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Old March 20th, 2009, 11:15 AM

Lt. Ketch Lt. Ketch is offline
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Default DAR - Russian Winter Woes

I'm on battle 4 of a 60 battle LC as the USSR. Current Date is 11/42 and I already hate the Russian winters, and I'm the freaking Russians! I'm going to try to update this periodically through out the battle as it's 57 turns long and most of the first 12 turns were spent walking my infantry through the trees at 50 meters a turn.

Details:
Core Force
Rifle Company +
HQ
12.7 HMG(2)
82mm Mortar (upgraded in last battle)
9xRifle squads
3xLMG squads

Mountain Company
HQ w/ Mountain Squad escort
Mountain Sniper
9xMountain squads
3xMountain scouts

Additional Infantry
6xMarine Engineer squads

Tank Company (Cobbled together)
HQ T-34/76
3xT-4/76
3xKv-1 (can't remember exactly)
3xT-34/57

Additional AFV
4xZis-30 TD
4xGaz AAMG

Recon
2xScouts w/ konsomolet transport
2xBA-6 AC
2xPara scouts w/ konsomolet transport
AOP w/ konsomolet transport
BA-20 AO AC

Artillery
4x122mm on board howitzers
4x76mm on board inf guns
5x107mm mortars
attached - 4xAmmo trucks
attached - 4xGaz trucks

Support forces
8xKatusha Rockets
5x120mm mortars
3x57mmL71 ATG
4x122mm off board art.
152mm off board art.
2xPlatoons Motorcycle Sections w/Motorcylclex3 transport.
4xAmmo trucks

I'm advancing on a German Delay. Size- 100x100, visibility- 30. The map is consist of winter forest, cut at the north, south and from NE to SW by roads and Rail (think a big "Z") with both a secondary and main road running NE-SW. Villages and groups of buildings are fairly thick along the roads, particularly on the NE to SW section with the SW corner of the map laid out like a small city. Objectives are in that city and in a small, more isolated village in the NW along the road. The Small city is build up on a hill (level 5+) and there are hills dotting the area (~level 3) There is not much open ground, maybe clearings ranging in size from 200m to 800m, most of it around to the very south and north of the city and in the center south. Most of these are taken up by fields.

The plan was flawed to begin with (and has already been changed), but it was to advance my troops across the center and come at the city from the north and the northern village from the south while the support inf company would advance west along the southern road to draw the enemy's attention. Since I don't anticipate much armour, My reserve is made up of the T-34/57s and T-34/76s and a section of Gaz AAMG with the Marine Engineers riding. My Mountain troops would lead with their scouts in front while the rifle company followed close behind (this is also because in the last battle, I held the mountain infantry in reserve and they didn't get much action. I wanted them to get some experience this time.) The Kvs would accompany them as close support. The Support Rifle Com was deployed with the Zis-30 TDs and the other section of Gaz AAMG. My recon forces were split between the two groups with the infantry in the konsomolets to the south of the main group but north of the support and the ACs south of the support groups riding the boarder. The Motorcylce plattons were given road duty, One in the north and one in the south. I consider these units helpful but their main job is to spot things, even if it's by drawing their fire. Artillary is spread out amoung the trees withe the 76mm inf guns and 57mm ATGs overlooking the south flank of the park where there is more open space.

Mistakes already made. 1-No transport. After the first turn I realized that my infantry could possibley spend the entire game walking and never make it to both objectives. I'm now heading for the NE/SW road and after I've found the enemy will use one platoon of tanks to ferry grunts up to the line. 2-Bad placement of troops. Relates to number 1
And Changes to compensate. I'm focusing my efforts on the southern objective, moving my main body down the NE/SW roads and will try to move the southern force, which was originally designed as a "hey we're over here" effort into a position to make some advances.

Game so far – the first 12 turns or so were spent moving my foot infantry up to the roads and getting them pointed SW. The Motorcycles to the south ran into some resistance as they began to examine one of the little villages along the road, and 120mm mortar fire was called in to try to soften up the position before the rifle company arrived. The northern motorcycles left the road and began to flank around the north side of a hill in order to try to get a good view on the northern village. The most exciting news is that my infantry scouts that were deployed with transport to the south of the main body had contact with the enemy in the path of the main body. One squad was reduced to a single man and one other squad has since been eliminated (turn 15). Thanks to some well explained procedures from Cross, I was able to deploy my AOP just out of range of the Infantry waiting in ambush (Well, waiting in a sprung ambush that cost me three men) and they redirected the plotted 107mm mortars right on top of the offending squad. The AOP added all four of the 76mm guns to the area as well. I didn’t want to use the 122mm because I didn’t want the craters slowing me down. The artillery was very effective and despite some LMG fire and the enemy calling in 75mm artillery down on his position, my AOP survived and is still directing fire down against the enemy units in the area (but from a different position).

