![]() |
Re: German Campaign using War Cab
Quote:
The group that entered the field could possibly have smoked & ignored it completely however I was tempted by being able to spread out & engage units at other than close range. Ended up committing more units here as there were a fair amount of enemy units & LOS turned out to be problematic. By the time I wanted to shift them artillery was falling on the road. I expected stronger resistance along the road as well, luckily the AI put the Churchills & squads West of the road junction (units that counterattacked X). If we ignored the field the game would have lasted longer as those dozen or so units counterattacked & my artillery would be at risk. Several only have a range of 48 hexes so they need to move up during the game. With hindsight my initial thought of a large North force that could spread out in the open ground behind the VHexes would probably have been the best option. Discounted as expected a traffic jam but they made it along the road unopposed. It probably would not have effected the outcome keeping the Brits to less than 500 points from timed objectives was a tall order given the terrain. ------------------------------------------------------------------------------------------------------------------------------ In your AAR I know several of your battles are on open terrain which helps but you normally do very well at restricting infantry losses in firefights. I go to 3 man platoons soon so going to start using some Italians as AUX after the next battle, odd set up platoons have 4 LMG but only 2 squads carry them. If anyone knows fairly common tanks used by Italian Social Republic I could sell a few of mine & use some. |
Re: German Campaign using War Cab
Love the .gif - striking representation of progress
|
Re: German Campaign using War Cab
As said cannot take credit for the idea borrowed from Siggeena
|
Re: German Campaign using War Cab
To be honest, I think the Timed Objectives is a good concept but we need to improve on it. I think anything more than 3 pts is too much.
I usually play with 3pts, rather than 6pts as you did. If it was 3pts, you would have won a Decisive Victory, rather than a Marginal one. I do think finishing an Advance by T22 should warrant a Decisive, barring taking high losses. If we say that a turn is 3 minutes, 22 Turns would just be slightly over an hour. I rate that as pretty fast advance for a Battalion sized battle group. What was the size of the EN overall? At least a reinforced Company with Armour. Military planning would probably require more than 1 hour to kill them off. |
Re: German Campaign using War Cab
Timed objectives really only works with a scenario that is built for the purpose, methinks, not the ones thrown up in a campaign game.
|
Re: German Campaign using War Cab
There are so many variables in this game getting a feature like this to work will always be hit & miss. Size of map, position of VHexes, mobile or not, force parity, game length etc.
I think it works well as a means to stop you dawdling especially for meeting engagements, deters playing as a delay letting them come to you. 6 points works OK for me in this case. For attack & assault in particular it makes it very difficult in WWII unless you increase game length which defeats the point I normally just accept the default. Main use is in MBT to make Vhexes mean more if you want a game where Vhexes are important not just forces destroyed. Its down to unit cost current era MBT can cost 500 points so delayed objectives giving a few thousand points is not a big deal. This is where it comes into its own, if you want a battle where destruction of the enemy is the priority leave them off but if you want Vhexs to be important turn it as high as 15 To be honest as well victory conditions are the one thing I take with a pinch of salt, draw, victory or loss are all that I really look at. You can work out quickly enough what the result would have been without timed objectives or if you want or make up your own victory levels. At the end of the day I know how well or badly I played & that's my real gauge on how well the battle went not what the game decides. |
Re: German Campaign using War Cab
Well said for both game realities. I don't get to play this game as often as I would like, due to my commitments to SPMBT outside of playing the game when I can there.
But again, well said and to my mind, worth acknowledging. Regards, Pat :capt: |
Re: German Campaign using War Cab
11/1943 Mignano Italy Visibility is 41 hexes and while it is not snowing there is quite a lot of mud around.
Advance vs USA We have sold 2 MkIVs & exchanged 2 for Italian StuG's - 105 equipped so infantry support based but with a passable HEAT round. https://i.imgur.com/qyvISd9.jpg AUX Spotter Plane 3 30cm Rockets 1 Platoon of Italian Fanteria Infantry 2 M-14/41 Medium tanks Using the Italian units to get a feel for them, experience is 60 so not good scout material need to work with the Germans. Infantry consists of 2 squads with 2 LMGs each & 2 squads with rifles & SMG,s. Unfortunately the platoon leader is is not LMG equipped so he can stay back out of trouble. The M-14 are the equivalent of a fairly good Light Tank but with a poor rangefinder. That & experience means they are probably not that accurate. https://i.imgur.com/VrV0xij.jpg Turn 2 https://i.imgur.com/xafwJzw.jpg Spotter Plane has located 2 Shermans & a squad. In the North while the depression is tempting mud really restricts attacking from the woods or swinging above them. It would be slow going so a couple of units are just going to take up position as spotters to watch for any fire from the area. Placed smoke to allow a quick advance & let us deal with the immediate area without ranged interference. Objective is to clear the hills & move the FOO on them once we have given artillery a chance to fall. South units are behind the hill & will move out, if they encounter anything but minimal resistance along the road will forget it & just push directly for the Vhexes. Meant to buy a couple more AA units in case US has planes which is quite likely. |
Re: German Campaign using War Cab
Turn 4 - Units in yellow area still to move so you can see some Brits
Only arty currently plotted is on squad with LOS lines on. Forgot to mention arty fell on the road at start hence the reason units were dispersed there. https://i.imgur.com/5YzTQCl.jpg Smoking worked well we have encountered 1 platoon & 2 Baz teams, 1 squad & baz destroyed. S - location squads retreated to. Fairly confident once that squad is gone the hills are clear so after arty falls FOO will move up. Squad targeted is the 5th so expect another platoon behind the smoke. Discovered a few units in the North, will need to tackle with MGs or smoke. Not pressing an attack though squad can keep an eye on them till they start moving. South is dead quite possibly something on the other side of the tree line however 2 trees on there own do not block LOS so maybe not till the orchards. Going to head fairly quickly down the road & accept fastmoving losses to find out if anyone is there. Shermans may be visible from treeline as elevated so orchard may not block LOS. |
Re: German Campaign using War Cab
Turn 7 update
2 Airacobras attacked 1 was shot down the other attacked a squad killing 3 men, AA is working well this game. CENTRE Progress is slow now killed the ATG but there is another one so picking off North units as advance, there appears to be no AT assets there so armour is gravitating that way. SOUTH Killed 1 Sherman & found another before an ATG opened up here, its somewhere near the Shermans & far more dangerous. We decided to press on down the road as mud is going to funnel the infantry so it will get crowded. Three of the units there routed anyway & there is a MG on the rough hex I think further down the road that can fire on central units so we need to find it. Tempted fate saying progress was fast the ATGs mean we are advancing on foot. |
