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Contact
Rampanzaer > 4 squads seen now 2 routed cas 4 for 0 ATG in area picked up by truck FOO trying to find cover before he is compromised.
Reinforcment > Pioneer got 1 with flame MkIII got 2 lost 5 men in 2 botched assaults, there does not seem to be anyone else but found HQ which explains arty on the road previosly. East/Middle Killed a squad for 1 man bit rag tag but moving through bottom of East woods & into more woods running off NE, cant find fire positions & infantry is moving on them, tank force 2 is heading roughly in there direction. South > Killed 1 squad by hill have a line of infantry in woods 4 squads 2 pioneers, PSWs & a couple of tanks in supporting positions with some LOS behind. Other tanks have done there best to get to a position can move on & a couple of squads are in HT for mech assault option.Remaining Flak wagon is trying to muscle in on the action as has Pen of 6. Line in woods caught on outskirts of arty, minor several trucks in there all survived, Tanks missed pioneers but it was as far as I could get them but 1 S-35 immobile cople of men down, risked close arty strike they are all buttoned, force 2 is heading towards middle force |
All over bar the shouting
Reinforcement > HQ killed moving to support middle
Rampzr > 1 enemy squad down Middle > In position to attack tanks depending on what they do light engagement with 6 found squads South > Suicidal FJ had a go at tanks, 3 in LOS 2 men down, Squad had a go at 2 tanks OK. Pioneer flamed 1, 2nd Pioneer found enemy Squad attacked tank under fire twice killed. Squad & MKIII that cant reach S-35s routed enemy squad. MkII moved through woods for flank shots no effect, 2nd MkII rear shot kill,222 rear shot kill, MKII & MKIII flank for no effect, 2 Squads mech attack force wiped out. Rest doing best to clear area before arty strike 2 PSW towards dug in tank 1 on motorbike heading for middle force, might make it. Squads at hill decide to take it 2 squads killed 1 routed on the hill that other tank could well decide to move. Enemy morale has I think gone 3 squads surrendered his turn, arty hit as expected 1 man down |
grasping at straws
Ram > 1.5 squads left
Middle >this was harder than first tank force because of 5 infantry, attacked them first with my troops & 1 tank then sent in 2 pioneers got a kill & one damaged. Tanks followed 1 damaged by S-35. After lots of shots got 2 more kills. Damaged tank bailed out when attacked FJ killed crew. They are folding now. 2 squads killed but I lost about 8men. S-35s were 100-150m away & 1 still lives took a couple of shots at my tank but missed. South > Taken the hill forces that killed tanks took on squads in the woods 2 are dead rest unwell. Some of that force made it to near dug in tank & engaged 2 squads just past it. Fearing atack from tank 1 scout & 2 squads that started turn on other side of woods from him all assaulted to make him think about it, died when routed. French still control 10 flags & planes made pass can see about a 1.5 companies, Stuka with bombs hit tank so should be an wasy kill. There are AAA guns some where but 1/2 squads are a KM away as are 1/2flags loading up & moving out. |
Death throws
Turn39
Lost a tank killing last one 4 flags left woods are mine he has 12 squads Turn40 Silly me lost a tank to mines on road probably why it did not use Found AAAgun, Lost 1 HT to ATG 6 Squads left have all flags GAME ENDED German > French > My total loses 6 battles Men > 351 >1279 > 697 Art > 0 > 11 > 1 AFV > 6 > 31 > 21 All Air > 1 > 0 > 3 Score > 7550 > 1078 Marginal victory That battle accounted for nearly half my men lost Standardising reporting C = casulties listed his > mine, if I don't take any just his. Forces if use will say then give its Name > when talking about. Anything else you think might be nice say. Also might be easier to follow can suggest map from either game. Give map no. & description City Villages Woods Hilly Open etc will only use if matches type of terrain it gives me as take what it gives. Calling division bridgehead taken time for some quick R&R before having a look at these tank destroyers we are getting. Then its time to spearhead the push for Paris & the coast. Wonder if those Tommys are going to try & muscle in on the action |
BATTLE 7 Intel Report
New Battle
We are to dig the French out again & are assaulting at dawn. Turns 45 visibility is 11 terrain is mainly fields with some single line trees surrounding them (like fulda gap MBT), area 130 x 130 Road runs E>W 250m from top with a small village at coord 50,4 2nd E>W road runs mainly down 91 going sligtly South for last 2km in the West A third road runs at 45 degrees from 30 to the bottom right corner. Where it crosses route 91 there is a small settlement & also at coord 60,42. We have to capture the level 3 hill that dominates the NW quadrant at its most Eastern point it is about 10 hexes from last village mentioned & North of the village gets fairly close to the road. It stretches to within about 10 hexes of route 91 which veers away from it & has 2 large peaks. Level 1 has about a 70% ring of