars.
6 Transport vehicles for there use.

Probably a bit heavy on armour for a German formation but plan to use AUX units. Snipers are mainly there to make assaults easier.

Imp
August 23rd, 2020, 11:10 AM
Welcome to Anzio we may not have as much snow as the Eastern Front but we do have the mud, the suns out snow has melted & we have a quagmire.
We have enlisted the aid of a Partisan group in the hopes there local knowledge will help us navigate the treacherous terrain.

Advance vs the British Map 90x90 visibility 57 good vantage points for both sides.
AUX UNITS
2 - 3.7cm FlaK 43 Guns
1 - 10.5cm offboard battery
Italian Partisan Company (13 - 8 man squads armed with LMG & a rifle or SMG Experience 55, Morale 63.
An assortment of Medium & Heavy Trucks (4 of Each)

Hands up just realised bought from wrong OOB not changing now. Due to the restricted avenues of approach I did not really want AUX units but as the map is 90 high thought the British might be spread a bit thin without them. Luckily trucks are the same they were bought to see if any have 4WD.
We will use the trucks & 4 Partisan Squads as guides.

If your into mud & mountains Batloc 221 Anzio is for you this was originally a delay action but I took one look at the map & thought no way. The second roll was also a delay & the only passage from E-W without mud was a 2 hex wide zig zag!

Thankfully it gave me a better map as still doing 60+ hour weeks marked the passages on the map with the text tool so I don't forget in between plays.

Highlighted paths on the screenshot, the SW area in my deployment zone is cut off from the rest of it so will assume we got there from the lower edge.

Imp
August 23rd, 2020, 11:11 AM
Helps if I post the screenshot
https://i.imgur.com/5a3e5gs.jpg

Imp
August 25th, 2020, 09:56 AM
Turn 4 Start

Nothing has happened so far apart from the Brits placing smoke last turn though I think things are about to kick off.

British smoke screen might provide minor benefit but is in fact more of a pain as stops me finding LOS. We have arty plotted in the North mix of HE & smoke in case something takes a shot at us, sorry forgot Shift3

All but 2 tanks are in the North did not want to use my smoke to come over the hill as it would need to be a wide screen & I think it will be needed later.
https://i.imgur.com/ZrUS03N.jpg
From the top
Expect to take fire when we move possibly from both hills here, this is our main avenue of attack.

Central units are to head for the trees & try to get LOS on the South side of the hill, I expect to use those central trees later.
If take fire on the way will probably just move on after locating rather than destroy.

Will not report or screen shot units below the line unless something happens they are supposed to be spotters later on for the main force as hopefully closer to firers. Hope is they do not need to fight to hard to get to position.

Used 4 Partisan Squads its not a biggie they are similar to what I should have bought, as suspected all trucks are 2WD.
Turned off timed victory hexes as do not recall us having an assault yet so if the battle is a meeting I will reload a couple of times to try & get one.

Imp
August 26th, 2020, 10:21 AM
Turn 6 end

My arty plots with green line are fire for effect others are new plots
https://i.imgur.com/9FxHsI9.jpg
The little hill was easily dealt with HMG & tank support allowed Mech Assaults, 3 squads pushed off the rough there could be a fourth.

Crossing the splodge of mud across the road took 2 turns we could only fire on the squad position shown before crossing the mud which drew fire from others situated further back.
Things went surprisingly well especially as most British units initially held fire till around 350m before they all joined in.
Do love smoke its use was invaluable again & just realised Partisans don't have any which makes sense.
Lost 2 men for 2 Patrols killed but made good ground, need to this turn as well British Arty has been very quite so far.

Elsewhere all is quite after coming over the large hill our infantry will be at the woods edge in 2-3 turns.
We have spotted a M10 3in in the South as its open top & hopefully has a friend nearby plotted 17cm battery on it for full effect.

Mobhack
August 26th, 2020, 12:29 PM
I generally retire/re-role any MG units in the core when past the desert and fighting in Europe. Generally not enough fields of fire to make them worthwhile. You want to be able to see past 600m (LMG range) with a decent field of fire past that.

In the Desert, and Russian open fields - well worth having in the core.

With a German campaign though, I usually change them to something else when being pushed back by the Soviets, but you do get occasional places they can be useful - however then only bought as support units for the one battle if it is flatlands or on a commanding height and good visibility.

They are wonderful tools for stripping off the tank riders the AI likes to use, especially on bunched-up lumps of them!

Imp
August 27th, 2020, 06:53 AM
Never thought to do that, played as USA Armd Infantry a while back & that was overkill with 1 MG per platoon plus all the halftracks, crying out for regular squads most of the time.
Certainly cluttered terrain of Europe its hard getting the best out of them & its dead easy to make a good location useless by placing smoke. I would say on average only half make any real impact the others never really get position most times.

Mobhack
August 27th, 2020, 07:07 AM
Armoured infantry may be the clue - you can use the HT to shift the things to a useful fire position quickly.

But leg-only ones on a typical cluttered European map are too much of a pain to find good positions with. Maybe buy some light trucks to zoom them around in, next time and see if that helps!

Imp
August 27th, 2020, 08:03 AM
Turn 7 did not go so well in our haste to get eyes up North we ran into a 6Pdr ATG & lost a MkIV, however this tells me we need to look it wont be alone.
Two Spitfires also came in & immobilised another MkIV, AUX units paid for themselves & got 1 of the Spitfires. We also lost a truck to artillery & had first contact on the North edge of the woods.
Currently therefore we are 2 units & 8 infantry men down - the Brits are defending this hill in force we have killed 8 Squads plus the 2 Patrols from previously.

Arty plots are as it fell last turn apart from 17cm which is about to fire & hopefully get both M10's. 10.5 battery drifted way off was supposed to hit around the Vhex.
Had to keep moving top smoke plot as discovered more squads, it will FFE where it is. The plot that was firing smoke down the road is still there, bad luck with smoke fall most landed in the same hexes.
All but 2 arty are now back online had to move as Spitfire overflew them.

Turn 9 Start overview
https://i.imgur.com/LGPgoHy.jpg
Bit going on kill that ATG & should have eyes on the Northern area in a couple of turns, some units will head down the road to check the far area.
I feel crossing the mud was the first hard part taking this hill & coming over it are the biggest problems we will face. As mud splits it in two we kicked off the attack on its West face as attacking from the North is a few turns away.
Resistance has been heavy where we are now & 2 hexes to the East there were about 15 squads, two I think ran down the road the 10.5cm was supposed to land on them. Taking the hill is always an issue best view is from around the MkIV shown. Expecting arty there so now climbing the hill.

Partisan could not find the squad in the woods German Squad did & we forced a retreat before mounting up, the British squad will be in good order when we arrive.
Otherwise think its clear this side of the treeline so the MkIV is going to chance it.

South of the bottom road found another M10 hopefully both will die.
A MMG is moving up slowly by the road most other units will try for a good view however one will attempt to get to the treeline.
Poor Partisan is going to press on to see if anything is there & others can spot it, no smoke & out of support range so not to sensible.

There is a chance that the AI has set up a defence round the Vhexes & the flank is lightly or undefended.
We already have good views across most of the map, if a vehicle fires we should see it if its not in cover.

Imp
August 28th, 2020, 12:09 PM
Turn 12 start
Due to nature of the map another overview I hope they are clear enough, should be able to go to closer zoom & a couple of screens from now.
https://i.imgur.com/h6ygzCr.jpg
Where to start been playing a bit fast & lose, right about now I would give anything for a Laser Range Finder we have a shooting gallery but the range is 1300m plus (25hex) but lets cover the last few turns.

Plane has been again killing a Halftrack & British artillery is really ticking me off the AI is very good at hampering operations with this sort of visibility & is predicting where I am going well. Halftracks & SP Mortar for example briefly entered LOS at nearly 50 hexes & are now all damaged, guessed exactly where I was headed.
We are taking out the on map stuff my arty is plotted on one if we force route the arty targeting tanks by Z including 17cm can shift to keep them running & hit the other - 17cm obviously failed vs M10's unlike the AI I am not having much joy with it this game even with eyes on target.
We should be able to deal with the one near the M10s with a MG once we have position.