Re: German Campaign using War Cab
Turn 10
Another Airacobra damaged one left probably coming in next turn, we were lucky it destroyed empty soft transports & a couple of men. Losses are 7:20 ours are mainly transports infantry is only 15 men down, US have lost 3 Sherman's an ATG & 17 infantry units. https://i.imgur.com/wFe4RbK.jpg CENTRE We know where the ATG is but still cannot see it, we will place smoke if not found as its stopping progress. Most North units are running unfortunately using the road they will probably make it to the other side of the treeline before we do. If we use smoke to screen we may be able to get 2 squads in place in time. There is a little area screened by trees South of the road which we are prepping with artillery fire. SOUTH The Sherman's are gone but still cannot see the ATG, should be close enough next turn. Surprisingly the only infantry defending the VHexs was a Baz team. The road had 4 squads a Baz & the HMG, at the tree line there was another Baz Team & a 60mm Mortar in the treeline. Once the ATG is dealt with we will move up the MGs & FOO, note that most of the E-W treeline will not block LOS. |
Re: German Campaign using War Cab
Turn 12 start
https://i.imgur.com/wuVzjDl.jpg Planes are gone as are the ATGs finally, the artillery did its work we are in the area South of the road without casualties despite encountering infantry. We managed to catch the routing units though they seem to be going through the woods now. Lost yet more transports as AAguns opened up in the AIs turn killing 2 halftracks, they are the only good order enemy units. The MkIV's are again useless as the AA guns have AP7 so the Panthers will swing round behind smoke to take them on, the top one can also come under fire by infantry in relative safety. SOUTH The treeline should protect from flank shots till we pass it so arty will be replotted to try & cover the West edge, hopefully suppressing enough so any shot from there misses. Probably need to smoke area North of Centre VHexes to split it up but tanks may be able to do that. Resistance was just a couple more Baz Teams here no squads detected. Some infantry here will mount up & move North in safety East of the tree line to get more eyes up there. Once US artillery stops falling FOO & HMG will take up position in the South, the US 3 105 bat plus several on map units. Perhaps its the fact I treat the MKIV's with kid gloves due to the glass jaw but it occurs to me tank losses have been surprisingly low this campaign. Remember I had the most damaged armour ever in the 2nd battle so maybe being lucky with them. Being able to engage at greater range than the MkIII's will account for some of it & the smoke rounds are a big plus. If only I could look after the transports as well I obviously take riskier moves with them in effort to move infantry up as eyes. |
Re: German Campaign using War Cab
Turn 14 start
https://i.imgur.com/Lz4SVFS.jpg Thigs are heating up several smoke dischargers were triggered in the last few turns which saving us from taking any damage. US arty is heavier than I said this is probably the first turn it all fired together, lost a few men & SPmortar that I was relocating next turn it took 7 damage, be surprised if it does not die this turn. CENTRE Things were fairly simple near the road a lone Baz Team was the only AT weaponry, armour has taken up position in depressions here to give the infantry a turn to catch up. Scout & the Stug(i) are in the front depression. Due to problems down South taking out the top AA gun fell to the centre group, its currently abandoned but crew will reman this go if not taken out. Smoked out the Squad West of the AAgun to deal with local ones & attack it when infantry discovered the ATG slightly SW. Then the Sherman in the South treeline decided to join in. The MkIV 2 hexes East of the Sturmpanzer and a squad there can take out the Baz Team without taking return fire. The Sturmpanzer then needs to take out the lower AAgun so the other MKIVs can operate in safety. SOUTH The ATG & a Baz team caused problems here, the infantry had to deal with them initially though the Italian M-14 tank got the kill shot on the ATG. Moving to take out the Sherman that was troubling the centre from the hill drew fire from another to the West, once that is dealt with I think this area is clear. Ha doing this AAR is handy thought nobody in the South could see the lower AAgun but the smoke has cleared & the Panther can so centre is a simple affair. Just destroyed it with the first shot & moved on the Sherman which fired dischargers, it will have an AT Team 100m away when the smoke clears. |
Re: German Campaign using War Cab
Turn 15 end
US artillery has stopped completely so we are taking advantage & running with riders & passengers on board till the end of the next turn. Surprisingly the SPMortar still lives. British HQ is probably in the trees to the West but just in case he is on the edge would like to get some infantry there for a look. https://i.imgur.com/bYfbCeR.jpg Under cover of smoke we have made good progress around the top road despite heavy resistance in the area marked, several Squads & Baz Teams were encountered in the area marked, I think US moral has broken they collapsed quite quickly under fire. The field of view is from the highlighted squad his only support at present is from the sniper. Only fire received was from the squad targeted so we are blanketing the area with artillery as we have no other targets. Hopefully the infantry will detect any guns in front of the barrage when they move out so the tanks can support them. Sniper (A) marked had to hitch a ride in the 250/11 to help (B) who was in big trouble facing 3 units, tanks could not assist without exposure though they fired smoke at (C) to allow the move & block fire from the other squad. The position the sniper is in had 6 routing squads so also needed to be cleared & the smoke one dropped caused the problems. This turn we need to move the routing squads then the sniper will move as shown to see if its safe for armour to follow & attack that squad. The only other safe option I can see for armour support is to place smoke & move a tank just North of the road. In the South 2 AT Teams & the Panther are ready, the squad can place smoke if needed so the Italian tank that played taxi can can exit & the MkIV can backup if everything fails. Used a little trick here as unsure if the smoke will clear in AI turn or ours we fired more smoke in the bottom hex & the tank Z fired at the middle smoke hex to create a bit more dust so hopefully it clears in our turn. The MkIV & squads will move West after to take out the mortar to the West. |
Re: German Campaign using War Cab
Turn 18 - 3 fairly quick posts
Its all over there were 2 ATGs in the VHex area both in retreat status so easily destroyed then we sent halftracks to the VHexes & had to defend for a turn against a platoon of infantry that exited from the woods. Another marginal victory that would have been decisive if timed objectives was set to 3 rather than 6. https://i.imgur.com/8AVnPZU.jpg The Italians performed okay in the firefights they participated in but still think they need an escort to help with spotting. Turns out we could have used the top road as there were no AT assets there. I thought the infantry would have to fight unsupported as it was quite a large clear area. |
Re: German Campaign using War Cab
Are you using RSI troops?