trees on it but the rest is mainly fields. Elsewhere its flat. We must control both Peaks & the terrain between the hill & route 91 so as to control the roads in the area for the advance. We have had some changes to our line up & it currently stands as follows. Total inc crews 8 shy of 900 men Infantry 3 Comp > 39xSquads 6xMMG 6xScouts 2xSnipers 20xTrucks 8xHalftrack 3xMotorbike A&B comp have swapped 2 squads for Pioneers giving a total of 4 Armour 2x222 4x321(8rad) 14xMkIIIe 2xRaempanzer 6xJPz 1 Arty 4 Each of 8cmMTR 10cmNbwMTR 10cmK18(offboard) 15cmInf How 12 Trucks 2 Foos 223Fu Other 4xFlak36 mobAA 3x 4.7Pak ATG 3XSdkfz7 Support 2xJPz 1 2x75mm offboard 1x22cmMrs offboard Notes Got a bit big for a fast game last time so pioneers deleted now in inf com. Rather than increasing my tank company stayed with 22 tanks but swaped MkIIs &IV to JPz1 for the moment. Upgraded MkIIIs & 4 armoured cars. I actualy have 40 squads 1 is in command of the odds & sods. Trying big guns 22cmMrs, it might hurt but has a very low rate of fire so thinking not that useful. Looking at arty listed core has grown a bit might delete some next game. Votes for path please when get there Balkans N.Africa or Eastern Front, thinking Mother Russia. Not played this campaign before but a long time in dessert could get a bit boring. Could I do a few dessert battles & then get transferred? |
Re: Them Germans were good
Imp.
Sounds like a heck of a fight you got going on there, interesting read on a slow night at work. Have not done a long campaign for a while this gets me to thinking I should start another. Keep the SITREPS coming. :up: Bob out:D |
Sir Bob
Bob
As you have done before can you say if I can flit around in the campaign. Realise its not realistic for my unit to be everywhere but could I change theatres when I want. So say do Eastern Front but nip over for half a dozen N.Africa then off to Italy on the line for D Day etc. Switching foes every 6 - 10 battles say. It gives battle dates so I could turn up for the big events thanks |
By dawns early light
Well those damn French may get us yet it seems they have a secret weapon.
This morning I woke to a raking chorus of coughing due to those Gauloises my men have liberated. It is probably to much to hope for them to be cursed with the same affliction which is a shame as it would give away their positions, my gut tells me going at first light may not have been the best choice as it will be harder to locate them in the half light but command is eager to press on & maintain blitzkrieg. Its to early for our planes to fly so we are on our own, still now we have a few battles under our belt most of my troops are veterans & have performed admirably thus far. I am keeping these new tank destroyers back as a mobile reserve, while I am assured they have the firepower to dispose of these French tanks they appear somewhat fragile. The main force is ready to move out & will head down route 91 & its general area before dismounting. Once they have engaged 2 platoons from C company supported by a tank section will head for the Northern village. The idea is once mines are found they will attack to try & draw some artillery & give my pioneers a break so we can clear a path for our advance. Our new 10Cm guns probably are not up to the task of counter battery fire so will want to get some kills. Moving out Well pre bombardment was a bit to close to my 155s for comfort ammos pegging it pronto. Have found a use for those big guns though as they took out some 75s straight off, that will help when it comes to mine clearing. Main force has the pedal to the metal & storms down 91 & diagonal road then lead elements dismount, they borrowed arty trucks for the trip & they will now head back. Most of the force will stay mounted so it can respond to contact which could be soon if facing an area defence. AA are twidling there thumbs they could do with some exp as most died last time out but are a bit vulnerable at this vis level. This could help the ATG crews who are after a few more kills this go as getting into range should be a tad easier, not a lot of hiding places mind. Pioneers are trailing main force in Hts. It occurs to me that arty should be plotted if anything slightly in front of where I might expect contact due to vis as FOOs are riding up front at least to start with. Proceeding on foot & frankly its all a bit to quite, perhaps they are still asleep Well I love this game I can feel the tension 10 minutes in & no sign of them French. The morning air resounded to the sound of my 155s opening up but otherwise nothing, they left smoke signatures on first fire so maybe borrowing there transport was not so wise he has a confirmed target. I can see to row 52 in a couple of places so it looks like the AI has decided to concentrate its defence around objectives, damn. Have not even found a mine..... yet. They nearly always make me jump if find the hard way but not even on the roads. |
Turn 4 Contact
I was just thinking at this rate my mortars will be out of range but contact at about 60,65 This is about 1.5 Km in front of central flags & just below a Km from the hill.