At the end of turn 12, one of my BA-6s took fire from a Pz-IIIj that is stationed on a hill overlooking the south area of the south road. The Panzer missed every shot (much to my relief. It seems I always lose at least 1 AC early on in the game), and some infantry was able to pop some smoke to cover the AC’s escape. A section of Zis-30s was moved into position to deal with the threat. The two TDs have been alternating taking moving and still shots at the panzer, and while five or six shots have landed on it, they haven’t been able to penetrate the armor. TDs are working their way forward in order to get better penetration. They haven’t drawn any fire yet, but it may be because the tank knows he can’t hit them at >1000 meters. Artillery will soon be plotted if the TDs can’t take him out before he starts to return fire. Also in the south, the two of the support rifle company’s platoons are ready to enter the village and forest where the motorcycles encountered enemy mountain infantry. The 120mm mortars have been used to prep the area and at least one squad is already in retreat. I’m also sending Ammo trucks to the 120mm as at least three of them are getting low on ammunition. The latest action in the north is that the motorcycles have come under fire from some more German mountain infantry. They will continue to annoy the enemy (I don’t think they could “harass” them even if they wanted to) to try to keep enemy resources there and out of the main body’s way.

The plan for the upcoming turns – The south will continue to press forward, hopefully drawing a few resources their way (if I was playing a human player this might work a little better, but I might get lucky). One platoon of support rifles is going to try to take the hill where the Pz-III was located, proceeding 122mm bombardment. The Main body will continue to advance. In the next two turns the first platoons of mountain infantry will hit the squads that the scouts have found (again, proceeding some more bombardment from the 76mm and 107mm mortars. Once we’ve neutralized the crossroads where one of the NE/SW roads meets the south road, I’ll reform the line and begin my advance into the city. During the reforming, the scouts will try to flank to the north of town to see if the tanks with riders can break through and provide flanking support. While I am a little concerned about bombardment during the reforming period, I don’t think the enemy has many guns and possibly only ~75mm at that. I’ve received bombardment from at least 2 guns, possibly 4 and all of it has been small stuff. I’m saving my Katyushas and heavy off board stuff for the city as I know that it will be slow going and full of Infantry and ATGs. We’ll see how it goes.

I know it's a long read, but any further reports won't enclude all the background stuff.
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Last edited by Lt. Ketch; March 20th, 2009 at 11:23 AM.. Reason: Oops
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Old March 20th, 2009, 11:45 AM
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Default Re: DAR - Russian Winter Woes

Quote:
I know it's a long read, but any further reports won't enclude all the background stuff
No troubles its nice & clear plus you are using sensible arty in your core which is nice rather than overkill which takes zero skill. 2 battles I try & avoid are snow woods & urban as its really slow going 1 hex at a time.
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Old March 21st, 2009, 12:01 PM
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Mobhack Mobhack is offline
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Default Re: DAR - Russian Winter Woes

In Winter maps I find at least 1 Ski support rifle coy to be useful

It would be nice to change core grunts for ski - sometimes I do that in winter time. (Thought to self, a "change all of this type to X for this platoon/coy/all such" might be handy in the upgrade screen! - clicking 20-30 items gets old )

Usually I point the support ski coy at a subsidiary objective cluster with a couple of support AFV in attendance, say T-60 or zis-57mm. Rest of force concentrates on the other 2 objectives. Core usually goes for the ones approachable via a road if possible in winter. Usually have enough tanks with section-sized lift to carry a company as riders in the core. If only BT, then I pack some scouts and/or 14.5 ATR teams as initial security elements.

122mm guns crater roads - so I use them in the early battle to smash his road approach routes (1 or 2 guns work each approach road), and to draw counter-battery fires, then smack any revealed on-map with my 120mm mortars which have remained silent till on-map arty is revealed.

Andy
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Old March 21st, 2009, 01:57 PM

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Default Re: DAR - Russian Winter Woes

Great AAR!