|
Re: German Campaign using War Cab
Its being a long week forgot the GIF
https://i.imgur.com/TVHa2wv.gif I know nothing about Italian troops using Italian Social Republic OOB assuming Fanteria are regular troops so my go to guys as Bersagliari & SS are elite Was planning to use with rough ratio of 1 Company of Fanteria (comes with a mortar) 1 Scout vehicle 2 Medium tanks (armed with 45mm gun) 1 Heavy tank (armed with 75mm gun) If I am miles off correct me as I am just guessing. |
Re: German Campaign using War Cab
Meeting Engagement versus the British at Monte Camino in December visibility 11 hexes - 550 metres
AUX 2 light trucks & 2 Scouts no ski troops. Light trucks are actually in the core but will be sold, used to attach infantry to that we need to get rid of to go to 3 squad platoons next battle as per 1944 restructure. The snow has turned up & I am guessing it is still falling from the visibility, only a light covering no drifts but the mud is getting worse. I have highlighted how it splits the map vehicles would need to cross at least one hex which I am not willing to do as the breakdown chance is high. The AI may well run into problems but we will give it a go anyway, I can see vehicles trying to cross the mud in the South. I actually messed up using the Panthers to ferry riders down the road as realised I cannot cut through the woods. Overview is at the end of turn 2 I am expecting Armoured Cars to turn up on the road shortly - before the arty as only just plotted. Contact in the South should be a while & there is the mud to cross if they try it. Panzer Grenadiers & the Panthers as fast are supposed to try & flank & encircle if possible then possibly head South for more of the same so around 2/3rds of our force are in the North. https://i.imgur.com/VrtNAJ3.jpg Thoughts Due to the conditions leave the MGs at home they are vulnerable at this visibility & to slow. About to go to a foot advance with infantry to the front however due to the speed of advance we are vulnerable to artillery especially units following the frontline as its likely to land close behind or on it, 17cm is therefore on counter battery duty. Encircling & killing quickly will offer some respite from the artillery but it brings its own risks, we will not stay mounted for much longer. Hopefully the Halftracks can hit & run from the side & avoid moving back into artillery. Not against falling back with the main force to help with encircling as the conditions make it harder & dangerous, I could get caught in the middle instead if not careful. Good placement of smoke by the tanks could help matters no end & 2 SP Mortars are shadowing the Pz Grenadiers in case it runs short & they need to direct fire. Tank battles in particular can go pear shaped at these visibility ranges as its easy to end up with 1 unit facing several hopefully the infantry can prevent that & the tanks can smoke for them if they get in trouble which they are bound to. |
Re: German Campaign using War Cab
Turn 5 start
https://i.imgur.com/1vOi9Ll.jpg Underestimated the speed of the British first scout vehicle turned up on turn 2 the rest in the next turn. A couple of Dingos & Humber IIIs which while they cannot bother the tanks they can happily take out the Halftracks, the truck with the HMGs just turned up now. Turning up a turn earlier than expected has thrown a spanner in the works I had hoped most of the force would be past the first line of mud by now. That & the error with the Panthers is going to make the initial stages harder, had to use smoke already to cover the Halftracks. The Brits have also used their speed to capture the other group of VHexes, I was going to send the truck back to pick up another squad but thought I had best grab some Vhexes to. https://i.imgur.com/j81XjCG.jpg I am now wondering how fast the Brits are coming, the variety of units makes WWII fun. Not a fan of Brits in the early years but by now they have some great Armoured Cars, Light Tanks & the very fast Cromwell - one of my favourites. They also have a tendency to use truck infantry so things could get hot earlier than anticipated I need to get in combat formation PDQ. |
Re: German Campaign using War Cab
Turn 7 end
Things have been rather busy the last couple of turns the Brits have used truck infantry to move up the agenda. AI is struggling with the low visibility setting making it very vulnerable. https://i.imgur.com/5cirvZX.jpg From the top Panzer Grenadiers are going on foot but they have no ranged AT capability if they encounter armour. Trying to get Panthers over but a fairly large tank battle has delayed things. Searching for the Dingo the AUX scout got a bit of a surprise when he went through the smoke, British infantry is here already. Luckily artillery had suppressed them so he is okay so far & squad beside him is in retreat. He is in trouble though unless my artillery is very effective had to risk blue on blue to give him a chance. MkIV & AA unit are after the Bren Carriers which may well get stuck in the mud. ATG has top kills so far with 5 - Artillery may well hit Vhexes here. The bottom ATG should get some support this turn, unsure if he is still hidden but has not received any fire to date Things are progressing very well so far we have lost 1 man so far to a MG Brits have lost 20 units - a Truck - 3 mech infantry + 2 Bren Carriers - 3 HMG - 2 Humber's - a Dingo - 8 Sherman's |
Re: German Campaign using War Cab
Turn 11 start
Its still going well despite the visibility the Brits still sent in 2 Spitfires damaging a Halftrack, bombs are gone now so not to worried. Apart from that we have lost a Truck to arty & 6 men, the scout lives but lost 2 men so will not be participating further. The Brits have lost 47 units started killing infantry now 17 are tank losses. https://i.imgur.com/pHBvJbf.jpg From the top Pz Grenadiers went to risky bounding advance as shielded by trees & will cover our flank for a few turns. Main force placing smoke 11-13 hexes ahead of infantry so vehicles can move forward with minimum exposure, tanks will fill in the gaps. As usual some slightly risky Halftrack moves will occur behind the smoke to keep the pace up, getting infantry forward for the next smoke screen. Working well so far had a minor scare with 2 undetected Piat Teams but as they were suppressed they missed, infantry spotted them as they fired. Panther in slightly risky position as destroyed one but killed the first Churchill that appeared before the smoke fell. MkIV managed to kill a couple of central Sherman's that the squad had located, now joining main force as Central Group is out of the Orchard. ATG has 6kills now bagging a Sherman & is poised to possibly get another, its relocating for fear of arty shortly. Southern units are doing likewise & getting eyes on approach directly for Vhexes. Bit concerned there might be quite a few Brits trying to come this way, vehicles will struggle but if it uses artillery here we might struggle to hold the infantry back. Its a long trip to come round behind them with relative safety we will probably miss most of the action. Hopefully by then this pocket will be all that's left & our artillery can save the day. Tactics are allowing a faster advance than I anticipated so far. Southern group is to hold position it will not advance over the mud. |
Re: German Campaign using War Cab
Turn 13 start