We have lost nearly 20 men now & of course some halftracks & the MkIV - Killed 25 British units, all infantry bar the ATG

We will wrap up the search for ATG's shortly it has been hampered by the high grass & fields blocking LOS at ground level, killed the first there must be more? Managed to clear the hill while this was going on behind a smoke screen. Squads 2 PIAT Teams & a Mortar cleared out, my squads were surprisingly lax walking into both PIAT Teams.

Let the smoke fade this turn & the AA guns opened up, nobody at ground level can see them.
A consists of 2 Sturmpanzer targeting along with a StuG(i) & MkIV that can target with a 1 hex move. HMG there can also see them so hopefully enough to silence them. Chosen as hunting guns & infantry with MkIV if armour showed up.

Once we reach the field around X going to call it safe its taking to much time.
Some units need to go up the hill for VHexes & an option I will probably not take is move out from X to close on British armour, perhaps with a few squads again hunting guns & perhaps the HQ.
---
Squads at C giving up on rear of hill for the moment, despite the smoke screen artillery is stopping play - will take out the Mortar.
---
Moved fast through the woods several transparent trees & we want tanks there. Both ready squads there retreated & recovered. Squad B had to risk fast moving so trees screened it, going to find out if areas safe want the view from there.

We are going to try a few long shots from hexes at C as only visible to 3 tanks, probably just result in dischargers firing. Arty is also plotted on Churchill if we are very lucky we might force it to move. Mud makes attacking it from cover impossible.

The big question is what's around Y & are there any guns tanks we have not located. If we could clear infantry from near W there is a good chance a tank could get off a shot undetected so mass attack stands a chance. The question is how using smoke to close range with tanks could go badly wrong if it clears badly so maybe smoke & kill infantry then try from W.
I am at a bit of a loss at the moment on how to approach just know I want the arty gone as I do not want to end up pinned suppressed around Y.
--
The Southern guys will probably have to throw caution to the wind shortly & see if anything is there the hard way.
Be a while but MG's are on the move 1 here the rest to W & the hill.

Should have had more of a plan for the South half of the map we are winging it now.

Imp
August 30th, 2020, 08:59 AM
Turn 13
Reporting always top to bottom
Not moved in first screenshot finished turn in second.
https://i.imgur.com/XbPA75y.jpg
Turns out it was 3 AAguns the MkIV took fire from the ATG which missed as finishing them off, it died under a hail of fire. AA guns were also overwhelmed so we emerged unscathed.
Assuming that's it & mounting up to go over the hill we are needed & this took longer than I anticipated. 1 Squad is checking a bit further East.
https://i.imgur.com/NQij7cS.jpg
Panthers have hopefully paraded around in full view (low risk only 2-3 hex wide strip) hope is this will attract artillery allowing mounted units safe passage to the hill.
Expect them to be a prime target for the lone Spitfire so all AA assets are coming forward to support the advance, hope is to take it out while not engaged. High vis you would think it would be easy.

Ignore last post bit more sleep today Panthers & arty did not engage the Churchill its position is fine & more are now visible. Arty is still going after British on map arty before switching to area around A. Maybe we got it but Mortar fire on the hill has stopped so taking a tentative look. Squad that smoked drew fire from the British squad others seem hidden.

Units in the woods detected the Stewarts the MkIVs are going to try & engage. Bit rough when the enemies Light Tanks have a better armour package than your Mediums.

I was hoping to come up with something more elegant but as we have them the heavy lifting is going to be done by the units with a decent armour package.
By the numbers section off & clear the area advance, how it develops depends on what MkIVs encounter as move to B. If no ATG fire they are well positioned to lay smoke & help the infantry clear A.

Panthers will move to C under cover of smoke, move through means well within coaxMG range - the smoke needs to be in front of the mud so can lay more to right & move E-W behind it. Gives flexibility for Mech Infantry or lets us move to avoid artillery.

The only issue with this is if there are 17 pounders out there we have closed the range & hence hit chance so the Sturmpanzer's with their tough superstructure (13) have been asked to come over the hill in full view & see what flies their way. There gun is not particular accurate at range so they have the privilege of supporting the Panthers weak flank & providing smoke.
Can't help thinking there is probably some colourful conversation among their crews over those orders.

The Heavy Recon team down south are waiting on the MG but converging to battle formation. They will try to provide smoke cover for the armour if needed when it moves out. StuG(i) does not have dischargers fitted.

Imp
August 30th, 2020, 09:28 AM
Side Note
The Recon team gathered a lot of useful information this probably would have played out quite differently in the modern era as you can capitalise on it better with enhanced speed & accuracy.

Assuming they can destroy each other at range & that virtually all modern tanks have turret armour that is better or equal to the hulls this could have been simple.

Stonk them with artillery then attack in mass from the hill. Once we are in the era of accurate ATGMs they could thin them out first. Of course return ATGM fire might cause a few problems.

For me it highlights on todays deadly battlefields Recon is more important than ever.
Also highlights if you are not up against a near peer force recon can turn it in to a Turkey Shoot.

Imp
August 31st, 2020, 09:16 PM
Turn 16 End

Losses are B50:G6 + about 20 men.
https://i.imgur.com/uTRMrda.jpg
The Spitfire took the bait and flew near 5 AA units never reaching its target.
We have had no on map British artillery for a while now but one Halftrack was hit by off map, both it & the passenger died. Otherwise trip was uneventful till approached the hilltop.

MkIV's engaged the Stuart's killing 2 but the 3rd fired dischargers, M10 did not fire they are taking pot shots at infantry now so no MG's by the look of it.
As the smoke from the dischargers screened the Panthers from a good portion of the tanks I decided to kick things off.

Still wanted the Sturmpanzer on the hill first & the squads on the South side were only taking mild fire from lower levels. In my excitement found the first Piat but nearly lost the Sturm to a second, luckily it was pinned & missed.
Came over the hill bang into the sights of 2 6Pounder ATG's its damaged but operable. They were quickly dispatched by the squads there but my guys are not doing a good job of finding them - 2 squads 4 hex, 1 3 hex
who has never been shot at so no suppression.
At least no 17Pounders opened up so after that little bit of drama its the Panthers turn.

They are taking what infantry they can with them as eyes & to smoke the flank if needed. So far a Churchill the other fired dischargers & 2 Sherman's, Stuart's discharger smoke blocked sight East of the Sherman's. Hope to take on the Churchill & M10's next as M10's are the most dangerous.
Glad to report its not all down to the Panthers the trailing MkIV saw an opportunity to take on an M10 in a 1 on 1 battle & came out on top.

From fire received looks like there was a platoon between the road & hill & that's it, hence no squads learnt my lesson from the hill.
Found & killed a FOO by my number 2 Gold Spot as infantry exited woods.
Should be safe to transfer a few more units South so Halftracks heading out.

Recon guys are getting a bit of arty support now they have to make contact soon & I forgot to move their MG for a couple of turns so its not turned up. The armour has moved forward under smoke cover & will do so till it passes the mud.

Either the Brits are out of infantry or they have gone for localised defence of the VHexes. Either way the area my artillery has to cover is shrinking rapidly.

Not overly impressed with the 17cm think I will stick to the 10cm in future.
+ virtually immune to counter battery - costs 20% more, no smoke, reduced ROF & HE rounds.
I prefer arty that suppresses rather than kills & taking into account the higher ROF of the 10cm I don't think it kills a lot more overall especially if using against vulnerable units like routers, open top or soft vehicles.
Both have about the same number of fire missions but the 10cm puts a lot more shells down range so more chances to hit offsets lower kill to a degree & produces more suppression. Only drawback in my view is sometimes it has to fire sporadically to avoid CB.
Also & just my luck despite experience in the 80's mine does not CB fire often.

