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  #171  
Old September 19th, 2020, 02:16 AM
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Default Re: German Campaign using War Cab

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
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  #172  
Old September 19th, 2020, 08:21 PM
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Default Re: German Campaign using War Cab

Turn 2 end

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
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Old September 20th, 2020, 11:43 AM
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Default Re: German Campaign using War Cab

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.

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

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.
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  #174  
Old September 20th, 2020, 11:51 PM
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Default Re: German Campaign using War Cab

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

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.

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

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.
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