Well the good news is we got the Dingo & still have only lost 9 men but things have got considerably tougher progress has slowed. British artillery hit everywhere location shown all but 1 squad has rallied & I think we lost 2 men, some squads will not have the speed to clear the area before the next turn. Major strike where the PZ Grenadiers where, I assume planes spotted otherwise we missed someone. In the process of relocating 4 arty pieces & just clear of the strike when it hit however my Howitzers were not so lucky routed & transport is gone. British losses now total 66 units. https://i.imgur.com/7xhIguk.jpg From the top Progress has been slow wary of tanks from the SE & there was a lot of infantry in the area of the field. Arty hit us due to the delay dealing with them & we have had to use a few dischargers for cover as could not spare our artillery. A platoon & escorting MkIV will go after the artillery along the road. Armour & PZ Grenadiers are going to press on rather than wait for the foot infantry as I think most resistance is over here. Progress on the Central Vhexes has met stiff resistance we managed to get the Sherman which helped. Having to deal with the units on the mud to the NW has split our firepower here. Hopefully the main force should be able to target them shortly. Now to the fun there is another Sherman down there somewhere, possibly stuck on the mud we cannot see that hex. MkIV fired smoke to let the ATGs take up position they are Y keyed to 5 hexes for the moment, prefer flank or at least a bit closer before opening up. We need a strategy here possibly moving MkIV below them for flank shots, big worry is infantry spotting the ATGs so probably going to place arty here to contain them - only have 4 tubes available to plot at the moment. The other ATG is on the way over & we will pick up the AT Team but I have a feeling things could get a "bit sticky" to quote Brig Tom Brodie. In hindsight sent to many units North only really mess in the snow during campaigns & misjudged the time it will take for other units to arrive. |
Re: German Campaign using War Cab
Turn 14 end
The artillery has stopped but British air is busy making the skies safer & took out 2 AA units. Our Howitzers still live just have to wait for them to come back on line, we CB fired. https://i.imgur.com/j7wi4Jt.jpg From the top The fight is just about over in the field & mud South of it, the Pz Grenadiers are inbound so we can concentrate on swinging round the mud. British tanks seem to have swung towards centre VHexes Panther is positioned to take a shot at the Churchill as it moves & several others should be able to engage it with a 1 hex move. Going to run fast using the dischargers to see what's out there, that lone destroyed Sherman is bothering me where are the rest? Also a Bren carrier & Truck appeared on the hill, if the Truck was facing the other way I would assume its empty but we may have more inbound. If its just infantry most units will sweep past & let our foot Infantry deal with them. Routed an AAgun here & about to head up the hill using the road after the artillery there, 6 units I think. Northern assistance let us gain control in the central area & take control of all the Vhexes, the North force should be able to rush for a turn or two as it arrives here as the area will hopefully be secure. Down South infantry is starting to appear driven off a couple of squads & more armour has turned up, wish they were Sherman's rather than Churchills. As shown all the ATGs can cover a break out across the top mud area once they exit it & the MkIV could take up position as shown. I have no idea what the AI is going to do not sure it does either it may run tanks back & fourth between the two obvious crossing points in which case the MKIV might catch a break. Once most of our Artillery is back on line considering a big stomp here including the 17cm, May get lucky or at least make attacking feasible. |
Re: German Campaign using War Cab
Update Turn 16 South
The Sturmpanzer engaged the Churchill that has disappeared last turn but had no effect. Only the top artillery plot has actually landed but with more units appearing in the area when the opportunity arose I decided to take it. https://i.imgur.com/AsV2ykz.jpg Started with infantry fire as some enemy squads have LOS to the ATG's, this drew fire from the Churchill & Sherman the other Churchill had just made the move shown. We needed to neutralise the underlined squad otherwise the ATG's would be spotted for sure so continued with the infantry fire. Pretty sure the tanks only have 1 main gun shot so its worth the risk now. The bottom ATG fired at the moving Churchill but it bounced as did the second shot, its 2nd return fire killed 2 men out of action for now. Sturmpanzer moved unobserved as target suppressed & killed it with its 2nd shot. The top ATG targeted the Sherman & hit on the second shot the Churchill returned fire all for no effect but suppression. Can the MkIV enter the trees unspotted? Yes it can & kills the Churchill with its first shot. Next shot vs the Sherman goes wide & it fires the smoke dischargers. Happy with that outcome despite the ATG positions being compromised. Just 2 Churchills & a Sherman left that we know of & if they try advancing this turn it should end badly. |
Re: German Campaign using War Cab
Turn 17 end
I hate planes can't hit the %$#@ things in this visibility - Halftrack & passenger down. We have lost 8 units now all to planes or artillery, British losses are just shy of 100 units. https://i.imgur.com/t5GXSHh.jpg From the top We are coming but probably going to be to late it could all be over bar the shouting. Going after the arty we came across a stubborn AA gun as you can see ended up pilling in & throwing the kitchen sink at it, we ended up unscathed. A few squads will head South with slim possibility of finding withdrawn transports. Found & killed the HQ on our travels, resistance is over in the centre. https://i.imgur.com/sbWmFdD.jpg In the South the Brits are making a direct push where I thought they might but its to late fears were unfounded they will have full artillery support. As they have the best guns vs infantry Sturmpanzer & StuG(i) are taking position to stop the infantry & marksman's progress had to pull AA unit back just in case the Churchills try a silly move. The Sturmpanzer should contain them till the artillery hits then its probably all over. MkIV tried a slightly desperate attack on Churchills which failed so I fired its dischargers. It can move to support from here if needed as ATG is not in place yet. Only problem will be if Brits plot artillery down here we have 4 arty to plot around Churchills & troop concentration those shown are active. |
Re: German Campaign using War Cab
Turns out that was it the AI threw in the towel at this point.
Artillery killed the Sherman so it might have been damaged. https://i.imgur.com/DZywmYL.jpg GIF shows there were a lot of units left probably 2/3rds of the British Southern Force never saw combat, they had to cross fields & mud. Not surprised really did say at the outset the map could be a problem. https://i.imgur.com/gXS4qWJ.gif Low visibility is also a major problem for the AI, it makes you work hard but you can scout sensibly & if desired bring overwhelming firepower as firefights happen in local pockets. The process of deciding what to do for a given situation is transparent but the brain must weigh up a lot of factors depending on what you want to achieve. Enough factors that I had to ponder for a while on a the best course of action for some of the moves. |
Re: German Campaign using War Cab
The problem with knowing the visibility in advance is that we deploy our units with that visibility in mind.
Imagine we don't know the visibility beforehand and can't change it after deployment. If you deploy on the defense or delay assuming high visibility and then the battle turns out to be visibility 5 or 6, you'll start shifting forces in a hurry. |
Re: German Campaign using War Cab
Probably not as much as you might first think, infantry wont be far off & they normally screen the armour.
Long range stuff like the armour & HMG wont be able to start targeting out where you expected but they are vulnerable at short range. My guess is as its mobile you would move armour up as & when needed to act in a supporting role. Only big problem is if you have gaps they can slip through undetected. |
Re: German Campaign using War Cab
We have finished the restructure so quick recap on forces.
