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Old September 22nd, 2009, 02:01 PM
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Default Re: Open Team Battle - Forming Two Teams

GERMAN AAR PART 2

PART 2


Sit Rep turn 11

Town
Left a bit defending the top flank but moving against building with 2 flags in force can switch to group of buildings around 67,39 objective is to control these taking town side on not head on, lack of troops is a problem. need to leave a defending force covering for a sweep towards the Church, some armour with short shots if he does it.
Also one ATG sort of covers the other is pointless (I know I placed) if anybody knows if its safe pick it up & move probably to cover town closer to the church.
AA dont know what one was protecting moved both (not sensible) they need to be close to Tigers no real chance of hitting anything above 10 hexes.
A spitfire came in attacked the GRW (think) by 19 so has seen my build up for town so possibly switch tactics. May cause him to switch arty if it stops definitely change to the building group & pull back hes redirecting.
Tigers they are still highly vulnerable & doing nothing moving to reinforce other armour, they can lead attack as tough buggers.
There is at least an inf platoon between 59 & Brit flag, one is on the road between the 2 buildings East of flag. Our 2 squads probably lost in next couple of turns as the Tigers would have been.
The South
Marksman in building 64,109 squad in trees 63,110 SW of 88
NE of 88 round 69,102 are 3 Cromwell's & a squad, bound to be more & they have to be getting short on smoke now.
Moved units so they are in a position to attack & defensive line behind treeline running SE of 88, stops tanks killing our squads.
Heavy arty is striking MMG squads here around 70,106 (German flag) which could be a problem.
Left tanks East of this position in place in case he leaves open & Tigers moving that way. If can when ready launch attack from here as longer shots then from South group. We have PF so some squads in HTs can Mech assault to assist, again if we have enough squads to pull off is a problem.
Arty 2 left attacking where they were 3rd redirected to this group had to move the other for range but suggest smokes to take out any support to NW probably an ATG covering I would have one there or another tank.
Summary
Note I have taken a gamble several HTs are loaded
So objective North of town with some units to stop counter attack or move against tank group, probably not both or tank attack second. Depends if he redirects arty.
Get Tigers with other armour.
Gamey but we have lots of HTs use them to draw fire if need be when attack & as an AA screen if needed.
Sorry but forgot where his second arty struck find what’s pinned using in 2 groups of 2 batteries
Flanks turns available soon irrelevant wont make it anywhere
IMP

- o O o -

Turn 12?
Hey Guys,
Sorry, I hit the blue arrow before getting a good look at the map. So, I'll have to recount from memory.
First, we lost one of the Tigers on their turn. Brit infantry made a good push into tree line just south of Tigers, routed our couple of squads, suppressed the Tiger, and then a Cromwell finished the job. They also hit hard South of where the Tigers set (across the road) - caused a squad to retreat and destroyed a halftrack.

Up North in the big town, they hit at an AT unit - a little damage, but they rallied. What that gave up was where they are concentrated and the location of another Cromwell.

Essentially, they've got probably an understrength company of paras in the area of building with two UK flags - with a least one Cromwell in support. I began a concentration of our guys in the buildings directly opposite the 2 flag building. I routed one para squad and suppressed another - with a couple losses. The Cromwell, if it stays put, is toast. I continued moving our guys down into the town from the North to help with the assault on the 2 flag building. I moved two PIV's that way to help, close but not too close. I believe if we play smart, we can take the 2 flag building in three or four turns.

He has more forces in the South of the town, which they may move up to help defend the 2 flag building - but the area around the church is pretty well covered if they decide to move that direction.

Mid-map is much worse. I moved the second Tiger way back in the field, hoping the Cromwell will attempt to punch through after him. I began moving an ATG down to that field, hoping to get set if more armour attempts to get at the Tiger. I positioned a AAA in the woods right behind the Tiger...we need to keep him alive as long as possible.

Further South, I moved up the PZIV's into some keyhole slots for better shots. Way South, I pushed back at the Brits moving across the road into the treeline. I reinforced the guys there with the platoon that was loaded and moving up that way. I routed one rifle squad, but it cost us a halftrack in the bargain.

Two mortars are set to hit in 1 turn at the area where they came at the Tigers from and two more set to hit the 2 flag building in 2 turns. I believe we have some momentum here. If we move slowly where we are concentrated, and knock out a couple Cromwells, we are back in this thing...
Cheers,
Nick S. /GUNSLNGR

- o O o -

Well thats heart warming thought it was the wild moves to try & form an assault group that had done us in. I moved the Tigers little choice as said they were nearly on them & would have lost one anyway most likely.