You can use ski troops to speed up contact but remember that they don't get their movement bonus on roads (maybe snowplow cleared them).

Its been a while since I last used them but if I recall correctly the ski troops have the same speed over flat snow as normal infantry have over flat clear.

I look froward to your next report
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Old March 22nd, 2009, 07:02 PM

Mobryan Mobryan is offline
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Default Re: DAR - Russian Winter Woes

I feel for you, Ketch. It's 3/1940 on my 200 gamer, and I'm just about fed up with the snow, cold, and fight-till-we're-all-dead Finns. I've been doing it the hard way, I admit, with only some ski scouts or snipers as support.

One question, your off board 122's, is that 4x guns (one battery), or 4x batteries???


Matt
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Old March 23rd, 2009, 11:20 AM

Lt. Ketch Lt. Ketch is offline
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Default Weekend update

First let me address a couple of questions and points.

Mobryan, I have (as I understand your terms) 4 batteries of off board 122mm (4 units of 4 guns each = 16 guns). I'm purposly leaving the Finns alone. I read your Finnish Rambo AAR and don't plan on seeing if he had any brothers.

Andy and Ramm, thanks for the advice. I will diffenatly give it a try next battle.

Imp, thanks for the compliment. I tried to pick good artillary without going overboard. I rather enjoy the challange of urban fighting. I can say that now because I currently don't have any troops clearing the buildings. I'm sure my opinion changes as I duke it out over an apartment complex. Winter combat, however, it proving a most interesting challange and I'm not sure I like it yet.


O.k. This week end saw about 6 turns of action, but a fair amount has happened. First, the south. Units are currently slogging through the forest in pursuit of the forces that held the small town and tree along the southern road. It was a tough fight, especally after my 120mm mortars came in almost on top of my own troops. That's what happens when you can only play 2-3 turns at a time, you forget WHAT is coming in WHERE WHEN. They survived and were simply pinned for a turn or two. Luckly, the troops in the tree were able to route the platoon that was holding them up. My TDs were finally able to distroy the Pz-III on the hill south west of the trees. After exchanging fire for a turn (in which they bounched enough shells off of it to keep it buttoned) one was able to hit it four times at 850 yards, damaging it twice, bouncing one and then killing it on his last shot. Earlier this week I had played and the TDs killed it in one shot right after it opened up on them. Then my compter overheated (see tread "I hate my computer") and I had to restart. Luckly, they survived and were successful again. It just took a bit more luck and more ammo. The platoon of infantry that is going to take "Pz hill" has been able claim the forward edge with no difficulty, but one of the ACs that was in support has taken fire from a 2cm flak gun and has been damaged. Currently unknow as to the extent of the damage, but it looks like our position is know. The one hic-up is just north of the town, but I'll get to that later.

In the main body, things have accelerated (in game pace, not nessisaraly foot speed) and progess has been made in good ways. Two squads of Mountain infantry have made it to the clearing that will serve as a staging area (SA) for the advance on the city. Two squads of German infantry were spoted there headed for the rear, victems of my artillary strikes. The scouts have been trying to keep them going, but they were able to rally and have put up some resistance just outside the SA. While progressing across the SA, a 34mmg opened up on one of my scouts. I was able to locate him and his position targeted by 76mm and 122mm on board artillary. I've also dispacted a platoon of Mountain infantry and the platoon of T-34/76 to take care of him and secure the area for a possible flanking manuver. In the meantime, I dropped a little smoke to keep him quite. The SA is already filling with my troops who are slogging up the road.

An update on artillary. My mortars, both 107mm and 120mm are begining to run out of ammo. I'm moved Ammo trucks to their locations to compensate. The 120mms are doing well, however the 107s are positions in the trees (another mistake on my part) which limits the trucks efficency. The 107s were also targeted for CB by enemy guns. While the guns have only succeed in routing one crew (which has been rallied) they did destory one of the trucks, even furtur limiting their reload capacity. I have since found two (possibly three) of the offending guns and they were targeted for CB with a 122mm off board battery. The first load was not good, but redirection seems to have been effective and neutrolized two guns (and possibly their unknow third).