Much as I like them even if advancing for surprise attacks vs difficult to approach targets we have sold the ATG's & will buy when needed. 33 Squads (inc Pioneers) - 19 Transports (4 cannot lift a squad) 16 Armour (4 Assault gun orientated) -6 mobile AA 8 on map & 1 off map artillery pieces. INFANTRY Foo 2 Infantry Co 10 Squads each 1 Pz Grenadier Company 11 Squads 13 Halftracks (2 for MMG) 4 HMG, 2 MMG 3 Sniper (Rangefinder 5 Variety) 4 Panzerschreck AT Teams 2 Pioneers (1 has a flamethrower) 2 Scouts & 250/11 gun Halftracks 2 Light Trucks, 2 SdKfz 11 soft Halftracks (All for HMG transport) ARMOUR 10 MkIV's 2 Each of Panther, StuG(i), Sturmpanzer. MISC 6 Mobile 2cm Flak 17cm Battery 2 On map 15cm 4 Self propelled & 4 Static Mortars. 6 Transport vehicles for there use. Probably a bit heavy on armour for a German formation but plan to use AUX units. Snipers are mainly there to make assaults easier. |
Re: German Campaign using War Cab
Welcome to Anzio we may not have as much snow as the Eastern Front but we do have the mud, the suns out snow has melted & we have a quagmire.
We have enlisted the aid of a Partisan group in the hopes there local knowledge will help us navigate the treacherous terrain. Advance vs the British Map 90x90 visibility 57 good vantage points for both sides. AUX UNITS 2 - 3.7cm FlaK 43 Guns 1 - 10.5cm offboard battery Italian Partisan Company (13 - 8 man squads armed with LMG & a rifle or SMG Experience 55, Morale 63. An assortment of Medium & Heavy Trucks (4 of Each) Hands up just realised bought from wrong OOB not changing now. Due to the restricted avenues of approach I did not really want AUX units but as the map is 90 high thought the British might be spread a bit thin without them. Luckily trucks are the same they were bought to see if any have 4WD. We will use the trucks & 4 Partisan Squads as guides. If your into mud & mountains Batloc 221 Anzio is for you this was originally a delay action but I took one look at the map & thought no way. The second roll was also a delay & the only passage from E-W without mud was a 2 hex wide zig zag! Thankfully it gave me a better map as still doing 60+ hour weeks marked the passages on the map with the text tool so I don't forget in between plays. Highlighted paths on the screenshot, the SW area in my deployment zone is cut off from the rest of it so will assume we got there from the lower edge. |
Re: German Campaign using War Cab
Helps if I post the screenshot
https://i.imgur.com/5a3e5gs.jpg |
Re: German Campaign using War Cab
Turn 4 Start
Nothing has happened so far apart from the Brits placing smoke last turn though I think things are about to kick off. British smoke screen might provide minor benefit but is in fact more of a pain as stops me finding LOS. We have arty plotted in the North mix of HE & smoke in case something takes a shot at us, sorry forgot Shift3 All but 2 tanks are in the North did not want to use my smoke to come over the hill as it would need to be a wide screen & I think it will be needed later. https://i.imgur.com/ZrUS03N.jpg From the top Expect to take fire when we move possibly from both hills here, this is our main avenue of attack. Central units are to head for the trees & try to get LOS on the South side of the hill, I expect to use those central trees later. If take fire on the way will probably just move on after locating rather than destroy. Will not report or screen shot units below the line unless something happens they are supposed to be spotters later on for the main force as hopefully closer to firers. Hope is they do not need to fight to hard to get to position. Used 4 Partisan Squads its not a biggie they are similar to what I should have bought, as suspected all trucks are 2WD. Turned off timed victory hexes as do not recall us having an assault yet so if the battle is a meeting I will reload a couple of times to try & get one. |
Re: German Campaign using War Cab
Turn 6 end
My arty plots with green line are fire for effect others are new plots https://i.imgur.com/9FxHsI9.jpg The little hill was easily dealt with HMG & tank support allowed Mech Assaults, 3 squads pushed off the rough there could be a fourth. Crossing the splodge of mud across the road took 2 turns we could only fire on the squad position shown before crossing the mud which drew fire from others situated further back. Things went surprisingly well especially as most British units initially held fire till around 350m before they all joined in. Do love smoke its use was invaluable again & just realised Partisans don't have any which makes sense. Lost 2 men for 2 Patrols killed but made good ground, need to this turn as well British Arty has been very quite so far. Elsewhere all is quite after coming over the large hill our infantry will be at the woods edge in 2-3 turns. We have spotted a M10 3in in the South as its open top & hopefully has a friend nearby plotted 17cm battery on it for full effect. |
Re: German Campaign using War Cab
I generally retire/re-role any MG units in the core when past the desert and fighting in Europe. Generally not enough fields of fire to make them worthwhile. You want to be able to see past 600m (LMG range) with a decent field of fire past that.
In the Desert, and Russian open fields - well worth having in the core. With a German campaign though, I usually change them to something else when being pushed back by the Soviets, but you do get occasional places they can be useful - however then only bought as support units for the one battle if it is flatlands or on a commanding height and good visibility. They are wonderful tools for stripping off the tank riders the AI likes to use, especially on bunched-up lumps of them! |
Re: German Campaign using War Cab
Never thought to do that, played as USA Armd Infantry a while back & that was overkill with 1 MG per platoon plus all the halftracks, crying out for regular squads most of the time.
Certainly cluttered terrain of Europe its hard getting the best out of them & its dead easy to make a good location useless by placing smoke. I would say on average only half make any real impact the others never really get position most times. |
Re: German Campaign using War Cab
Armoured infantry may be the clue - you can use the HT to shift the things to a useful fire position quickly.
But leg-only ones on a typical cluttered European map are too much of a pain to find good positions with. Maybe buy some light trucks to zoom them around in, next time and see if that helps! |
Re: German Campaign using War Cab
Turn 7 did not go so well in our haste to get eyes up North we ran into a 6Pdr ATG & lost a MkIV, however this tells me we need to look it wont be alone.