A couple of squads moved into trees another entered open & drew fire, unit spottrd MMG opened up ranges 300m+, first blood to France they realy do not like my MMGs, 2nd squad seen. Decided its best not to draw fire so more squads take up position to return fire. Two in HTs move to a position behind trees 150m away, thats as far as they dare, was pretty risky as wary of mines. Kinda caught with my pants down 3 tanks here are carrying riders, another reason not to, 231 wastes some ammo. Further South have made further progress nearly to 50 on the road & there is a line of trees running verticaly along 54 nobody seen so a motorcycle ran near to, no fire so mounted troops heading for treeline. Trouble must be waiting on the other side & my scouts seem to have got shuffled to the back of the pack.:) Have managed to position 2 mtrs for a half hearted strike at the vissible squads. 4 mortars have been picked up & will be moving up to get the hill in range. Going to leave that big battery on CB in hopes of something. Has limited ammo so saving for concentration expecting round flags His go MMG evened up the score & arty kicked up enough dust to totaly hide a squad. Things just go from bad to worse winds blowing in my direction, risking losing my FOOs will not help much. Giving troops fire support with my new armour could prove costly as those ATGs are going to be very hard to spot so once find mines or a break in holding a tight formation. Well just as things are hotting up works finaly come online so its going to have to wait |
Its a mystery
MF=main force SF=secondary force AIT=AIs turn CWA=Camo Workshop acronyms
Well this is not what I was expecting SF has reached the village & it appears empty from what I can see. Continuing further down that road seems madness so 1 platoon will detor in slightly. Will continue down road at a crawl just in case its undefended. Waste of good arty MF Haa these 231(8rads) not such a good idea no HE & doubt they will last long enough to use AP loadout. Bit of fire & first squads out of the fight, getting a shot at 2nd is not easy & have to risk vehicles. 222 makes him give upto. Squads in Hts move up & dig out but with the dust kicked up by fire at nobody can see them now, aargh been a while since I had a low vis battle. :) One squad makes it to that treeline then beats a hasty retreat, not staying there by himself saw 3 Char 1 bis (the hard ones) on t'other side, scouts please. JPz1s are going to get there first taste of French armour vs a formidable foe, moving up. There is a line of trees between this area & where French squads are but there is a gap & have found another squad so any hopes of a stealthy approach on those tanks is blown I have got so far down route 91 its starting to veer off SW, my bottles going, the lead squad have put on their brown trousers. AIT No arty another squad fires giving away position close. Just where the hell is everyone, was thinking of working my way round that hill & doing a pincer attack but think they might have had a big party last night & there could be a reasonable amount of latecommers to the battle. So probably not wise, wonder if my adled brain will remember this conclusion. |
A lesson in life
SF> Don't make predictions they may come true, detouring in was not so sensible 231 moved 100m & went bang mines parallel to village, said he would never shoot his load (scuse me). Thing is he had a squad on either side (blind as bats) & there is a row of trees not far away with no fire forthcoming. I could clear these without coming under fire. Of course all dedicated mine clearers are in the other force. Playing the AI more often would help here if facing a line of mines could transfer to here, but if not wasted 3-4 turns moving over. Poor deployment somebody should be watching.