Now, the hic-up. There are two roads that approach the city along the NE-SW line. The southern of these two road passes through a village before entering the city. Between this village and the village along the SE-SW road where my support company is slogging lies a clear space between two hills. Scout units from both core and support had taken fire from the clearing by unseen forces, despite 120mm mortar bombardment. It was decided that one Kv would support a platoon of Mountain infantry moving through the northern village while the T-34/57 and their engineer riders would circumnavagate the village (around the east side) and come through a small tree line to support. The excution of the manuver has so far been a success. The 34/57s were able to get in position and unload their squads behind the trees without problems. The first mountain squad to poke his head out was attack quickly, but upon spotting two of the offending squads, the Kv came in and was able to pin them down. The scouts lurking in the buildings were then able to identify two more squads in the open and the first of the 34/57 came through the trees. Unfortainatly, he drew fire from a ATR at 850 meters and while the offending unit bounced the first 5 shots off the tank's armor, the sixth shot immobilized my tank. Needless to say, I was rather irate about this. The last shot at 850 meters seems to be a lucky situation. Regardless of this set back, the other two tanks were able to help in pinning down troops and routing one of the squads. The engineers then came through the trees and were able to do some more damage. One squad from the southern village was able to asist in discovering one more squad, but was little use beyond that. The enemy will not be beaten here easily, but they shouldn't last more than a turn or two, considering I can have artillary fire down on them very, very soon.

So far, things are with the SA are going according to plan, but as my tanks are now committed, I won't be able to use them as ferries to get my troops up faster. I may end up doing a layered advance with troops forming up and engaging in groups of two platoons rather than the whole company. We'll see.
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Last edited by Lt. Ketch; March 23rd, 2009 at 11:27 AM.. Reason: Spelling @#$&*($#
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Old March 23rd, 2009, 01:23 PM
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Default Re: DAR - Russian Winter Woes

Must be gutting pulling off a good shot or something then having the computer die. Still there is the chance of the opposite happening its just Sods Law says things don't tend to work that way
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Old March 25th, 2009, 01:57 PM

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Default Re: DAR - Russian Winter Woes

Quote:
Originally Posted by Imp View Post
Must be gutting pulling off a good shot or something then having the computer die. Still there is the chance of the opposite happening its just Sods Law says things don't tend to work that way
I always like the way it's said in Russian - The law of mischief. One of my professors used to talk about Titavilles (spelling?) who was a minor demon of Satan before he was blamed for everything. It's very easy to imagine a little imp (no reference meant) sitting by my compter holding a blow torch waiting for me to get a lucky shot off.

Now an update. This morning I got through three turns and into the fourth (T23-T26). Starting from the south, The AC that took fire lost all of his weapons, but is still alive. The platoon he was supporting has moved up on the hill and drawn fire from a squad of German Mountain infantry located behind the trees and village. Despite taking 60% causalties, my squad held their groud and returned fire, not hitting a thing. I called in smoke to cover the platoon, one of which spotted a Flak 2cm AA gun 150 meters from the squad. The AC FO has called in a Katyusha battery to nuetralize the threats. It should come in this turn or next.

The rest of the support company and motorcycle scouts have been moving slowly through the town. Slowly because of possible concealed enemy forces, visible enemy forces and the #&**#(@ terrain. One of my squads was pinned down for three turns by the three survivers of a German squad. I finally got a squad up close that was able to deal with it. Other units, in trying to support the action going on north of them, have drawn fire from a MMG and scout at close range (100-150 meters). Both enemy units are still hidden from view, but my triangulation skills are getting better.

The action that just started last turn has continued, almost all in our favor. The AT team has been taken out, the other four squads routed, many with 50% killed. Another enemy squad has appeared in some buildings behind and above the other, now routed units. One of my rifle platoons is in a position to begin assisting next turn and artillary plotted along the road should remove him and any buddies he has. One of my Mountain squads took 60% causalties, but has been rallied and is holding his position. The T-34/76 command tank was called up to provide Artillary spoting and additional support. A new threat materialized on the AI's last turn, a AAMG killed a few men in the Marine engineers. The 34/57s should be able to get a line of fire on it next turn and pin it long enough for troops to take it out.

The SA has been cleared of enemy fire. The MMG positioned to the NW was destoryed by the T-34/76s and remaining infantry was targeted, rained on, and shot up until they ran. My Kv-1 (m1941s) are moving forward to positions to provide overwatch for the infantry assault. The path before me is a terraced, fairly clear area about 350 meters across. There are pockets of buildings and trees along the edge, but I'll target these with artillary as I go. The scouts and AOP are already moving up to the second level, looking for enemy units.