Mobhack
August 31st, 2020, 10:31 PM
Try the 10cm K18 battery (unit 413) if you want a decent long range offmsp bsttery that does not do shell craters. Range of 209 good for CB and less likely to be the subject of same. Range 209 means the UK 5.5in wont reach you, long 4.5in may be the only type to do so.

10cm leFH 30(t) (10cm Batterie) is only 206 range, so several things can reach out and touch it.

Imp
September 1st, 2020, 12:16 AM
That is my go to battery as Germans must have used it a bit learnt the ones I have to worry about for CB
Brit/US 4.5in, 155m or rare 8in - Russian 122mm obr 31 is the other danger if anyone is interested.

Imp
September 1st, 2020, 06:37 AM
Turn 17 update - best laid plans & all that
https://i.imgur.com/CbBmo6Y.jpg
There has to be a size zero unit within the vicinity acting as a spotter.
Crossing the mud is proving a real issue tanks are targeting & the fire is pretty accurate lost 3 or 4 men trying, bet arty is inbound.
The good news is that revealed 2 new Churchill's on the hill - dash line.

Panthers & MkIV have had to move East for fear of flank shots, one has LOS to a single Sherman.
Placing arty on the new Churchills they are high enough I think to score a top hit which would ruin my day.
I know we can see them from hex shown but squads will move before Panthers to check LOS for them. Most likely action is smoke them out, deal with ground level tanks first then once arty hits them.
Its rarely as simple as you initially think.

Found a 17 Pounder just not where I expected ATG,s are guarding the other flank to.
Moved MkIV to place smoke as fell dispersed & got a surprise as a shell flew past.
Squad shown is only one with a LOS however we may be lucky the squads have not been fired on yet so it may be unsupported. Big question is where is the other one they are hard to spot till they fire.
https://i.imgur.com/JmQ7GwC.jpg

Imp
September 1st, 2020, 11:30 PM
Turn 19 ongoing
The AI has started moving 1 turn earlier than I would have liked, realised now would probably be a better screenshot than later so partway through turn.
Our artillery is not near the tanks as they moved & majority is plotted to assist the South team.
Smoke has mainly cleared in main area though still a few wisps making gauging LOS tricky.
https://i.imgur.com/wlWBVWX.jpg
Some units have moved but main action so far in centre
MG & Sniper have put squad in retreat status (green dash)
Panther & a MkIV got a tank each (lilac dash)
Next moves
MG fire at clustered tanks (yellow)
C - see if MkIV has LOS as long shot, MG will try first still has most of its shots can spray M10
A - Units around here next as described on screenshot
D - Can finish off if needed, probably without taking fire as shots expended by the enemy.
E - Armour here is to take up position so hopefully next turn we can clean up the armour & press on for Vhexes.

Infantry managed to get on the road crossing the mud under cover of smoke but want to keep placement to a minimum now to leave fields of fire open. Chasing runners we have found the British HQ.

South has gone really well first ATG died on 2nd shot & we spotted the second one making life far easier here.
Placed smoke so could deal with it without fire from the squad which will be plastered with artillery shortly. 10cm Batt & several others plotted as was worried about the ATG.

Imp
September 2nd, 2020, 07:13 AM
Turn 19 end
Screen shows situation at the end - added blue text which refers to later on.
https://i.imgur.com/TnhgZ3p.jpg
We managed to take out our targets with shots to spare so MkIV's also took out a Sherman as a bonus.
Damaged one Sherman in AI turn then destroyed all remaining tanks in our next turn.
The hidden Churchill was fast moving (for a Churchill) as we had placed smoke to stop it getting a firing position, MkIV finished it in the end.

As shown there was a infantry platoon defending the South, easy as artillery caused them to retreat however the marksman (M) did not.
Game went to turn 24 before we found him as you can see on the GIF.
British force was totally destroyed no unit on the map.

Decisive Victory - GIF shows we spent half the battle clearing North of the hill but once we attacked the other side progress was rapid.
Maintaining a smoke screen for that length of time without getting a nasty surprise because of a gap is fairly hard though. It was more complex than I expected but in the end MkIV's did pull their weight & got quite a few kills.
https://i.imgur.com/WVd7unW.gif
https://i.imgur.com/KwjKWnL.jpg

Imp
September 3rd, 2020, 06:19 AM
The next few battles were are at Casino, bigger mountains, mud & intermittently snow so I skipped them as done that & want to get to June when the Allies become far more dangerous due to APCR ammo being available & the 76mm for the Sherman.
MkIV's weak armour package becomes irrelevant at that point as APCR can penetrate armour 10 out to around 1500m (30 Hex's).
Its April now so having a refit as desire more units that have a reasonable chance of surviving a front hit from Infantry AT weapons before heading to the cluttered terrain of Normandy.
Done StuG III's so sticking with the MkIV theme we now have the following armour.

7 - MkIV
2 - Panthers
2 - StuG IV
2 - JPz IV/48
2 - Sturmpanzer
1 - StuG(i)

Direct comparison
https://i.imgur.com/QeqiXaR.jpg
All have the same gun, fire control, range finder & speed so main gun accuracy & penetration is identical.
MkIV is one size bigger than the rest so at a disadvantage in gun duels especially 1st & 2nd shot.

StuG III & IV are very similar the IV's weak spot is its top armour which is worse than the rest so more vulnerable to artillery.
Its also the only one with an AAMG just what you need attract the planes to that weak top :) (earlier III's had AA)
The StuG III's main drawback is its ammo load especially HE for infantry support however the 2 MG variant shown makes up for that.
I would give the edge to the III & spend the extra point.

JPz IV like the early StuG III's has a short range BMG offset by decent ammo load including HE despite being a Tank Destroyer.
Gets 2 Smoke Discharger shots though because of that role, they might be needed due to the worst armour package of the StuG's.
The extra armour on the superstructure may save it on occasion but is lacking versus infantry AT weapons. No Schurzen fitted & 8 on the front hull rather than 9 means the chance of surviving a Baz or Piat hit drops.
It is however considerably cheaper & has the best crew survivability rating.

Will do next battle in a few days when I get a life back, how people regularly work long hours is beyond me.

Imp
September 4th, 2020, 10:15 PM
April 44

Decided I needed a change so decided to play with T-34's & hopefully a few Soviet heavies as they hit harder in this time period.
As it turns out Sherman would have been dangerous any armour engagement will be close quarters

Outskirts of Odessa visibility 38 & we are assaulting finally.
Marked level 1 hills on the overview, West top area is mainly fields
bottom city continues for around 20 hexes.
HQ & FOO can set up in buildings with LOS shown.
https://i.imgur.com/RChzCn3.jpg
Parking up StuG(I) for the battle & bought 628 points of shortest range off map artillery. Wont use & should not CB but should let the Russians buy another infantry company.

AUX
Spotter Plane
3 Pioneers & a Bulldozer (have 2 Pioneers in core so 5 total)
2 Scouts with SMG
2 Flamethrower Halftracks for fun.
Forgot an ammo dump & extra AA - will add AA to core.

We should be able to get to within about 8 hexes of Russian deploy line undetected by cutting through the blocks.
Only plan after that is find the mines & see how it develops from there, we have 48 turns so could dawdle but would like to do it in about half that.

Imp
September 6th, 2020, 08:19 PM
Turn 6 Start

Well initial task to find a path through the mines is looking like a fail its a pretty extensive minefield I now probably need to decide where to break through.
The good news is after our CB fire Russian artillery seems fairly light - 4 81mm mortars & a 122mm Bat. We should relocate some of our arty now but hoping it goes for the front line so staying put.

So far we have lost 3 men to mines & triggered a bobby trap if you cannot see them on screenshot say.
https://i.imgur.com/S7LmPpl.jpg
Apart from the road at A Russians have a squad deployed on all E-W roads, off picture MGs & 3 AA are targeting, one group is taking Mortar fire.
KEY
Blue S - 2 Hidden Squads, SR squad retreated around here.
Green - Underline engineer unit, C cleared mines.
Yellow - Russian artillery
Purple
A - Was aware of mines except around A which have just been discovered hence Pioneer here is in halftrack so he can go to where needed.
Need positions shown to fire on MG so no vehicle support possible till know its safe, can smoke while we find out if needed.
Good secondary breakthrough if light on mines as area is more open allowing multiple vehicle paths & support options. road network makes relocating quick.