MF> 4 Vehicles opened up on new squads followed by a squad. Unit out of sight then moved into wood & dug out all dead & there is no one else on this side of the trees. Now I have a problem even with JPz1s I will need to be close from front or mid for a turret side hit, this mean have to find whats past them in the murk to deal with safely & thats if I dont hit mines. Think I can get in position to South of as horizontal row of trees about 200m from them & those guys are the furthest forward. They are only a Km from level 0 flag cluster though so are likely to be coming up on something Decided 2 Pioneers are heading North to clear mines just in case, turfing the others out of halftracks as safer transport if need to move up & dig out stuff. Being honest not being very effective here I am in a mess. The only thing I have done right is all mortars are now mobile & should not have to move again once arrive. |
Mine Hunting
SF> they are hunting mines as are troops in far South, Brown trouser squad has made it to row 44 without incident which is more than can be said for the rest of the MF. A few are working there way North of tanks in the open & have discovered 4 pretty poor bunkers armour 3 HMGs only but some decided to move into trees running NE, squad 100m away kills 2 in first squad to try,hmm. Now spotted another squad risk moving an AC to trees then a couple more vehicles, dont bother firing moving fast getting in more of a mess. Bunkers have made it hard for ATGs to get in position North of tanks.
AIT> kills another of my men but tank retaliates & evens the score, top man. I fire arty for no reason as forgot to cancel it Doh. |
Ouch
SF> 2 Squads risk moving onto adjacent mine hexes & make it theres a line.
MF> South now at 41 seen another tank in position to attack them. 3 tanks take out 3 bunkers & another 2 take the fight out of 2 seen squads. Can't see anything so squad moves out from tree line, bad move 5 men down seem to have found the rest of the company so thats 9 squads then. Scrub that its a full company trying to save 2 damaged squads moved more into treeline, on reflection should have picked them up with a halftrack. Casulties I should CoCo 1 of his squads is dead, my guys don't ask to many not a good opener textbook cock up. Misjudged LOS & truck drove into a hail of fire trying to go round goodbye, pioneers somehow ended up getting involved. AIT> I drop some arty on tanks one gun drops miles away & hits my squads & ATGs instead, Mortar fire lands in my general area. Did a bit better in this exchange heavy loses on both sides. Squad in open hanging on by a thread & 2 others badly shot up are the worst of it.:sick: All in all I have had better. |
Total mayhem
Time to see if we can pull something out of the bag.
Tank attack kicks off 2 MMGs fire then the ATG thats still up for a fight, 1hit no effect, only unpinned squad croses the 100m to near tank & assults hoping to draw fire from them. No fire because LOS vanishes as he drops a grenade in, strike1. MkIII thats been killing bunkers comes into sight & I discover that they have dischargers now, moves again hit survives but only 1 tank has a LOS to. 2nd MkIII breaks cover & they both move once more. Can't risk going any further as do not know whats out there but reckon 1 tank is out of shots. JPz1 enters trees & 2 shots later notches up its first kill then another takes out the third. 4th tank requires a bit of a gamble, squad fires at from 100m man down hes had enough so 2 MKIIIs run past at 500m, he misses obviosly not related to the last lot. JPz moves to 150m fires no effect on front turret, next tries 100m damaged, last shot kills & I wipe my brow. Scout can now stick his head out, 2 more tanks its a good job I did not go any further. Brown trousers platoon still no contact of any sort hes sped up!! Last bunker dusted off Now to the tricky bit choices choices who do I fire at first most are 250m+ away but there is a group of 5 with 3 within 100-150m of squads I have there hidden behind treeline. If I can deal with them my units nearby could try & dig some out. At the other end of the cauldron I have a pretty hurt squad next to a Frenchie There are 2 in the centre & the rest are hugging the trees behind. I have about the same number of units facing them but it includes 4 tanks & 1 AC. Also 4 squads most in transport just out of sight & a few more that might reach the area. When these tanks fire they are kicking up enough dust to block view which I have to think about & may be able to use to advantage. To difficult to explain but its hard to judge when dust becomes vissible any fire adds to even small arms can create you just dont know when but more than normal. Managed to block my LOS in