Thoughts from this last few turns. The training and experience of the German infantry has been clearly shown with their accuracy and holding power. While my infantry has demonstrated courage and persistance, they are clearly out classed. This I knew, I just wished the gap between my and theirs was a little less. I also believe that I have nuetralized their artillary. The area around the guns I did find has been pulzerized by 122mm off board until it's nothing by craters in a 300 meter square area. One gun is confirmed as being abandoned and the others appear destroyed. I'm hoping that the majority of the enemey's troops are in the approch to the city, rather than in it. I anticipate running into at least a half company plue ATG support once I get to the city, but hope that that is all. I know I've engaged at least one company in the south, and my northern motorcycles (who didn't do anything these last three turns) have taken fire from at least a platoon. The cost ratios between their kit and mine, adjusted for the advance/delay modifiers, plus past experience leads me to believe that they will have only about two companies with support for this battle. We'll see if I'm right or if I'm dead.
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Old March 26th, 2009, 04:36 PM

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Default Re: DAR - Russian Winter Woes

So far I'm still alive, but very frustrated with the German training. This last few turns I've had bad experences with two different German squads that have caused problems for me. I realize that is their job, but they don't have to be so good at it. If you ever feel like your campaign forces are getting "too good," just play early war USSR. The only saving grace is the number of tanks and artillary. Anyway, enough of a rant, on to the report.

Starting south and working my way north. I got in another 3 or 4 turns in this morning. I'm pulling the platoon, ACs, and Gaz AAMG trucks off of "Pz. Hill." A single German Mountain squad has been able to inflict over 12 causalties, including one Gaz AAMG and my guys can't do anything to stop him. He's supported by at least three (only two of which I can see) 2cm Flaks, which have enough punch to knock out any of the support the platoon has. There is a tiny path between the hill and the map edge that I'm going to try advancing up, using smoke and HE missions to mask my troops. I'm not to concerned about a lack of progress here, but I if I can get some units past these forces, it's not far to the southern most objectives.

The forces in the village and trees are bogged down under a scout and more Mountain infantry. The MMG that opened fire two turns ago was located, nice and close to the open area that my T-34/57s and marine engineers were moving through. I moved one 34/57 in close and machine gunned the MMG, (my 34/57s have their main cannon turned off. Very low HE ammo and the cmgs have a higher kill rating anyway. When armor are identified I'll turn them back on.) During the AI's turn, the MMG shot up the tank, buttoning it up for it's turn and sending it into a retreat. I moved up his buddy (the third is immobilized) and the was able to surpress the MMG enough for a rifle squad to finish it off.

The other squad that I reference in the intro is located on the level just north west of the town, overlooking the depression my 34/57s and engineers are moving through. After being subjected to over a dozen fires from infantry, tanks and some light artillary, he rallied and sent one of my engineer squads running for the hills after killing 6 men in one turn. My HQ tank (a T-34/76 with lots of HE) has moved up to work on him in addition to trying to help the 34/57 that is looking to run. A konsomolet was dispatched to try to pick up the routed squad when he stops. I've also moved two Gaz AAMGs on the hills on the other side of the depression, out of range of infantry, to provide suppresion fire. The other two engineer squads are moving on the small group of buildings where a squad was spotted two turns ago. The survivers of the depression have grouped there. I've called in artillary and the Kv-1 and mountain infantry are moving through them now, clasing down the runners. It's slow going because the germans have good rally scores and will turn and fight on every turn. The rifles are moving up and for support.

The AAMG that I mentioned last log located northwest of the depression was routed and then destroyed by the 34/57s before they moved on the southern MMG. One of my norther scouts found another AAMG but was able to drop smoke right in frout. The AAMG was destroyed by a T-34/76. I've decided that a flanking manuver would not be advantagous and that the tanks could be better used in the charge up the terrices, so they have been moved to the center, where their first task was to eliminate the AAMG. The northern Kv-1s have been key in clearing the routed German troops out of a pocket of buildings. There are several of these choke points on the road, which will slow me down if I don't have Armored and artillary support. One Kv flanked the pocket to the north in order to eliminate one squad while the other crashed through a building in order to take shots at a squad without risking a close assault. Mountain Infantry currently occupy the marjority of the pocket and scouts are moving out.