B & C - Can fire on enemy however C minefield seems extensive considering pulling out on push at it.
Really need at least 2 Engineer units to clear so possibly relocate.

D - No mines yet, check path in building, this area fairly self contained screened by building & hill.
Removing wire without taking fire should be okay but only 1 hex wide vehicle path.

E - Most promising area for initial breakthrough.
Squad routed without triggering mines so path possibly clear.
2 Pioneers cleared initial path to wire?
Lost LOS to rear squad but heavy firepower here including 4 arty, 2 80 mm Mortars in area so can risk close support if need to & already smoked area off.

Spotter Plane is checking area - now smoke has fallen may move slightly North before mission, it should be safe. Any further missions will require a smoke screen to East to screen AA or risk being shot down, doubt I can spare the arty for it.

Imp
September 7th, 2020, 11:18 AM
Turn 9 Start - Multiple Breakouts

We cleared the initial minefields last turn in most areas due to wide front enemy arty was only a minor issue as spread thin.
We should break out of the last area this turn but the squad that tried took serious fire as marked & lost 7 men so aborted.
Turns out this area is heavily defended there were 8 squads within 5 hexes of the push - heck.
Apart from that we have only lost 8 men plus 1 damaged Halftrack, 6 to mines & 1 to wire I think as couple of squads sped up clearing.
Soviets have lost 7 squads & a HMG we are facing Regular & Guard units but have come across no AT assets yet.

Overview
https://i.imgur.com/Wo7cMSM.jpg
Main push is to take out marked AA & 2 Mortars so the spotter can fly again, it received more dangerous 37mm fire on that last pass so its side lined for now.
Ignoring map bottom heading for VHexes we can deal with them when they counter attack.
We have moved up around half our artillery so Vhexes are in range.

The action
https://i.imgur.com/3CRlZ3z.jpg
A - Break out here was easiest light on mines & units, seems clear possibly more mines at next buildings. Otherwise straight forward kill one squad take position on other then into buildings.

B - Again simple pretty sur no mines where shown so move adjacent to kill both squads before finishing the squad for A next go.

C - Err hard going to put it mildly, the lower units have broken out -
Initial one shown following the routing unit was aborted, no mines but at least another hidden squad down there.
Flame HT helped the initial push & is positioned to help the units above exit, the amount of firepower they are about to lay down should produce easy pickings.

Need to be wary moving against the rear squad routers revealed more mines.
So far we have been lucky no vehicle has entered a hex that a squad has only to find it missed the mines.

Looking like the Russians have 2 lines of defence the 2nd defending the VHex clusters.
Things could get exiting when we cross the next road if all its AT assets are deployed there rather than spread about hopefully without the odd mine in the mix.

Imp
September 8th, 2020, 02:54 AM
Turn 9 Update it deserves one

A + B were fairly straight forward found an extra squad in each location but managed to deal with simply enough.

C - The house on the hill either belongs to the Commander or is full of Gold Bullion defended or what.
https://i.imgur.com/gBjLOxJ.jpg
Kicked off with the MkIV firing smoke behind the splash attack hex so we could move up safely to assault the squad there.
Sods Law dictated just when you want splash it hardly happened just pinned adjacent squads.

Followed up starting around 1 clearing W>E
Trying to get position on the pinned squad at 3 we discovered 2 more dug in squads at 2.

Panther & MkIV assisted from 2 then Flame HT from 3 so can move on hex 3 & assault.
However squad that was at 4 is still an issue for further advance so that had to go as well.

All because that row of 3 entrenchments had 4 squads that would route into them & likely dig in, its been a slog.
-----------------------------------------------------------------------
Somewhere in this a squad decided to look on the hill & paid a stiff price - just how many are there defence in depth save the Gold.
-----------------------------------------------------------------------
Situation now.
We are boxed in looks like another line of mines in the South so trying to create space we could be here a while, hello artillery.
We are poised for the next push not over extending at all!
A - priority is the lower of the 2 squads might smoke the other.
B - If squads here remain routed (3 80mm Mortars will fire) we can move to 2 & get on the hill.
Flame HT is now in hex SW of 2 with the MkIV, they can fire at C from 2 kicking things off.
Can't see it but another unit at ? will put a spanner in things.

This is a tough one I am really enjoying this battle, considered going round but where is the fun in that.

Imp
September 8th, 2020, 03:04 AM
That arty is a bit close for comfort looking at it should have left flame HT 1 hex to SW.

Imp
September 8th, 2020, 08:18 AM
Quick screen
https://i.imgur.com/Bot0OxG.jpg
Arty did land OK however B had 2 pinned squads but we decided to go anyway as thought still a way, had better thoughts.
Its now developed into a full on brawl honeymoon phase is over, it could not last urban fighting normally has higher casualties than we have been taking. If I move someone takes a shot at me, attempts to support just leads to more units that need help so we are now overextended.

So much for my comment there will not be anyone at ? hex there was & he had a few Comrade's 8 new units discovered entrenchments highlighted.

AT teams made an appearance touting AT rifles & caused light damaged to 4 or so vehicles including a MkIV then to top things off a still hidden T-34 took out a halftrack.

At least things are quiet up North everybody is here :)

Imp
September 9th, 2020, 10:14 AM
Turn 13

https://i.imgur.com/QdpSJGY.jpg
Fell into that oh so easy trap at least for me in urban warfare of becoming a bit Gung Ho normalcy has now returned.
Its the road networks I think, tempts me to reinforce quickly rather than sensibly & suddenly units are scattered to the 4 winds & cohesion is gone which can be dangerous as your reacting to the enemy & tying yourself up in knots.
Luckily this map has a lot of paved areas so got away with it as vehicles can actually take position because enemy squads do not have ranged AT weapons. This means the Flame HT is far more effective on the Eastern front though we lost the other one to ATG fire as it was moving to take its first shot as shown.
The squads heading for the Mortar were in position to move in for an easy kill.
Bunkers Gun only has light penetration so Sturmpanzer will engage.

Next group has just cleared the area of a couple of squads & AT teams, ATG missed a flank shot so smoked for now rather than find as had enough to deal with already. Bonus arty was plotted on AA Gun here already as we should attack the others this turn freeing the spotter plane to fly again.

Lower Group has finally cleared the area if you look at a previous screenshot you will see progress has been slow.
If we had not cleared the South mine & broke through there we would probably have been here for another turn or 2.
Just cleared 2 other gaps so we are good to move out against the AA guns.

Despite the hold up still on target to wind up in about 25 turns, 17cm Battery has still only CB fired once.
Still using infantry to path find but letting vehicles enter a unentered hex to attack now as that is probably it for the mines.

For an urban map this one is an easy play as no real areas with houses lining both sides of the road. You can leap frog from cover to cover & vehicles can take position on targets relatively easy. No idea if this is the norm for BATloc 111 but I will try it again its great fun.

Imp
September 10th, 2020, 06:45 AM
Turn 15

The lower group made rapid progress after breaking out but has now hit the wall of AT units that has been giving the centre trouble & slowed progress to a crawl.
The next line of defence mainly consists of AT Teams & HMG with the odd squad thrown in.
I cannot remember the position of all the AT Teams but most are shown, we also killed a few squads & HMGs that I cannot recall in heavy fighting.
Spotter plane made its pass okay revealing some of the T-34s.
A few turns back we had about a 10:1 kill ratio now its jumped to 15:1 - Losses stand at 4:60 currently.
We have lost quite a few men though probably adding up to at least another 3 squads.

https://i.imgur.com/lgyZAKl.jpg
From the top
Its quiet here we have killed the Mortars & are moving onto another bunker but now need to wait for infantry to catch up as we ended up supporting action further South

At the next crossroads I think we can move on the T-34 without interference from other units however its not ideal.
Our AT Teams are several hexes away & the other T-34 there will move at some point.