error but got round it, blocked 1 French squad from taking part in what one can only call heavy fighting, this is not a firefight we have the real deal going on here. Vehicles & some squads fire concentrating on left flank, moving forward & the French are throwing more at it to. Village on the diagonal road errupts with fire then more comes streaming through a gap in the trees, the grounds turning red & we are now climbing over the dead to push on towards the trees. A pioneer makes it by truck to a previously unengaged squad. Boy is he pissed, his first fire kills 6 men & the remains head through the trees. The boys 100m away charge & break the left flank. The middle has crumbled all that remains is 2 men running for their lives,a mortar was found here to & quickly dispatched. Thoughts of mounting an attack on the tanks are fading fast as everyone is heading to the cauldron by any means. That includes a FOO who finnished off 2 squads with his smg. We cannot afford to take loses like this but need to clear the area before his arty comes down. At the end of it all somehow I have not lost a squad & we have moved forward 300m everywhere but the right flank. Can see 2 new units, there are more. Of the original 13 squads 3 are still in there holes 1 of which is badly hurt & routed & the taters of 6 other squads litter the field. That was pretty manic part of the problem being most armour is near his tanks but there is no way we can maintain this type of push, good fun though I am enjoying this campaign. Going for a fastish ending to this battle, find & kill. Also realised my Blue strike was effective again no men down but a JPz1 is immob before it saw any action. The Pioneer who managed to stay out of this got dropped off North of the village for a looksee. Casulties so far the French are about a company of infantry & 4 tanks & bunkers down, mine I realy don't know but not good a platoon maybe. AIT> Another Mortar hits truck 2 passengers & it dead. Fire was quite light compared to earlier both sides lost 2 or 3 men & tatered squads survived mainly because passed through woods. Bringing my arty on song round village & West of. If I had known those big guns would have been handy leaving on CB. Cleared some mines up North. Think we can conclude I found them, funny thing is old brown trousers is still unscathed maybe he did not get the short straw after all. Time will tell. |
Brown pants time has come
Well my trucks have a death wish SF is still clearing mines but moved a couple of trucks to position for the gap, drove straight through known minefield to other side & then through another lot!!:shock:
Should have been ski troops slalomed mines to great effect & emerged intact. Brown trousers can see one flag then lost a man, recieving fire from 2 squads I think smoked. Long range fire by French has been surprisingly effective so far. French tanks are blind moved troops near nothing tried moving a MK111 into trees at 200m nothing, squad placed smoke & JPz1 drove into trees with LOS to 1 tank at 200m kill. Another did the same no shots fired by Chars tanks now moving to support brown trousers & few troops here fanning out towards the hill. Giving up idea of tight force as it isn't MF is spread over a couple of KM after recent actions & moving to contact is whats taking time so fanning approach out & trailing with a mobile reaction force once current threat dealt with. Pioneer East of village thinks his approach is clear. The French put up a valiant fight at the cauldron but its over they are hopelesly outgunned. 3 more AC several HTs & more troops are bolstering my forces. Moved tentativly after runaways into woods not wanting a repeat of recent events & cleared out right flank moving towards village. Several relief units turned to become forward units for the advance on the hill. There are 2 squads in the village & 2 in next row of trees after tree line all healthy & about to be shelled, remains of 2 squads is all thats left of the original company, we lost another man. Formation seems to have lost some finnesse the term charging about like a bull in a china shop comes to mind. Having words with my MMG team, realise they are replacements but they could not hit a barn fired everything at men in open 150m away & all that happened was they gave him the finger, FOO showed him how to do it 3 kills now. He is giving up arty directing & heading off to kill 2 surviving bunker crews for his 5 kills. AIT> Minor ecxhange no cas my arty routed 1 village squad his landed right were I was, path cleared through mines ready to roll. |
Rolling
Brown trousers platoon can now see an enemy platoon fire exchanged for no effect. 3 tanks & a sniper have turned up for an asist, MMG on the way.