Two Spitfires also came in & immobilised another MkIV, AUX units paid for themselves & got 1 of the Spitfires. We also lost a truck to artillery & had first contact on the North edge of the woods. Currently therefore we are 2 units & 8 infantry men down - the Brits are defending this hill in force we have killed 8 Squads plus the 2 Patrols from previously. Arty plots are as it fell last turn apart from 17cm which is about to fire & hopefully get both M10's. 10.5 battery drifted way off was supposed to hit around the Vhex. Had to keep moving top smoke plot as discovered more squads, it will FFE where it is. The plot that was firing smoke down the road is still there, bad luck with smoke fall most landed in the same hexes. All but 2 arty are now back online had to move as Spitfire overflew them. Turn 9 Start overview https://i.imgur.com/LGPgoHy.jpg Bit going on kill that ATG & should have eyes on the Northern area in a couple of turns, some units will head down the road to check the far area. I feel crossing the mud was the first hard part taking this hill & coming over it are the biggest problems we will face. As mud splits it in two we kicked off the attack on its West face as attacking from the North is a few turns away. Resistance has been heavy where we are now & 2 hexes to the East there were about 15 squads, two I think ran down the road the 10.5cm was supposed to land on them. Taking the hill is always an issue best view is from around the MkIV shown. Expecting arty there so now climbing the hill. Partisan could not find the squad in the woods German Squad did & we forced a retreat before mounting up, the British squad will be in good order when we arrive. Otherwise think its clear this side of the treeline so the MkIV is going to chance it. South of the bottom road found another M10 hopefully both will die. A MMG is moving up slowly by the road most other units will try for a good view however one will attempt to get to the treeline. Poor Partisan is going to press on to see if anything is there & others can spot it, no smoke & out of support range so not to sensible. There is a chance that the AI has set up a defence round the Vhexes & the flank is lightly or undefended. We already have good views across most of the map, if a vehicle fires we should see it if its not in cover. |
Re: German Campaign using War Cab
Turn 12 start
Due to nature of the map another overview I hope they are clear enough, should be able to go to closer zoom & a couple of screens from now. https://i.imgur.com/h6ygzCr.jpg Where to start been playing a bit fast & lose, right about now I would give anything for a Laser Range Finder we have a shooting gallery but the range is 1300m plus (25hex) but lets cover the last few turns. Plane has been again killing a Halftrack & British artillery is really ticking me off the AI is very good at hampering operations with this sort of visibility & is predicting where I am going well. Halftracks & SP Mortar for example briefly entered LOS at nearly 50 hexes & are now all damaged, guessed exactly where I was headed. We are taking out the on map stuff my arty is plotted on one if we force route the arty targeting tanks by Z including 17cm can shift to keep them running & hit the other - 17cm obviously failed vs M10's unlike the AI I am not having much joy with it this game even with eyes on target. We should be able to deal with the one near the M10s with a MG once we have position. We have lost nearly 20 men now & of course some halftracks & the MkIV - Killed 25 British units, all infantry bar the ATG We will wrap up the search for ATG's shortly it has been hampered by the high grass & fields blocking LOS at ground level, killed the first there must be more? Managed to clear the hill while this was going on behind a smoke screen. Squads 2 PIAT Teams & a Mortar cleared out, my squads were surprisingly lax walking into both PIAT Teams. Let the smoke fade this turn & the AA guns opened up, nobody at ground level can see them. A consists of 2 Sturmpanzer targeting along with a StuG(i) & MkIV that can target with a 1 hex move. HMG there can also see them so hopefully enough to silence them. Chosen as hunting guns & infantry with MkIV if armour showed up. Once we reach the field around X going to call it safe its taking to much time. Some units need to go up the hill for VHexes & an option I will probably not take is move out from X to close on British armour, perhaps with a few squads again hunting guns & perhaps the HQ. --- Squads at C giving up on rear of hill for the moment, despite the smoke screen artillery is stopping play - will take out the Mortar. --- Moved fast through the woods several transparent trees & we want tanks there. Both ready squads there retreated & recovered. Squad B had to risk fast moving so trees screened it, going to find out if areas safe want the view from there. We are going to try a few long shots from hexes at C as only visible to 3 tanks, probably just result in dischargers firing. Arty is also plotted on Churchill if we are very lucky we might force it to move. Mud makes attacking it from cover impossible. The big question is what's around Y & are there any guns tanks we have not located. If we could clear infantry from near W there is a good chance a tank could get off a shot undetected so mass attack stands a chance. The question is how using smoke to close range with tanks could go badly wrong if it clears badly so maybe smoke & kill infantry then try from W. I am at a bit of a loss at the moment on how to approach just know I want the arty gone as I do not want to end up pinned suppressed around Y. -- The Southern guys will probably have to throw caution to the wind shortly & see if anything is there the hard way. Be a while but MG's are on the move 1 here the rest to W & the hill. Should have had more of a plan for the South half of the map we are winging it now. |
Re: German Campaign using War Cab
Turn 13
Reporting always top to bottom Not moved in first screenshot finished turn in second. https://i.imgur.com/XbPA75y.jpg Turns out it was 3 AAguns the MkIV took fire from the ATG which missed as finishing them off, it died under a hail of fire. AA guns were also overwhelmed so we emerged unscathed. Assuming that's it & mounting up to go over the hill we are needed & this took longer than I anticipated. 1 Squad is checking a bit further East. https://i.imgur.com/NQij7cS.jpg Panthers have hopefully paraded around in full view (low risk only 2-3 hex wide strip) hope is this will attract artillery allowing mounted units safe passage to the hill. Expect them to be a prime target for the lone Spitfire so all AA assets are coming forward to support the advance, hope is to take it out while not engaged. High vis you would think it would be easy. Ignore last post bit more sleep today Panthers & arty did not engage the Churchill its position is fine & more are now visible. Arty is still going after British on map arty before switching to area around A. Maybe we got it but Mortar fire on the hill has stopped so taking a tentative look. Squad that smoked drew fire from the British squad others seem hidden. Units in the woods detected the Stewarts the MkIVs are going to try & engage. Bit rough when the enemies Light Tanks have a better armour package than your Mediums. I was hoping to come up with something more elegant but as we have them the heavy lifting is going to be done by the units with a decent armour package. By the numbers section off & clear the area advance, how it develops depends on what MkIVs encounter as move to B. If no ATG fire they are well positioned to lay smoke & help the infantry clear A. Panthers will move to C under cover of smoke, move through means well within coaxMG range - the smoke needs to be in front of the mud so can lay more to right & move E-W behind it. Gives flexibility for Mech Infantry or lets us move to avoid artillery. The only issue with this is if there are 17 pounders out there we have closed the range & hence hit chance so the Sturmpanzer's with their tough superstructure (13) have been asked to come over the hill in full view & see what flies their way. There gun is not particular accurate at range so they have the privilege of supporting the Panthers weak flank & providing smoke. Can't help thinking there is probably some colourful conversation among their crews over those orders. The Heavy Recon team down south are waiting on the MG but converging to battle formation. They will try to provide smoke cover for the armour if needed when it moves out. StuG(i) does not have dischargers fitted. |