At A fighting has been heavy got both ATGs & all the AAMGs but most any action taken around here drew fire from a hidden unit.
The squad at A took the worst of it, the AT teams were dead or routed when he moved & got cut down to 7 men, tank placed smoke, not the best way to find enemy units.
The T-34/85 was also hidden & the tank fired dischargers before it could score a hit.

Lastly the bottom group finally made contact after killing the AT Team infantry moved back into cover so the vehicles can lay some firepower before they take up positions again.

The VHexes are tantalisingly close but getting to them is no easy matter.

Imp
September 11th, 2020, 05:27 AM
Turn 17

Never got the chance to mount an attack on the tanks our artillery hit vacated locations as the enemy is on the move.
Should make it easier though we can only attack 1 as shown the others will hopefully run in to our sights.
Since realising my transports keep dying had been doing a much better job but made a couple of silly moves & lost 2 last turn. One had a Pioneer on board who survived but needed rescuing. This guy gets into trouble a lot had to rescue him in nearly every battle so far (only have 1 unit like him so notice).

Placed smoke to screen spotter run but misjudged & it made its last circuit on the wrong side of it taking damage.
Revealed those 2 AT Teams set well back, bit odd but could have caught me out if sent a halftrack to get last VHex.

So we will take out 1 tank & wait a turn to see what the others do. In the South for the points can go for the 37AA gun as 1 is revealed for the points & need to take up position for the counter attack. Couple of squads with range turned down as spotters & a tank should be enough to supplement the AA & MGs

Imp
September 11th, 2020, 05:28 AM
https://i.imgur.com/ftBkv8b.jpg

Imp
September 11th, 2020, 08:16 AM
Turn 22

The tanks were easy enough as ran straight into our sights as were the units we bypassed who did the same, seven squads in all they never fired a shot.
I only manually fired 3 or 4 shots at them as they routed into our arms op fire did it virtually all for me.

Good thing I took infantry when headed to kill the AA guns there were 2 ATGs as well but without infantry support picking off was straight forward.

Decisive victory & as did in 22 turns would have been the same result with timed objectives on
https://i.imgur.com/yQ8l9xj.jpg
The gif will not show influence I think due to booby traps it could not figure it out.
Odd as well last frame a Russian squad suddenly pops up - only did every other frame though.
https://i.imgur.com/apkoBKO.gif

Had a blast playing that one not because we thrashed them just for the fun factor map actually provided lots of different ways to approach things.
It would actually have been more difficult vs US or Brits due to their AT weaponry meaning you need to be far more careful with supporting vehicles.

Flame Halftrack helped keep the momentum going its speed meant it could get to problem areas fast which is what I want them them to deal with.
Don't use flame vehicles often but vs US Brits I would go with a tank as you need the armour

Imp
September 11th, 2020, 11:05 AM
While I remember as made a few changes its still April so ended up on the Eastern Front again in the Crimea offensive.

Assaulting again across open land & woods this time visibility is 31 hexes length 40.

CORE
Some of our veterans have been deployed elsewhere to bolster the ranks.
Sold 3 Infantry Platoons, 1 Panzer Grenadier Platoon, 2 AT Teams & repurchased so 4 Squads now have Panzerfausts as AT weapon rather than a mine.

Sold a sniper & the Sturmpanzer's & bought 3 222 Armoured Cars plus switched StuG(i) for a Marder 1. See if I can keep it alive.
Added 2 3.7cm Flak Guns

AUX
6 Pioneers half have flamethrowers
2 Scouts (smg)
10.5cm Battery
2 Munitions Dumps
Sniper (did not know it was an assault & that is when they are useful).
Spotter Plane
2 Fw 190F-8 carrying 2-250 & 1-500kg bombs

Imp
September 13th, 2020, 05:25 AM
Turn 1 end

The initial spotter plane run was a bit risky it took fire the next one from a Gold Spot will hopefully be safer.
Early to say for sure but I would say there are no tanks situated in the open ground this side of the treeline.
Russian defence is different no wire anywhere this time.
https://i.imgur.com/wJpwZuv.jpg
A & G - Units on the flanks are just there to try & get eyes on ATGs in case they have been deployed there again.
C - Will split either side of the road & take position before heading down it, I expect the road to be mined so it could be faster to pass elsewhere. Artillery will be likely here also in my view.
D - Will spread a bit also on its way to the gap in the woods, had hoped C & D could go undetected I thought the high grass would block LOS from X & Y as road is at zero but had to place smoke as it does not. Will need more around D or to risk exposure, all AT Teams are with groups C+D.
E - All HMG & 2 snipers are here but kick off delayed due to artillery.
F - The 2 squads here are checking LOS for the tanks as some tree hexes are slightly raised so should give decent views across the high grass.

All pine trees are dense, mixed trees are just that around 50:50 dense transparent.

Not sure what to do with South Forces once we go much past the deploy line tanks will be susceptible to flank shots. Pushing hard with D to get eyes on the clear area in the East may be a priority.

Imp
September 13th, 2020, 10:37 AM
Turn 4 Start
https://i.imgur.com/Dkp3TVR.jpg
Have to say this is not going as expected we are at their deploy line & only thing detected is a booby trap, I expected mines there.
As noted exposed squad did not take fire, the scout vehicles their took minor risk minimal exposure.
In a couple of turns once infantry moves up I might expose a 222, fairly confident no tanks but ATGs?
That said my spotter may be a bit blind though don't think it is detected nothing - not risking a 3rd AA fire climbed to 8% on last pass.

I have dropped some artillery but the Russians have done nothing since initial turn bombardment.

I am wondering if the are this side of the crossroads is empty & the mines start there as spotter saw nothing at all

If we do not find mines going to pull Pz Grenadiers back in case of artillery & go round the boobytrap. Disarming later with a lone Pioneer may attract arty, to me that is the reason its there so it knows we are.

Forgot to mark depressions last time the only other one encountered later is obvious.

Imp
September 14th, 2020, 07:36 AM
Turn 7 end

This is not playing anything like the way I envisioned it would go so far.

Russian artillery fell last turn around 6-76mm guns but no off map yet, expect it on the road as we have cleared mines there so cleared area.
https://i.imgur.com/oefL7V9.jpg
No sign of the enemy in top half of the map despite me sitting out in the open, not a normal tactic but put light armoured stuff out there to see if we get an ATG response.
Units North of the road will run along beside it to see if its mined further.

In centre squad that received fire moved to safety & sniper is been ganged up on by vehicles. Need infantry fresh as may be mines further back here they need to locate.

Transferring more units to B as minimal exposure while attacking unit near the road.
Decided to bring 3 AA units up to expose as longer range so less chance of a hit than sticking out a 222, they just drew artillery on old positions.

There is a band of tall grass below B that badly obscures view unless you are around A

At the bottom was not going to attack here initially but its well screened & the AAMGs are in that field just off the screenshot.
We will probably run a taxi service here especially for the HMG as transports cannot do much elsewhere for fear of mines. They can also give fire support out in the open areas here if we drop a bit of smoke.

Imp
September 15th, 2020, 03:39 AM
Turn 11 start

As you can see its been slow going I need to improve my game really done a few silly things.
https://i.imgur.com/dbYgiW8.jpg
Previously the idea of leaving the vehicles out resulted in a dead AA unit. It confirmed there were AT guns & we got it but not the best way our unit was nearly twice as expensive.
In this area we then received fire from a HMG - the 250/11 put in the kill shot.
Next turn both ATGs opened up but this time we had enough firepower to kill a man in each so its unscathed.
Ended turn with Pioneer moving to clear road & having to smoke due to fire from another HMG.
Mines are hampering things until we can get some infantry across the road the tanks are hiding.

Heading down the break in the trees towards the ? is now a priority as it looks like there are mortars nearby.
I mentioned this should be a priority at the start but have hardly any units there - my bad.
Oddly the Squad at Y has vanished from sight, its not been fired at I am assuming its still there & took cover??