Further in a few lead units are 150m from hill, no trees on this bit & a scout spied a Char bis, JPz1s moved to take up position & 2nd recieved fire from an unseen S-35 on the hill. Squad in a truck just managed to get close enough to drop smoke & cover. Slightly further North virtualy in line with central flags several units inc ATGs moved up to treeline, just ahead is another that forms the base of the hill. Village deffenders folded easily & can confirm 70% of it is empty. There is now a gap of less than 1.5Km between my 2 forces so driving for the hill anyone in it can come to me. SF> moved to treeline, will be moving on to next one about 250m furter on then cross the road & level 1 treeline that forms the base of the hill is another 200m. AIT> Brown trousers lost another man to Frech long range fire some arty dropped on them. There arty died down most shifting? Have used hardly any arty so far keep ploting & over running before it fires so most now targeting level 2 crest line. Will not be moving onto hill till I can do so in force as squat all cover once I pass other trees. Thinking as my force is a bit smaller will reduce map height to 110 so AI is not so spread out. |
A false sense of security
A false sense of security
Brown trousers is pinned so he opens up along with the tanks 2 French won't be sampling wine anymore, a squad has worked its way onto the road to run up to them out of LOS & appear bearing gifts at short range. This did not go according to plan nobody else gets a shot as realise it might be flat but in the middle of a field & can't see if further North. Squad takes fire from flags another spotted. MF> Well working on the fact last lot of tanks were blind (totaly unmolosted) troops moved up found S-35 then Char fires at squad at 350m C>1, fires again so I think heck in position go, JPz1 enters trees fired on miss damages Char, another moves into adj hex & dies to new fire. LOS here not to clever but think alright if come further East MKIII tries & any idea of carrying on vanishes as multiple shots hit the dirt round him, hasty retreat. Now the troops can see 3x S-35 on level 2 crest (handy arty plotted) & another Char at level 1. The other FOO moves out to get a LOS on S-35s & promptly takes fire smoke C>1, now I am thinking there are troops up there to tanks can't have seen him surely. Even without troops there this approach might need a complete rethink as I cannot get in a position to pick off a couple, the village is clear. AIT> I lose a man in BPants area decide to smoke S-35s out as will take a while to reposition. Also they cover any approach from the South to. His arty still moving some of mine is wildly inacurate as no LOS like miss by 250m. Lost contact but not a prob forgot to say think this is 3rd time a battery has gone walkabout. On new arty its very difficult to get a full fire for effect 0.0 0r 0.1 before you would move it about to delay partial fire for a full slam next go but you end up with 0.2-3 if you try this. A delay button if it does not move could be handy so get full effect actualy I will post. |
SF reports contact
SF> Moved up to road treeline last turn then a squad moved to next one 200m from the hill, the rest decide to carry on forward a bit & first squad is fired at by 25mmATG at 250m , hes pinned so smokes as a couple others & tanks move to trees to his right. force is 2 platoons & scouts with an AC & 3 tanks.
Brown trousers has a pretty effective prep fire 5 or so for 1, sniper is learning his craft, couple of squads move forward & recieve fire 2 more spotted & a 2nd MMG has been droped off. Dust now provides covers to trees so squad & bike that droped sniper move in, 3 out of 7 have left cover Scout risks the hill another S-35 slightly South 2 squads in position to assault a Char, rest here are struggling to find useful paths to move up but further along several are now nearly at the hill. 1 ATG is in position to move onto it but not close enough to be effective AIT> Squads rallied plus think an unseen one motorcycle died. Thought arty might hit this turn but only fire mortar in a back area took out a truck, if it had a passenger doesn't now. Smoke came down okay & plotted big guns at S-35, dont expect much joy but thought I would try. Gold spot here actualy got one half right:) |
On the hill
HSF> Only 1 squad can get a bead on the ATG unless they sprint & it loses 2 men in the exchange. 222 risks a move as its pinned survives then a tank fires at ATG kills. Now proceding North of hill but a squad & scout are heading for its "corner"
BT> LOS round here are weird several units failed to fire because could not find one. The guy on the flag is proving very hard could see at 500m+ but 150m & still can't get a line on him. This lot are hardy nearly all back to ready status & luckily discovered bikes killer before ran into. My units ave exp seems mid 80s some are higher. When get in SMG range they seem a nasty lot managing to kill 2-3 dug in men with full use of firepower, nice. C> 7 for 1 squad gone MF> Damaged Char brews up to first grenade assault, 3 more units crawl onto hill in area of tanks & ATG moves into trees to find he is 150m away from another Char bis, can't fire of course, 2 squads remain out of LOS & move to 100m of him. Further along move onto hill in force thining out further north we go, about the 5th unit to move loses a man to an AAMG, 222 gets sights on it without exposure & pins, troops open up its gone. Armour stays behind trees or in at a couple of places as moving safely onto the hill is not an option. AIT> Chars spot a squad 2 men down French lose a man routing in BT area His arty is firing at nothing mine is wild again but more smoke drops S-35s are hidden. Going to try directing arty by platoon leader with LOS to see if improves accuracy, might be me but it seems a lot worse than normal. My units within 250m or so are getting hit & JPz1s cant take much punishment. |
Bob
Not sure what I helped with but with what you are trying in your campaign mail me I could keep track of how well people rally etc if useful as a sort of comparison just say what might help
John |
They are not alone
SF> As there are probably more ATGs out there vehicles don't move troops end up moving flat out but find nothing. Still not risking move next turn will have a good view of other side of trees, there are gaps.