Nice report at least 2 Cromwells in town probably 3 if have not moved from game start, hopefully one or more further South covering for if Tiger tried bolting that way. They may well have placed an ATG to the West of the buildings of memory of terrain is correct or send someone that way for a look.
Don’t mind losing just want to take something for our troubles as we keep being on the receiving end.

A question if you can remember, did all 4 bats of arty fall if not 2 will probably target the town.
IMP

- o O o -

I don't believe any of our mortars fired at the end of their last turn...two are set to fire at the end of this one. I believe that's correct...I could be wrong.
Nick S. /GUNSLNGR

- o O o -

Sorry I was talking about their stuff if all are firing push on building can be grouped reasonably tightly, its heavy stuff. If some or all stopped its probably switching so might want to try plan B the Cromwells in South or actually pushing into the woods instead
They may move more towards the Tiger plus any others near the centre in an effort to get him. Anybody with ideas if he goes after the Tiger do chip in, or any other options. In fairness both attacks are borderline on success as we have lost a few men but would rather go down trying. The other option is fighting withdrawal trying to draw out the Cromwells but not really looked if feasible, would help keep loses down. Thats quite a few points in his arty, think 4 offboard & a couple of Spits though we spent quite a lot on transport & 2 Tigers.
IMP

- o O o -

Oh yes, their heavy stuff did come in. I believe they concentrated on the middle of the map, South of the Tigers with some stuff hitting South of where the Tigers were.

I think it'll take them a turn or two to get it re-set on where we've concentrated, plus they'll have to back off a bit as we are nose to nose in a few spots.

I'm cautiously optimistic about 2ndLtFjun's post that "something's burning in the square." I'm assuming he's speaking of the area directly in front of the church, and I didn't put anything near there - but I had it covered by 2 PZIV's and Sdkf with a gun. I hoping we got something there...it shouldn't be any of ours burning there (at least that I can recall).
Nick S. /GUNSLNGR

- o O o -

Well done that man got half a Tiger back.
There were 2 heavy bats hitting the woods which held our MGs. Just South of 3 Cromwell's, if it did not hit its shifting big stuff 155s Paras will get whats left if not careful.
Sorry deleted last report or could be clearer its in it.
If they redirect & do not do something with the South Cromwell's we might get an opening as he is probably bleeding the area to keep eyeballs on the Tiger. Tanks in the wood across the road from destroyed Tiger may become vulnerable if he heads up that road on foot.
IMP

- o O o -

I agree with you about the IV's. Maybe we should shift them down closer to our infantry in far South of Map. They are probing hard there, but mostly infantry. I'd suggest moving the Tiger back and hiding it for a few turns (provided their aircraft don't find it).
This will give us more punch down south, but it will leave a big hole in the middle. However, if they punch through the hole rapidly - we can hit them from the sides and behind. If they stay off the road, maybe our AT guns can slow them down if the push into the field after the Tiger. I think we should filter the AT guns so they don't fire on infantry. If they do push up the road, then we may be able to shift our guys furthest S. up fairly quickly - on tanks and the few HT's we have left...they can't be everywhere at once - at least not in strength.
Nick S./ GUNSLNGR

- o O o -

I will go with that, even if he does not follow with tanks splits his force & not a lot to find, wondering if he only has one Spit. Suggest if do again team leader keeps a record of what arty does to get call times & clear idea of whats out there.
IMP

- o O o -

Turn 14?
I played the last turn.

Things are not too bad in the North. I killed a bunch ion inf and most of his squads are routed/retreating. The Center and South I pull back some and pushed some forward. I did manage to retreat one of his squads down there too. All of his arty is missing or hitting his own so that is good.

Whoever takes it next push forward in the north but be wary in the center and south, maybe we can keep drawing him out. Looks like he is getting impatient and will be exposing some men in the next turn or 2.
DD

- o O o -

Turn 15?
Things are still not too bad in the North...

In the replay, we killed a Cromwell in front of the 2 flag building with a panzerfaust. They made some effort to push us off our attack there, but were overall unsuccessful with the exception of the loss of another Sdkf. They seem to be probing our forces around the church and took out our MG there. Just some infantry, no armour seen there yet.

It gets worse in the middle map. They have realized we have a pretty big hole in the center, and are moving in the armour heavy to take advantage of it. Their armour is moving in force down the East/West paved road in the middle of the map and are pretty much having their way with anything we have in their path.

They came hard at our guys concentrated on the tree line in the South. One MG retreated, but the rest held firm. None of our arty fell.

I continued pressure on the 2 flag building, retreating one squad of paras. I believe there is only one para squad left in the building with any fight left. I tried to find a 2nd Cromwell that took out a sdkf in front of the 2 flag building - I don't think it was the one that got taken out, but if not they have hid it well or run away.

I repositioned the Tiger, a PzIV, and an ATG to ambush anything coming down the paved road in the middle of the map. We are running out of units in that area to cover. I could have moved up additional PzIV's, but decided to move them forward to support our guys in the South.