In the open area mines is the big question, are there any & if so where.
We may find some as in position to try moving adjacent against the central group this turn. We can silence or smoke the HMG there

At the bottom as had not planned to push here we have no Pioneer so one is grabbing a taxi. We already have one squad on mines & can push through there & attack that squad from the rear.

Russian arty seems to consist of 6-76mm, 2-81Mtrs & a 122mmBattery that immobilised the halftrack, its stopped currently expect it this turn. Losses are G1:R4

Imp
September 15th, 2020, 07:41 PM
Turn 12 Start

What a difference a turn can make not much has changed up North but it looks like we are facing at least a reinforced company down South
Some artillery came in including up North causing a few pinned units but otherwise okay, 122 Batt will be this turn.
https://i.imgur.com/hlgc2qS.jpg
We will move a few more units to support the push towards the mortars, they were busy taking out the ATGs this turn.

Getting the unit to A to attack the entrenchments proved quite difficult lost a couple of men drawing distant fire from the squads at B as fast moved but with the help of the 222s got both to retreat status so risked a pioneer Mech Assaulting.
Placing smoke as we need to check mines & create a path so the infantry can get ahead of our armour.

Engaging the squads in the mixed woods to the far South makes no sense till we are past the mines it will consume time & probably men, the squad here took more fire than I was expecting the Marder had to cover him as pulled back.

We have lost some men & the AA unit while the Russians are down 10 units 3 each of Squad, HMG, ATG & we got one AAMG. Took around 15 shots before scoring
a critical HE hit.

Imp
September 16th, 2020, 10:33 AM
Turn 15 Start

Things are finally happening now we cleared the Northern minefield.
https://i.imgur.com/mby7ua0.jpg
We took out a HMG & squad taking over there positions in preparation for the push on top Vhexes.
JagPz had a close call when 57mm ATG took a shot at it but its luck held, squads in the woods have not been so fortunate. Advancing through Pines in particular is always dangerous & caused several casualties.
Trying to take out that ATG (its routed nearly dead) we found another which was fortunate as the tank at A was going to move adjacent to attack B. In the end used both tanks there one to kill the ATG the other against B so the Pioneer could get it running.
Discovered the 45mm ATG in enemy turn when it routed our squad its untouched. Close range I know but ATG fire was surprisingly viscous vs the infantry.
Nearly at the Mortars at least 1 squad is in our way, plane attacked artillery in top right corner just routing possibly damaging its okay but heavy AA in vicinity.

https://i.imgur.com/mby7ua0.jpg
I thought we were in trouble here as facing the enemy across quite a wide front & still dealing with the mines.
Smoke helped no end cleared most of the mines & managed to pick off a few units so we can concentrate on the units in the woods.
With the mines clear & no sign of any AT units or guns the vehicles are operating more freely.
No idea if there are more units to the East as smoke is just clearing but tanks are getting to them to retreat status & 250/11 risked a run to dig them out. It will do the same this turn as will the 222AC which is great close up.
Units at B have just cleared the mines - this turn will just go for easy targets & clearing mines.
Next turn most smoke will have cleared all squads will be entrenched & the HMGs & FOO will be in place so we can hit them hard.

Forgot to smoke the squad hiding behind the pines he got hammered.
This area is going far better than I expected so far a 57mm or larger ATG could have caused problems & no sign of tanks yet.

Imp
September 16th, 2020, 10:35 AM
Sorry first Screen
https://i.imgur.com/cQz9aFP.jpg

Imp
September 17th, 2020, 06:55 AM
Turn 16

This is a two parter as we have had a mad minute with bullets flying everywhere over 10 Russian units died & several more are badly mauled however we were not unscathed either.

Starting with the lighter fighting up North - Units above the red line have not taken their turn yet unless marked.
https://i.imgur.com/ujn17SG.jpg
Blue shows fire during AI turn killing & immobilising 2 halftracks (Sorry showed wrong tank initially)
Tank battle - In our turn the smoke on the road cleared & presumably the squads on the road spotted both T/34/85s.
The MkIV (C) had LOS to the nearest one from its position so we fired which revealed the T34/76 as both tanks returned fire.
Committed now so JgPnz (D) moved into trees so 2 on 2 we cannot see the other one.
During the exchange the 85 continually missed but the 76 surprisingly as more distant damaged both - MkIV has reduced shots JgPnz is okay.

Moved a few units killed the last ATG & found the AA gun (A) scout at B will smoke letting MkIV take first shot at it without exposing its flank. Still moderately risky if the AA gun gets a good penetration hit at that range I am damaged but lets give the infantry a break.

There are obviously more tanks around spotted the other one earlier the artillery will fall this turn so would like to engage it. Preferably starting with a long shot which is why I highlighted the terrain hinderance squads will need to see if they can find a firing position.
I would have liked to send the planes in here to see if more tanks are in the open but AA is to heavy so they are attacking down the bottom they should come in this turn. More in the hopes they spot something on the approach like that HMG than for the damage.

Units below the line have already had their turn, after taking part in the attack they are moving East to try & get a look at the open areas beyond the tree line.
Specifically hopefully to spot anymore tanks or possible AA ATG fire.
During this (E) took HMG fire so as JgPnz has 2 dischargers it moved up & fired one.
Worst case next go if I cannot find something better it could move & take the opening shot vs the T-34, wont hit anything but facing change & return fire is a possibility.

Living a bit dangerously here still no sign of ATGs & we are not far from Vhexes we should wait for more infantry.

Imp
September 17th, 2020, 07:56 AM
Turn 16 end

Pulled the pin big style down here as you may have noticed as no planes we pulled all 6 mobile AA units forward around turn 10. They are great vs grouped infantry & the AI has amassed a big group again this battle.
https://i.imgur.com/fNGBcjO.jpg
This went virtually without a hitch opened up with everything but the squads & 222 who then moved adjacent & finished the job.
Of course while its the fast way to hit entrenched units its not without risk especially when you discover previously undetected units.

The 222AC was the first casualty to a hidden squad.
The other major loss several men was my bad as shown I should have realised there would be a squad at A though was not expecting the other. Our squad had 1 shot left after taking fire so it smoked & we sent in another.

Ended up overextended a bit against the hex with 3 routed squads due to finding new ones. The Panther fired smoke & we sent a halftrack in for a mech assault, unfortunately it travelled quite far & was not effective the squad is still entrenched.
If one of those squads recovers & damages our fast moving squad they could all recover so moved the other units so 4 hexes shown can fire at that hex just in case.

We could actually pull off Phase 2 without driving the vehicles round to the field side, remember no ranged AT weaponry so can take position 2 hexes away safely.
Mines are an unknown factor I think they are every other hex down the road, hopefully when they route we will get a clue if I watch the paths.

Mentioning AT we have not seen any Tank hunter Teams this game.

Situations like this are quite good fun you need to determine the best order of attack or you lose momentum & keep a few units in reserve for the unexpected. AA units in my case as mobile & nasty but suppressing to retreat is good enough before the boys pile in.

Imp
September 18th, 2020, 02:32 AM
Turn 18 Start
https://i.imgur.com/7zGVGHC.jpg
The Russians have started moving would have saved us a load of effort if they had done it a turn earlier.
In the South this cost us a couple of men as was not expecting it & a couple of our units got ganged up on. One of the 3 squad pile did rally & get a shot off but don't think he killed anything.
Movement into the field here has halted we have found the AT Teams though only equipped with mines.
Looks like the AI has deployed them behind the squads again here so an easy kill there are also some up North mixed in with the infantry.

The planes spotted the Pillbox & HMG at A which fired on the 2 squads shown so I am thinking there is a closer unit somewhere by them.
For those that think MGs are not effective it killed 3 men at around 1000m.
Probably need to move tanks up fire dischargers so infantry can move freely then take out bunker & find the other HMG.