BTrousers > Dropped arty here now most units cant see a thing & half the enemy has done a magic trick & vanished. Only guys adj to road can see anyone so clear squads here out of foxholes but C>1 in process. Few other troops move but cant find a thing another man down. Had enough of this tank moves to flags now we can see so they all move there, MMGs jump back in trucks to head up as wasting their time sitting back, time to just risk it. Situation ends up C> about 5 for 2, 3 new squads in good order 6 fairly healthy originals running & have 4 flags. My forces here consist of BTs platoon, scout, sniper, 3 MKIII, further back 2HTs & 2 trucks with MMGs on board, smoke was used by both sides & now only 2 tanks can see anything. It all looked so simple to start with. MF> ATG fires twice for no effect on front & loses a man to Char return fire then a squad fires at him so one of my squads moves to see if can draw more fire, does enemy located fires are exchanged & several squads move forward the upshot of which is I am 2 more men down & have found another 2 squads. Jpz1 moves onto hill 100m from Char damage then kill, another uses cover of smoke for a rear shot & gets the other one. Armour moves onto the hill, more diabolical LOS its all field & I think at this vision the cumulative effect of invisible dust is shuting down fields of fire. Tank has to move to 100m to find a target but digs out a squad. Pioneer says sod it & rides HT to level 2 slope & shreds the other squad, he to vacates, in a good position to move & lay some smoke for ATGs to deploy for flank shots. As he made it several squads in transport run upto that crest line & it forms the new front, just the furthest South tank is on level 1 but its out of reach for the moment. Of possible intrest since Poland my tanks have had few kills main role has been protecting troops. This along with 2 vehicle changes, start of this battle plus they started out in 35(t) or 38(t)s cant remember which means ave exp is 80. The AC on the other hand are low 90s, they might have died but crew normaly made it. AIT> Nothing much about C>3 for 1 mainly vs runners, big guns fired on target all tanks are buttoned up as targeted other one 2. AI has lost the plot with his its anywhere but useful & another of my batts has gone walkies. |
Re: Them Germans were good
IMP
Sorry to confuse you, I've been keeping track for what I've read so far with the "Thanks" As for the increased rally/route 140% in my Campaign I've really seen no difference for the Germans but it has made the Poles more aggressive!! This is a good thing. Bob out:D |
Re: Them Germans were good
Quote:
Think you can remove the thanks Bob so just remove the last one & place a new one as a bookmark. No objection to you leaving but my ego might get out of hand:) |
Starting to fold Turn16
SF> Troops moved & found nothing so stragler in truck moved up & promptly lost 2 men, ATG sighted not firing at though, 2 units on hills "corner" now.
BTrousers> Tanks & sniper took most of the fight out of the defenders sniper getting another 2 men, tank runs out of HE. Squads closed in 2 more squads killed one left in his hole. MMGs drive up & are now heading the attack :) A squad breaks off as at least 1 squad heading down the road to safety the chase is on. MF> AAA decides to get in on the act fires at squad C>1 & routes the others have done there disapearing trick. Squad moving to dig out takes fire from level 3 so vehicles unleash a hail of fire to no avail. My squad fires & loses a man. Others move find missing squads & have better luck 5 down they will probably die when route. Kitchen sink hits the new squad eventualy he hits retreat status but still healty & dug in, Squad moves up & kills last of the original guys. 2 ATGs move up & take position to fire on tanks next turn possibly. Next squad moves to assault S-35 but wimps out & runs, a 2nd tries & loses a man for his efforts, JPz1 finishes the job for him with 3rd shot. One of the Co leaders has a go at the lone Southern tank & another gives his boss a hand, everyones alright so a JPz1 runs up & says goodnight. Units move to position 100m from last 2 tanks placing smoke canceling big arty at (checked it first) A JPz 1 gets hit during this but somehow is perfectly OK. Small problem just found the other S-35 slightly back & covering remaining 2. I need to clear this area soon as arty would have a fieldday way to many units in one place. Seems to be nobody home on North peak so HT truck & tank move to its slope with a scout & MMG onboard. Now own 6 flags & adjacent to central group. N ones are in depression between the 2 peaks & being closed in on from all sides. AIT> Well that was alarming the dust cleared a bit & new tank fired at now exposed MkIII but missed. Luckily ATGs also exposed all return for 1 hit, it returns MkIII is damaged & Sdkfz7 dies to its mgs. Both ATGs hit & it fires again but none to accuratly & ATGs kill. Had managed to get arty on it now wasted & AIs has stopped. Can see smoke likely 2 mortars targeting as South of browntrousers. |