Some of my mortars are completely resupplied, so I'll be using those on the pockets of buildings along the road. I've used the Staging area to split my forces without slowing down. Currently along the northern of the NE-SW roads there are two Moutain and one Rifle squads along with the Moutain sniper, Moutain HQ and escort and 2 Kv-1s. The area between the roads has the platoon of T-34/76s, two scouts, the AOP and one engineer platoon. The southern road has the remaining Kv-1, the Tank Comp HQ and two T-34/57s along with one mountain and two rifle platoons in addation to two Gaz AAMG and the rifle comp HQ. My own HMG and Mortar, are moving slowing up the road as well, but will set up a small defensive position in the SA and provide indirect support (the mortar anyway). The support company, ACs, and TDs will continue to keep up as much of a fight as they can, hopfully keeping enemey units from pulling back to support what ever help they have in the city. The northern motorcycles are still taking fire whenever they move. One has been destroyed, one routed. I'm comfident that there is at least one platoon and a section of 50mm ATGs in the north. They can stay there for all I care at the moment.
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Old March 27th, 2009, 11:23 AM

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Default Progress and Destruction!

The great might of the Russian war machine moves on! All known resistance between our forces and the enemy held city has been crushed and is lying in waste! It has been an exciting few turns this morning. I got through another 4 turns and will continue to update from south to north.

My withdrawl from the hill went without to much incident, although the German Moutain squad and one of the 2cm Flak did inflict a couple of causalties. two squads ended up on the west side of the hill while the rest of the units (two squads, one Gaz AAMG, 3 AC, and 4 TDs) were located to the east and south. The western squads took fire from and consiquesntly spotted another Pz-IIIj in a small group of buildings about 350 meters away (my guess is the partner in crime of the buring wreck that the hill was named after). I plotted 122mm on board to supress it and moved my TDs up. I also plotted 120mm mortar on the infantry and two 2cm Flaks. I was really stupid with one TD as I moved it out, was shot at, and I returned fire instead of having infantry pop smoke or getting the TD out of there and it was destoryed by returning fire from the Pz. Over the next two turns 122mm mail came in and I was able to move my other TD closer to the now buttoned tank and destroy it. The 120mm mortar fire destoryed one 2cm flak outright and sent the other one packing.

The remainder of the support company was able to nuetralize the scout, after it had down some damage, as well as one mountain squad and find another which the t-34/57s were able to surpress so two rifle squads were able to move in and finish it off. When the Pz was discovered, I turned the main cannon of the 34/57s on and moved them up to try to get a shot at it, but they were several levels above and had buildings and trees in the way. They were however able to supress and then destory the one mountain squad that has given my southern units so much grief after the units along the southern E-W road were able to route it, in addition to taking out the other flak gun. The south is clear of known enemy units barring the crew of the Pz.

Units coming out of the Staging Area have been successful in clearing the last of the straggalers out of the buildings along the two NE-SW roads. The group along the south road did so with few problems and are now amassing for enterance to the south end of the city. The northern group suffered the misfortun of lossing one of the Kv-1s to a pinned squad in one of the buildings. I thought that the unit was suppressed enough to move the tank right next to it, but when the squad returned fire, one of the four men got lucky with a rifle gernade and hit the fuel tank. Only one man was able to get out alive. (This was not a close assualt, I was suprised and very ticked. ) Mountain infantry was able to move up and eliminated the offending squad with extreme prejeduce. Squads are have moved up and have already started entering the city, but have taken fire from a Pz basher, so the battle for the city has offically begun.

In regards to the assult on the city, I had my 152mm and 122mm batteries and Katuyshas blast the leading edge for the last two turns and have started to shift it back. My scouts have also just entered the central area in search of clear routes for my infantry and tanks. I'll also shift the 76mm and 122mm on board for tactical artillary strike in addition to the area that the off board is providing. My 120mm mortars will be used in area fire for objectives just south of the city that my far southern force will try to capture. I'm currently in the process of resupplying four of the katuyshas to be used in additional area fire of the middle and back while my units assault the front.

I feel more confident about being able to take the city in time, but am not going to push my luck. one more of the motorcycle squads to the north has been destroyed, leaving me with 3 MotorcycleX3 and to Motorcycle sections. Once it is clear that Artillary will not be needed in the city, I intend to resupply as much as I can and then pound the ever-loving-#*!$@ out of the northern objectives and then see if I can grab them with the fast moving units. I am very glad that whatever they do have up there is up there and not waiting for me in the city.
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"Charlie may be dancing the foxtrot, but I'm not going to stand around wearing a dress"

Howard Tayer
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