Up North positioning to attack the T-34/85 meant we were in a good location when they broke cover here.
Much like previously finding the other ATG while trying to kill the first it played into our hands.
The previous turn we had 4 tanks against 1 & it had been hit by artillery, most shots missed the only hit caused 1 damage to the T-34 so I left them up as we had target lock & high hit chances.
Minor panic when in AI turn firstly the AA Gun opened up & one tank assisted the infantry. Then the other tanks appeared one was killed with first shot at 17% accuracy the other took a few shots. As the AI does it switched between units all fire by & at the original T-34 missed.
Luckily the most Southern MkIV was not distracted by other units & still has target lock showing a 84% hit chance now.

Infantry just south of the road took fire from a pillbox, I am assuming as JagPz has been there a couple of turns it does not have good AT weaponry.

Imp
September 19th, 2020, 02:11 AM
Turn 22

Not a lot else happened the North was fairly easy as they had left the foxholes & we encountered several more bunkers in the South but as the armour was there they did not cause much damage.
Forgot to mention fairly early on I lost a sniper to regular infantry fire which was a bit gutting.

Sorry forgot the screenshot lets just say it was a decisive victory.

As going to Normandy in a couple of battles we are going to try Russia again they are not normally such pushovers.

Location Jassy visibility is 45 hexes we are defending screen shows overview of deployment.

I sold all but 2 tanks (kept Company Commander & sidekick who have experience of 99 & 101) & repurchased so now have.
2 - Panthers (1 is Co Comander)
1 - StuGIV
1 - Jpz IV/48
10 - MkIV's as switched a couple

This along with switching out infantry last turn has bought our average experience down to 82. It also means we only have AP ammo no Sabot rounds anymore.

AUX
Considered buying ATG's but want the new tanks to get some kills, bit worried if the Russians bring some heavies that we are armour light.
10.cm Off Map Battery
2 AT Teams + 2 Bren Carriers adapted for German use.
https://i.imgur.com/HWUzdhW.jpg
No fire control but 3 chances to hit they could be fun if artillery lets them live.

https://i.imgur.com/zVZNJ1L.jpg
Deployment not ideal more concerned with surviving the artillery so extensive use of rough hexes & trying to avoid likely spots especially with light armoured vehicles. Exception is the road expecting artillery there & on Vhexes initially plus mainly in the South as most Vhexes are situated there.

Screen of fields of fire by the road.
https://i.imgur.com/HVkTOEx.jpg

Imp
September 19th, 2020, 02:16 AM
Sorry tanks are in firing position but restricted range to 12 to stop taking shots switching targets & reveal our position.
Will manually fire initially & quite possibly pull back after as probably outnumbered & will attract artillery

Imp
September 19th, 2020, 08:21 PM
Turn 2 end
https://i.imgur.com/nLmxuQw.jpg
The artillery barrage consisted of around 16 pieces half being of map elements, we CB fired on a 150mm battery but there are still 3 out there. We have a dead MMG, abandoned AA gun & 3 other men KIA.
2 - 82mm Mortars have revealed themselves along with several puffs they are using units with 3 mortars each which is a major problem they cause heavy suppression.
2 are together on clear so targeting with 10.5cm battery however I may need to relocate it using a Gold Spot before it fires as has 3.0 call time.

So much for my prediction yes it fell on Vhexes but around half hit around A followed by a major smoke screen.

I have to assume the big push is in the top half of the map so have moved a few units but still will not be able to see the approach above A which is a major problem.

If the AI delays its push or sends scout vehicles first which is what I need to see around A is still viable as the smoke should clear. Near the road is a bigger problem its a deep smoke screen we could be in trouble pretty quickly. Its looking like we will not be able to thin out their armour before they are upon us.

B- Panzer Grenadiers loaded up & possible moves

Imp
September 20th, 2020, 11:43 AM
Turn 4 end

Not going to draw the artillery unless it impacts on engaged units lets just say I think there is more & our casualty list is climbing.
The Pz Grenadiers are doing there best to avoid it rather than get somewhere at present.
https://i.imgur.com/4xxH2Om.jpg
Up North this is looking more like a typical Russian engagement we have Su76s & T-34 76 & 85s approaching.
This is initially going to be an armour clash & if I do not take some out while they are fast moving on approach I am probably going to regret it later.
A - Panther is hanging in the breeze with not great support from the MkIV. Of all the tanks I do not want to loose its him but they are the only ones that can cover the far North. Hoping experience means he hits but we cannot stay there long.
B - MkIV in wood are staying put smoke should clear in a turn or two.
JagPz - should be able to move to engage & realised bottom MkIV should move for a better field of fire, at present just sees a single hex row. He can hit & run from the trees if the opportunity arises.
AT Team - considered moving North behind trees but he is my eyes & they may swing his way for lower Vhexes.

In the South
https://i.imgur.com/xnltAg1.jpg
Moved the artillery here to support the previously mentioned Panther.
Flank move so far by T-34/85s & T34OT (flame) the riders dismounted themselves MG fire is blocked.
Got 2 85's so far & the Pz Grenadiers that deployed near the map edge to avoid arty came back. They were heading for the centre but artillery stopped that idea pretty sharpish.
Confident nearest squad will not make it through the trees so AT Team should go undetected & hopefully will get a kill.
Set all tanks to engage infantry at 5 hex range as I do not want them getting distracted.

Imp
September 20th, 2020, 11:51 PM
Turn 5 Midway fired & the odd move what might you do now

The artillery continues unabated 12 men lost several light vehicles damaged & a 222AC destroyed. Thinking is I can defend from a position for a couple of turns then I will need to move, the issue is I could still find I have moved into a barrage.

North
https://i.imgur.com/kLl60Om.jpg
The 250/11 got one T-34 with fire in our turn the other is now facing it so no hope of a kill.
Squad has LOS if more try flanking the question is where are they going AI sometimes ignores Vhexes & keeps straight on before swinging in.
Artillery restricts our options couple of moves we can do in case they go straight.
250/11 probably move a hex so can retake position if more show or reinforce MkIV.

Centre
The Panther killed 3 Armoured Cars & 4 tanks are down the other one fired on was unharmed.
Thinking here is I probably need to stop worrying about the top & concentrate on destroying the push we can see. Panther is way to exposed to multiple angles & any push there will enter the woods so IF I can get them there infantry can tackle them, its a big ask with current artillery.
https://i.imgur.com/XpfXjzh.jpg
A - Fire smoke so flank not vulnerable if move now its straight into 152mm arty.
Panther has a few choices due to speed the MkIV does not.
B - All 3 have multiple targets in LOS staying put is to dangerous though going to leave tank at X where it is it has not fired yet.
C - 222AC is on what may be a bit of a suicide mission it can deal with Su76s close up.
D - May therefore try to prioritise T-34s & move to trees, all depends on how fast & where they move.
E & F (Panther) are possibly on the way over main reason for move though was in heavy artillery & smoke obscured their LOS
Y - need more but squad to take up position to assault if tanks come this way.

Big question is where to go when relocate crestline shown limits possibilities those trees are no good. Maybe advance including to Y that would probably avoid artillery initially & near the crest line for shots to NE.
Cannot see any good plan & smoke will probably mess things up losses look inevitable.

South
https://i.imgur.com/kvmQVRv.jpg
At least this went well squad getting fried was the only issue the AT Team got both tanks. Question here is have I got to many units here am I just going to get piecemeal pushes or is there a big one coming. We have to hang around for a few turns to find out.

Right now I am wishing we had more Panthers the extra speed makes relocating & dodging arty far easier.
Off to see friends for a few days so short break.

Imp
September 22nd, 2020, 09:13 AM
Turn 6 End

Just posting this will do on occasion as just shown how 2 videos using replay function.
Screen shows end turn & our units that placed smoke as its visible throughout the replay
https://i.imgur.com/gt2hpnF.jpg
Went well apart from 250/11 taking a look

AI turn 5 & our turn 6 Our turn starts after you hear the chinks from artillery.
https://www.filehosting.org/file/details/895166/FUA3Qqw3MJkdqwOx/Turn%205-6.mp4
AI turn 6
https://www.filehosting.org/file/details/895184/H0npwR4lGN6WO9Ud/AI%20Turn6.mp4

To use you need to follow the link > enter your email & they send you a download link.
Tested but cannot post download link here says its only valid for 1 use.