Re: German Campaign using War Cab
Side Note
The Recon team gathered a lot of useful information this probably would have played out quite differently in the modern era as you can capitalise on it better with enhanced speed & accuracy. Assuming they can destroy each other at range & that virtually all modern tanks have turret armour that is better or equal to the hulls this could have been simple. Stonk them with artillery then attack in mass from the hill. Once we are in the era of accurate ATGMs they could thin them out first. Of course return ATGM fire might cause a few problems. For me it highlights on todays deadly battlefields Recon is more important than ever. Also highlights if you are not up against a near peer force recon can turn it in to a Turkey Shoot. |
Re: German Campaign using War Cab
Turn 16 End
Losses are B50:G6 + about 20 men. https://i.imgur.com/uTRMrda.jpg The Spitfire took the bait and flew near 5 AA units never reaching its target. We have had no on map British artillery for a while now but one Halftrack was hit by off map, both it & the passenger died. Otherwise trip was uneventful till approached the hilltop. MkIV's engaged the Stuart's killing 2 but the 3rd fired dischargers, M10 did not fire they are taking pot shots at infantry now so no MG's by the look of it. As the smoke from the dischargers screened the Panthers from a good portion of the tanks I decided to kick things off. Still wanted the Sturmpanzer on the hill first & the squads on the South side were only taking mild fire from lower levels. In my excitement found the first Piat but nearly lost the Sturm to a second, luckily it was pinned & missed. Came over the hill bang into the sights of 2 6Pounder ATG's its damaged but operable. They were quickly dispatched by the squads there but my guys are not doing a good job of finding them - 2 squads 4 hex, 1 3 hex who has never been shot at so no suppression. At least no 17Pounders opened up so after that little bit of drama its the Panthers turn. They are taking what infantry they can with them as eyes & to smoke the flank if needed. So far a Churchill the other fired dischargers & 2 Sherman's, Stuart's discharger smoke blocked sight East of the Sherman's. Hope to take on the Churchill & M10's next as M10's are the most dangerous. Glad to report its not all down to the Panthers the trailing MkIV saw an opportunity to take on an M10 in a 1 on 1 battle & came out on top. From fire received looks like there was a platoon between the road & hill & that's it, hence no squads learnt my lesson from the hill. Found & killed a FOO by my number 2 Gold Spot as infantry exited woods. Should be safe to transfer a few more units South so Halftracks heading out. Recon guys are getting a bit of arty support now they have to make contact soon & I forgot to move their MG for a couple of turns so its not turned up. The armour has moved forward under smoke cover & will do so till it passes the mud. Either the Brits are out of infantry or they have gone for localised defence of the VHexes. Either way the area my artillery has to cover is shrinking rapidly. Not overly impressed with the 17cm think I will stick to the 10cm in future. + virtually immune to counter battery - costs 20% more, no smoke, reduced ROF & HE rounds. I prefer arty that suppresses rather than kills & taking into account the higher ROF of the 10cm I don't think it kills a lot more overall especially if using against vulnerable units like routers, open top or soft vehicles. Both have about the same number of fire missions but the 10cm puts a lot more shells down range so more chances to hit offsets lower kill to a degree & produces more suppression. Only drawback in my view is sometimes it has to fire sporadically to avoid CB. Also & just my luck despite experience in the 80's mine does not CB fire often. |
Re: German Campaign using War Cab
Try the 10cm K18 battery (unit 413) if you want a decent long range offmsp bsttery that does not do shell craters. Range of 209 good for CB and less likely to be the subject of same. Range 209 means the UK 5.5in wont reach you, long 4.5in may be the only type to do so.
10cm leFH 30(t) (10cm Batterie) is only 206 range, so several things can reach out and touch it. |
Re: German Campaign using War Cab
That is my go to battery as Germans must have used it a bit learnt the ones I have to worry about for CB
Brit/US 4.5in, 155m or rare 8in - Russian 122mm obr 31 is the other danger if anyone is interested. |
Re: German Campaign using War Cab
Turn 17 update - best laid plans & all that
https://i.imgur.com/CbBmo6Y.jpg There has to be a size zero unit within the vicinity acting as a spotter. Crossing the mud is proving a real issue tanks are targeting & the fire is pretty accurate lost 3 or 4 men trying, bet arty is inbound. The good news is that revealed 2 new Churchill's on the hill - dash line. Panthers & MkIV have had to move East for fear of flank shots, one has LOS to a single Sherman. Placing arty on the new Churchills they are high enough I think to score a top hit which would ruin my day. I know we can see them from hex shown but squads will move before Panthers to check LOS for them. Most likely action is smoke them out, deal with ground level tanks first then once arty hits them. Its rarely as simple as you initially think. Found a 17 Pounder just not where I expected ATG,s are guarding the other flank to. Moved MkIV to place smoke as fell dispersed & got a surprise as a shell flew past. Squad shown is only one with a LOS however we may be lucky the squads have not been fired on yet so it may be unsupported. Big question is where is the other one they are hard to spot till they fire. https://i.imgur.com/JmQ7GwC.jpg |
Re: German Campaign using War Cab
Turn 19 ongoing
The AI has started moving 1 turn earlier than I would have liked, realised now would probably be a better screenshot than later so partway through turn. Our artillery is not near the tanks as they moved & majority is plotted to assist the South team. Smoke has mainly cleared in main area though still a few wisps making gauging LOS tricky. https://i.imgur.com/wlWBVWX.jpg Some units have moved but main action so far in centre MG & Sniper have put squad in retreat status (green dash) Panther & a MkIV got a tank each (lilac dash) Next moves MG fire at clustered tanks (yellow) C - see if MkIV has LOS as long shot, MG will try first still has most of its shots can spray M10 A - Units around here next as described on screenshot D - Can finish off if needed, probably without taking fire as shots expended by the enemy. E - Armour here is to take up position so hopefully next turn we can clean up the armour & press on for Vhexes. Infantry managed to get on the road crossing the mud under cover of smoke but want to keep placement to a minimum now to leave fields of fire open. Chasing runners we have found the British HQ. South has gone really well first ATG died on 2nd shot & we spotted the second one making life far easier here. Placed smoke so could deal with it without fire from the squad which will be plastered with artillery shortly. 10cm Batt & several others plotted as was worried about the ATG. |
Re: German Campaign using War Cab
Turn 19 end
Screen shows situation at the end - added blue text which refers to later on. https://i.imgur.com/TnhgZ3p.jpg We managed to take out our targets with shots to spare so MkIV's also took out a Sherman as a bonus. Damaged one Sherman in AI turn then destroyed all remaining tanks in our next turn. The hidden Churchill was fast moving (for a Churchill) as we had placed smoke to stop it getting a firing position, MkIV finished it in the end. As shown there was a infantry platoon defending the South, easy as artillery caused them to retreat however the marksman (M) did not. Game went to turn 24 before we found him as you can see on the GIF. British force was totally destroyed no unit on the map. Decisive Victory - GIF shows we spent half the battle clearing North of the hill but once we attacked the other side progress was rapid. Maintaining a smoke screen for that length of time without getting a nasty surprise because of a gap is fairly hard though. It was more complex than I expected but in the end MkIV's did pull their weight & got quite a few kills. https://i.imgur.com/WVd7unW.gif https://i.imgur.com/KwjKWnL.jpg |
Re: German Campaign using War Cab
The next few battles were are at Casino, bigger mountains, mud & intermittently snow so I skipped them as done that & want to get to June when the Allies become far more dangerous due to APCR ammo being available & the 76mm for the Sherman.