I left the guys in the South alone in their current positions, as they seem to be having trouble pushing through us there. However, I'd expect some arty to fall on them soon.

Their heavy arty came, unexpectedly, right at our units in front of the 2 flag building and the area around the church. I'm sure those guys are somewhat suppressed.
Cheers,
Nick S. /GUNSLNGR

- o O o -

Turn 16
Hi All

To be honest I think this is lost.

The replay showed them killing a panzer, two ½tracks, immobilising a ½track, killing an AT group and routing a couple of squads.

I enclose 4 prints of the situation.

I could not move much as many of the units was pinned, I laid smoke and pulled unsupported tanks and mortars out of reach from infantry closing in.

Some general points I will mention (just my opinion of cause):

Tanks and HT should not be unsupported by infantry especially NOT in woods, unless we are sure that there is no hostile infantry in close range
We shall not rely on reaction fire at range over 3 hexes from tanks (the one destroyed killed a HT, but had no fire left for the 3 Cromwells attacking it)
Our leaders (0 units (C0, D0 and so on) shall NOT be in the front line, when they are pinned, killed or routed they can't rally the other troops) I counted at least 3 leaders far forward from the rest of the platoon.
For the same reason, when we have a platoon of tanks they shall stay close to the leader on each other, for rally and for support.

In the end his artillery hit us hard in the town, the infantry behind the hedgerow and the two tanks in the woods east of this infantry.

Regards

Jesper / Stonefire

- o O o -

Turn 17
Hey Guys,

OK, I'd give you the good news and then the bad news...but there really isn't any good news.

We got another Cromwell by the 2 Flag building. I believe another one is lurking S. of that building, as it popped up and routed some of our infantry in the town a block east of the 2 flag building. They moved up closer to the Church and probably have at least one infantry unit across the street behind smoke.

Down South we are pretty much screwed. Most the infantry is routed and unable to rally. He's got two Cromwells in the woods that will probably head S. toward our two PzIV's led by infantry. I moved a HT between the tanks, so that any infantry moving S. through the woods will hit it first - hopefully to be suppressed before suppressing our tanks to be Cromwell fodder.

Our tanks, for the most part, are in dreadful positions - but we don't have any infantry left to support them. I'd recommend getting set up somewhere where infantry can't sneak up on them - nowhere on this map is very good tank country.

A Spitfire came over the North map edge and hit our guys holding the crossroad N. of the town. The Spit killed a HT and probably gave them a good look at our disposition around the crossroad (and VH).

Overall, not a pretty situation...just not enough infantry left to be effective.
Nick S./GUNSLNGR

- o O o -

Turn 18

Nick - your effort down south wasn't enough - the two Panzers and the halftrack are dead and so are the infantry.

In the center I am moving our panzers and the Tiger and everything else (not much ) north so we can concentrate our last stand east of the town.

The troops in the town area almost routed, I pulled our tanks and halftracks to the east outskirts of the town.

But it is all in vain, we seems to have lost at least half of our troops and half of our players.

I suggest that we kip our hats to the British team and surrender.
Jesper / Stonefire

- o O o -

Stonefire, Did you just play the turn? I can grab the next one so we can review the situation and go from there.
DD

- o O o -

Yep
I just played it
Regards
Jesper / Stonefire

- o O o -


Turn 19
Guys,

After the last turn it appears that this is a lost cause. I fired a parting shot or two down with our remaining units down South, and then started them up North as fast as possible. It does not appear that they are pushing hard to catch up with our guys running away down South, which probably means they're reinforcing their units in the town.

We are weak and strung out in the town up North. I lost a scouting vehicle, but discovered that there are two Cromwells and a HT behind the 2 flag building. We can probably get into the building, but will have to contend with those tanks and the HT to take the flags. All our infantry is either routed or heavily suppressed, with the exception of one or two squads.

I'm always willing to fight it out to the bitter end, but without infantry - to launch any type of attack will be impossible. To go into a defence with the few remaining tanks and APC's will be equally futile. I'll defer to our Team Leader, but it may time to cut our losses...
Nick S./GUNSLNGR

- o O o -

Turn 20
OK, I played Turn 20. It doesn't look good although we still probably have more armour than they do but no dismounts to protect them against infantry attacks.

Whats the general consensus, are we cede victory to the Brits?
DD

- o O o -


Turn 21
Hi all
Considering that there are only 4 turn left - lets play it to the bitter end - I Have just played turn 21'
Jesper / Stonefire

- o O o -


And thats all.


I will attach the British AAR as a zipped MS Word doc


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Attached Files
File Type: zip Brit AAR Part 1 and 2.zip (150.8 KB, 322 views)
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