Turn 17 The Peaks
SF> first squad to fire kills 2 men & breaks them others move in & lose 3 men as walk point blank into another, original squad moves to 150m & opens up killing 3 so others finnish them off. Vehicles move seems like there is nothing else out there so turning for the hill my 231 dies to a third gun. It has totaly ignored troops passing at 100m. Original squad fires his last shot at 300m & kills 2, thats a 100m move & 7 men taken out top bloke check 91 exp. Tank finnished it off. Scout recieves fire from West side of hill tosses smoke, can't see but protecting approach to flags
BT> The defenders are totaly decimated another squad is found running down the road, remains of 3 squads is all taht survives & they will probably die as they run. Two squads are going for a closer look at the mortars, all flags taken. MF> One ATG cant get a LOS the other does but is fired on routed, Pioneer emerges from the smoke & routes it. Squad does same for the other tank, it fires but says its paniced so misses squad fails in its assault, Jpz1 delivers its calling card to first tank & MkIII & JPz greet the other. The first squad onto South peak returns 3 men down the next makes it & decide its time to stop pussy footing we have to clear the area anyway so vehicles role over the crest in force, another squad reaches the peak & the French fire its now a lost cause more vehicles swarm on to the peak & the sky fills with lead. Others move up & there is no return fire they are doomed. The North peak is clear but a unit loses a man as enters the depresion, scout searches two targets AA moves up takes one out of it & an armoured car runs to we hope a safe distance. MMG moves & takes fire so AC does a ballet dance twirl & we have 4 targets more units moving to engage & HT are loading for assaults. Only 2 visible squads are untouched in this big push casulties dont know but very heavy for French me about 6, centre flags are mine. AIT> Flakwagens should have stayed out of it like I said, immob & destroyed but crews alright. French fire soon faded under the onslaught & all that remains is 5 dug in squads in the Peak area. Brown trousers pursuit of last 2 might have to take a back seat as Char bis near SW of hill managed to constantly miss a halftrack. It will have friends & covers chase paths effectivly. They could make a break for flags so care needed here. My arty hit some of his positions as guessed some of his remains quite rest hitting several of my mortars, they will be moving next turn. Does adding turn no help keep track? |
Turn18 Terminal velocity reached
Mr half a brain forgot vis 11 so Char does not cover to much so browntrousers area cleared then South peak & a couple of squads make it to the edge taking out runners but seeing no tanks so 4 MkIII a Rampz & 3 JPz1s engage it before an ATG moves up & takes it down. Pushing for turn 20 finnish lose 2 men & a truck when find squad here, dig him out.
At North flags open up then move to find more lose a couple of men but the area is filled with a company between MF & SF have targets for arty adjust now, one squad is out of his hole & another is nearly dead. A good portion of MF is still moving to engage them & SF only has part of force engaged to, FOOs have good LOS. AIT> I lose a man but the withering return fire means they fair far worse & soon stop shooting then the arty comes down, only one squad I can see is in ready status & my mortars are clear of his stuff. |
T19 No answer
The German war machine rolls on brown pants squad seemed to be on his own & most flag defenders are out of their holes, the HTs are still enroute.
2 squads make a valient attempt to engage during its turn but are rapidly silenced. All visible units are routed now where is that HQ T20 Press on find 2 squads in tricky location due to slopes dust but dig out anyway then hit 2 AAA guns, take them on MKIII is damaged but they lose 1& 3 men. Cancel arty & everyone but AAguns are wiped out in the route. Objective achieved have all flags game ends so have a look at map. HQ was just about to fall but South of route 91 I have missed a large lump of him. Lots of mines Bunkers & at least one infantry company & 5 tanks, oh well. Score 5638 vs 388 Decisive victory I lost 125 men & 4 AFVs so about 1/8th of my force If you have any suggestions now is the time if you dont say you want turn no will just mention on occasion. I have a path choice it appears france capitulated, N.Africa or the Balkans Chose the Balkans I am going to take on Greece then switch to N.Africa unless somebody suggests otherwise. Lots of mountains here & detailed report when get round to deploy but I am going with no support this time on an assault I think Details in new post "Balkans N.Africa leg" |
Re: Them Germans were good
Turn number is fine, wouldn't want to inflate your ego!! Imp ;)
Bob out:D |
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