MkIV's weak armour package becomes irrelevant at that point as APCR can penetrate armour 10 out to around 1500m (30 Hex's). Its April now so having a refit as desire more units that have a reasonable chance of surviving a front hit from Infantry AT weapons before heading to the cluttered terrain of Normandy. Done StuG III's so sticking with the MkIV theme we now have the following armour. 7 - MkIV 2 - Panthers 2 - StuG IV 2 - JPz IV/48 2 - Sturmpanzer 1 - StuG(i) Direct comparison https://i.imgur.com/QeqiXaR.jpg All have the same gun, fire control, range finder & speed so main gun accuracy & penetration is identical. MkIV is one size bigger than the rest so at a disadvantage in gun duels especially 1st & 2nd shot. StuG III & IV are very similar the IV's weak spot is its top armour which is worse than the rest so more vulnerable to artillery. Its also the only one with an AAMG just what you need attract the planes to that weak top :) (earlier III's had AA) The StuG III's main drawback is its ammo load especially HE for infantry support however the 2 MG variant shown makes up for that. I would give the edge to the III & spend the extra point. JPz IV like the early StuG III's has a short range BMG offset by decent ammo load including HE despite being a Tank Destroyer. Gets 2 Smoke Discharger shots though because of that role, they might be needed due to the worst armour package of the StuG's. The extra armour on the superstructure may save it on occasion but is lacking versus infantry AT weapons. No Schurzen fitted & 8 on the front hull rather than 9 means the chance of surviving a Baz or Piat hit drops. It is however considerably cheaper & has the best crew survivability rating. Will do next battle in a few days when I get a life back, how people regularly work long hours is beyond me. |
Re: German Campaign using War Cab
April 44
Decided I needed a change so decided to play with T-34's & hopefully a few Soviet heavies as they hit harder in this time period. As it turns out Sherman would have been dangerous any armour engagement will be close quarters Outskirts of Odessa visibility 38 & we are assaulting finally. Marked level 1 hills on the overview, West top area is mainly fields bottom city continues for around 20 hexes. HQ & FOO can set up in buildings with LOS shown. https://i.imgur.com/RChzCn3.jpg Parking up StuG(I) for the battle & bought 628 points of shortest range off map artillery. Wont use & should not CB but should let the Russians buy another infantry company. AUX Spotter Plane 3 Pioneers & a Bulldozer (have 2 Pioneers in core so 5 total) 2 Scouts with SMG 2 Flamethrower Halftracks for fun. Forgot an ammo dump & extra AA - will add AA to core. We should be able to get to within about 8 hexes of Russian deploy line undetected by cutting through the blocks. Only plan after that is find the mines & see how it develops from there, we have 48 turns so could dawdle but would like to do it in about half that. |
Re: German Campaign using War Cab
Turn 6 Start
Well initial task to find a path through the mines is looking like a fail its a pretty extensive minefield I now probably need to decide where to break through. The good news is after our CB fire Russian artillery seems fairly light - 4 81mm mortars & a 122mm Bat. We should relocate some of our arty now but hoping it goes for the front line so staying put. So far we have lost 3 men to mines & triggered a bobby trap if you cannot see them on screenshot say. https://i.imgur.com/S7LmPpl.jpg Apart from the road at A Russians have a squad deployed on all E-W roads, off picture MGs & 3 AA are targeting, one group is taking Mortar fire. KEY Blue S - 2 Hidden Squads, SR squad retreated around here. Green - Underline engineer unit, C cleared mines. Yellow - Russian artillery Purple A - Was aware of mines except around A which have just been discovered hence Pioneer here is in halftrack so he can go to where needed. Need positions shown to fire on MG so no vehicle support possible till know its safe, can smoke while we find out if needed. Good secondary breakthrough if light on mines as area is more open allowing multiple vehicle paths & support options. road network makes relocating quick. B & C - Can fire on enemy however C minefield seems extensive considering pulling out on push at it. Really need at least 2 Engineer units to clear so possibly relocate. D - No mines yet, check path in building, this area fairly self contained screened by building & hill. Removing wire without taking fire should be okay but only 1 hex wide vehicle path. E - Most promising area for initial breakthrough. Squad routed without triggering mines so path possibly clear. 2 Pioneers cleared initial path to wire? Lost LOS to rear squad but heavy firepower here including 4 arty, 2 80 mm Mortars in area so can risk close support if need to & already smoked area off. Spotter Plane is checking area - now smoke has fallen may move slightly North before mission, it should be safe. Any further missions will require a smoke screen to East to screen AA or risk being shot down, doubt I can spare the arty for it. |
Re: German Campaign using War Cab
Turn 9 Start - Multiple Breakouts
We cleared the initial minefields last turn in most areas due to wide front enemy arty was only a minor issue as spread thin. We should break out of the last area this turn but the squad that tried took serious fire as marked & lost 7 men so aborted. Turns out this area is heavily defended there were 8 squads within 5 hexes of the push - heck. Apart from that we have only lost 8 men plus 1 damaged Halftrack, 6 to mines & 1 to wire I think as couple of squads sped up clearing. Soviets have lost 7 squads & a HMG we are facing Regular & Guard units but have come across no AT assets yet. Overview https://i.imgur.com/Wo7cMSM.jpg Main push is to take out marked AA & 2 Mortars so the spotter can fly again, it received more dangerous 37mm fire on that last pass so its side lined for now. Ignoring map bottom heading for VHexes we can deal with them when they counter attack. We have moved up around half our artillery so Vhexes are in range. The action https://i.imgur.com/3CRlZ3z.jpg A - Break out here was easiest light on mines & units, seems clear possibly more mines at next buildings. Otherwise straight forward kill one squad take position on other then into buildings. B - Again simple pretty sur no mines where shown so move adjacent to kill both squads before finishing the squad for A next go. C - Err hard going to put it mildly, the lower units have broken out - Initial one shown following the routing unit was aborted, no mines but at least another hidden squad down there. Flame HT helped the initial push & is positioned to help the units above exit, the amount of firepower they are about to lay down should produce easy pickings. Need to be wary moving against the rear squad routers revealed more mines. So far we have been lucky no vehicle has entered a hex that a squad has only to find it missed the mines. Looking like the Russians have 2 lines of defence the 2nd defending the VHex clusters. Things could get exiting when we cross the next road if all its AT assets are deployed there rather than spread about hopefully without the odd mine in the mix. |
All times are GMT -4. The time now is 01:17 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.