If you have problems or know of a better free hosting site say a video would be good from time to time as you get to see the action & artillery.

Caution if slow internet connection file sizes are 400 & 220mb perhaps try AI turn first if smaller.

If all works okay & would like videos for major action turns either leave a comment saying yes or no or just press thanks button for yes.

Imp
September 22nd, 2020, 09:18 AM
Okay wrong links above those are to download so may work for first person to use
these are the links to the page
https://www.filehosting.org/file/details/895166/Turn%205-6.mp4
https://www.filehosting.org/file/details/895184/AI%20Turn6.mp4

Imp
September 25th, 2020, 08:17 PM
Turn 9 Start

We are back I take it the video idea was not a hit.
We have lost control of the situation in the North I have been trying to get position for a few turns now but tanks appearing from the area of the KV85 are causing issues. Also they have finally stopped charging several units are doing 4 mph or less, to date there hit chance has often been 6-12% I think we have only taken 2 hits.

The Russians have brought all the heavies I think there are 2 x IS-2s left along with a load of SU-152's & a KV-85 has just appeared, I assume it has company.
Ideally I would like to take on the SU-152's in the open as they have a low rate of fire so can probably only manage a couple of shots at best if moving & are pretty inaccurate at range they are not the best armour for infantry to try & tackle. They are a pain though even a near miss can cause heavy suppression and hence reduce my hit chance.
https://i.imgur.com/fqnLiXP.jpg
A - 250/11 immobilised the T34 last turn I don't think there are more, we are vacating moving to cross the road & help versus the SUs.
If anyone survives they can try to stop the Russian infantry there when it gets to the road.
Considered moving the MkIV 1 hex towards road but if the artillery shifts slightly it could get clobbered so risking staying & hopefully rally & attack next turn.
B - Artillery should hopefully stop the squads here, not ideal but squads are falling back into arms of AT units (LOS shown) as one of the T-34s has a flamethrower so ranged attack preferred.
Also they are short on AT mines as killed 2 already, a single squad is staying in place for a good assault chance.

J+K - are going first here the squads will have to engage the guard unit & will probably take fire from the T-34 in the process.
L - the squad here will take a look as will the J+K if still capable of moving which is doubtful, tanks will then engage.
M - Squads here will hope to get the IS-2 if it comes through the trees which will probably use their remaining AT mines.

C - The tanks here will engage their targets & now it gets tricky I want 2 to head North but also somehow need to get position to cover the area the KV is at & be aware of the hidden IS-2 nearby.
E - The squad & sniper near here are the only infantry that can take a peak & they have been spotted, the 222AC at D can also risk a look, not ideal but they are cheap.
D - Don't like doing but all 3 in same hex to save smoke panther still has dischargers if okay they can attack the group of SU-152s or whatever else is there.
E - After they draw fire E can attack at closer range but it needs to avoid the two stationary T-34s.
These attacks are likely going to require smoke after or pulling out as the KV is coming, hopefully E can make it to around the red E & squad can smoke which might leave it in a position to target units arriving in the KVs area. That assumes it survives damaged 2 shots if it moves & dischargers are used.
Centre is nearly cleared of armour though there are a lot of routed infantry that may return, artillery has been concentrated here.

No more units have turned up in the South just a few routed squads there to my knowledge. Moving out due to artillery sending a few more North rest will take positions further forward to detect infantry if incoming & let the MGs work.

Writing things down makes you realise a lot of thought goes into a turn its actually far more complex than it first appears not only are you looking at what to do this turn but also the position you will be in later on.

Losses are 5 for 52 most of which must be armour so wondering how much more is to come.

Imp
September 26th, 2020, 12:30 AM
Turn 9 update

Infantry in the woods managed to get 2 tanks one is immobilised the other KIA however artillery was very light last turn only 2 on map units fired.
We have CB fired against 4 batteries so far but expecting a big hit in the woods & in the area the Panther has been working from.

Attacking the North is proving difficult both getting position & actually killing the heavies when you do.
The 222AC is leading a charmed life turned out there was an IS-2 a couple of hexes from our position it had to dodge. Got that one & a SU-152 the other near IS-2 was attacked by 4 tanks at 250-400m resulting in the loss of a StuGIV, its retreating but otherwise unharmed! Was not expecting that it has also caused a MkIV to end its turn exposed to 2 KV's.


Things went well in the centre we managed to kill 3 T-34s & infantry assaulted the SU76 killing it. Hidden IS-2 was one hex further back in retreat & also died to the making our options easier for position this turn as do not need to worry about it.
At least 2 KV85s have shown up in this area to replace them.

Chasing down the last of the Southern infantry going to risk sending a platoon out as 3 Mortars are visible, bit risky but would like to reduce artillery footprint.
I am leaving this area lightly defended I don't think there is anything inbound as infantry is now flooding the North

Imp
September 28th, 2020, 01:00 AM
Got a bit involved tricky few turns so on 13 start now

Only on map artillery has resumed firing off map must have long call times even if its back this turn its to late the infantry in the woods operated unhindered the armour battle is virtually over.

The Woods smoke off
https://i.imgur.com/A2SmkC9.jpg
Killed 2 squads when they reached the road so only a HMG & perhaps another squad remain above the road.
We held the line stopping the armour in its tracks here most of our squads here have exhausted their AT mines & the Bren Carriers were effective with 3 kills so far
See what happens with arty but falling back here as no AT & several units can then target what advances.
Would like to send a few units down the road or North of it to try & get behind infantry but see next.

Open area
https://i.imgur.com/WCHtg9A.jpg
Its now a case of keeping a gap between our armour & the infantry while we wait for infantry support, due to not knowing what the arty is doing its slow coming as passengers are not staying on board.
With only a few KV's remaining the halftracks will act as gun platforms to contain the infantry.
We lost a MkIV to a KV85

We can probably get 2 of the KV's
A - MkIV & Panther should get LOS on one the 222 currently has LOS so might put a shot or 2 in first, its done really well several
SU76 kills to its name & dodged serious fire a few times.
B - These guys can try the other KV, if they fail units at C can clear that squad & the MkIV there can put one up the tailpipes.
Both KV's are stationary but got hit by artillery.
Panther & tanks here will go East after to try & clear expected artillery

The original battle ground now seems to be ours advancing further may be unwise but will probably have a little push as you do.

South
Nothing else has turned up going for the mortars 4 in about 6 turns on foot

Imp
September 28th, 2020, 01:43 AM
Wow that was it a MkIV took 4 damage in that last exchange but the AI threw in the towel really early.
Look at the amount of infantry remaining, 6 new tanks also arrived as reinforcements hence the extra blips on the GIF last frame.

That went really well shows the power of combined arms & why I never play with a tank heavy force.
Infantry rule you need at least one squad per tank to keep tank losses down, the 222AC lived a charmed life filling in for them at one point guess being small helps.
We had infantry for the main battle in the centre to spot & check lines of fire often placing smoke to cover the tank at turn end so it could advance through it & repeat the process.
Still an ace result only 11 of our tanks were involved as the others were covering the South needlessly. Got to give the infantry their due as well performed exceptionally in the woods, love that Bren Carrier as an ambusher never used it before.

Decisive obviously crushing I would say from early towel throwing.
https://i.imgur.com/7Sl7pUg.jpg
https://i.imgur.com/8Z9l9xH.gif

Imp
September 30th, 2020, 06:20 AM
Going to take a break & play 1970's for a while

sigeena
September 30th, 2020, 10:03 PM
Hey John,

Loved the defense battle. Was really surprised that the battle ended at T13. I can sense that you put in alot of effort to draw the maps so that it makes sense to the reader but I still find it too busy to comprehend.

Imp
October 1st, 2020, 07:47 PM
So was I & agree a lot does go on which is why I posted the video once shown how.

Odd campaign I am pretty good at keeping my tanks alive but in this one constantly managed it. Maybe writing things down points out things & makes you play a bit better, for me the act of writing commits things to memory.

That said it will be a lot harder when we restart both opponents & terrain