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-   -   DAR - Russian Winter Woes (http://forum.shrapnelgames.com/showthread.php?t=42636)

Lt. Ketch March 20th, 2009 11:15 AM

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

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

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

Additional Infantry
6xMarine Engineer squads

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

Additional AFV
4xZis-30 TD
4xGaz AAMG

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

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

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

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

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

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

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

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

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

I know it's a long read, but any further reports won't enclude all the background stuff.

Imp March 20th, 2009 11:45 AM

Re: DAR - Russian Winter Woes
 
Quote:

I know it's a long read, but any further reports won't enclude all the background stuff
No troubles its nice & clear plus you are using sensible arty in your core which is nice rather than overkill which takes zero skill. 2 battles I try & avoid are snow woods & urban as its really slow going 1 hex at a time.

Mobhack March 21st, 2009 12:01 PM

Re: DAR - Russian Winter Woes
 
In Winter maps I find at least 1 Ski support rifle coy to be useful

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

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

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

Andy

Ramm March 21st, 2009 01:57 PM

Re: DAR - Russian Winter Woes
 
Great AAR!

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

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

I look froward to your next report:)

Mobryan March 22nd, 2009 07:02 PM

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

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


Matt

Lt. Ketch March 23rd, 2009 11:20 AM

Weekend update
 
First let me address a couple of questions and points.

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

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

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


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

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

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

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

So far, things are with the SA are going according to plan, but as my tanks are now committed, I won't be able to use them as ferries to get my troops up faster. I may end up doing a layered advance with troops forming up and engaging in groups of two platoons rather than the whole company. We'll see.

Imp March 23rd, 2009 01:23 PM

Re: DAR - Russian Winter Woes
 
Must be gutting pulling off a good shot or something then having the computer die. Still there is the chance of the opposite happening its just Sods Law says things don't tend to work that way

Lt. Ketch March 25th, 2009 01:57 PM

Re: DAR - Russian Winter Woes
 
Quote:

Originally Posted by Imp (Post 681816)
Must be gutting pulling off a good shot or something then having the computer die. Still there is the chance of the opposite happening its just Sods Law says things don't tend to work that way

I always like the way it's said in Russian - The law of mischief. One of my professors used to talk about Titavilles (spelling?) who was a minor demon of Satan before he was blamed for everything. It's very easy to imagine a little imp (no reference meant) sitting by my compter holding a blow torch waiting for me to get a lucky shot off.:evil:

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

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

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

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

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

Lt. Ketch March 26th, 2009 04:36 PM

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

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

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

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

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

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

Lt. Ketch March 27th, 2009 11:23 AM

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

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

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

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

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

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

gila March 27th, 2009 11:19 PM

Re: DAR - Russian Winter Woes
 
Good read Ketch!
:popcorn:

Ramm March 28th, 2009 01:13 AM

Re: DAR - Russian Winter Woes
 
Keep 'em comming Ketch:typing::bullets::up:

PanzerBob March 29th, 2009 05:49 PM

Re: DAR - Russian Winter Woes
 
Well done Lt Ketch, keep us advised I don't think the newspapers at home are being entirely honest!!:D

Bob out:D

Lt. Ketch March 30th, 2009 05:54 PM

Endgame and Thoughts
 
Bob, you know that there is no truth in News and no news in Truth. All I get out of the newspaper is the crossword. But that's our USSR papers.:D If you're reading the German papers, they always say that they're winning. That is not always the case.;)

Well, I made it through the rest of the battle this morning. Was almost late to work, but the battle is over. It went all the way to the the 57th turn, but the last seven or so turns were very basic. As I mentioned at the beginning of this DAR, there were a lot of mistakes made from the beginning and while no mistakes in the end would have lost me my final standing, they were foolishly, recklessly, and unnecessarily made. I'll give you the run down and then continue thoughts on this battle and my thoughts for the upcomming one.

Let me discribed the assault on the city and other actions from an overarching view rather than from the south up by force. The assault was preceeded by heavy bombardment from 152mm & 122mm off bard, Katyusha rockets, and 120mm mortar. Even after my troops entered the first row of buildings, the bombardment was shifted forward and along avenues of assault. One para scout was too far forward and was lost due to (dabatably) friendly mail. Despite this bombardment, one AT team and two 7.5cm inf guns survived to inflict 4 caualsties total. The AT team, located in the north, was eliminated by a mountain squad, while the two inf guns in the south, who appartently had run out of ammo because they were shooting at me with rifles, were eliminated by a mountain squad and a mountain scout, after taking supressing fire from the southern section of engineers. Beyond that, the only enemy forces seen in the city was a Pz-IIIj that was lurking by the back of the map. After opening up on the southern Kv-1, I dispatched him with a T-34/57 that was redirected from the south E-W road which ran all of 100 meters south of the city. Beyond that small resistance, our troops encountered nothing and were able to take all objective in the city with no further problems.

Just south of the city were three objective in a small cluster of buildings on a road headed off the map. The Support company was able to secure these with no problems despite three suprises. Supported by the two mobile T-34/57s, the Ba-6 ACs, the Ba-20m AOP AC, and the three TDs, one of which lost a gun at some point. Following bombardment by the four 122mm on boards and one 122mm off board, the Ba-6s moved in and took two of the objectives while a rifle squad took the third. The other units started to set up a defenive position and move into supporting roles. It was a good thing too, because two turns after the flags were turned, three Pz-IIIj turned up trying to crash the party. The first two appeared, but were halted just short of the objective by a rifle squad. I moved the 34/57s in place and destoryed the lead panzer with a side shot. Only anticipating the two, the AC with armorments was positioned for a possible rear shot on the remaining tank, but the next turn was fired on by a slow poke third Pz-IIIj. Surviving the encouter (miracle of miracles. I always lose at least one AC at battle), the AC moved to a secure location and the two remaining Panzers were delt with by the 34/57s easily. The increased accuracy of the 57/L71 is very noticiable and appreciated. No wonder the buy screen lists these beasts under "tank hunter" :) After the brief suprises, no other incident happened.

Now, a report on the northern troops, ground zero, the charge of the light birgade and a frantic dash. As I wrote in my last post, if I was able to secure the city in time, I would turn my efforts artillary to the northern seven objectives clustered around a small village on the Northern E-W road. The only troop in the area were three MotorcycleX3 transports, two of which had Motorcycle sections loaded. Anybody not fimilar with these troops should know that they make very good scouts and even better cannon fodder. I highly recommened them in a support company for getting somewhere quick and finding out what you're up against. In the end, I had all my artillary firing on the village and surrounding hexes with the expection of two or three katyushas and 82mm mortar in my rifle company. My goal was to eradicate anything in my path. The mistake I made was to run my motorcycles through too early. The bombardment last for about 5 turns. I ran my guys through at about turn 3. You can guess what happened. Despite taking three of the seven objectives, we were unable to hold them, due to the fact that all three transports were hit with, again debatibly, friendly incomming mail. I continued bombardment, hoping to discourage the AI from sending troops in to reclaim them, but they got them anyway. In a valanit and underrly useless attempt, I loaded my four T-34/76s with Mounatain infantry and tried to make it up to the objective in time to take them back. I was about 700 meters short when time ran out. After looking at the map, I realized that had I made int much closer, my tanks would likely have been destroyed by the two platoons of infantry that lay between me and my objectives.

Battle overview - I killed just over 350 German infantry in exchange for about 160 of my own, took out at least 7 guns and 6 tanks, only losing one TD, one Gaz AAMG, one Kv-1 (one man of the crew survived) and one imobalized T-34/57. Final score was me at just over double thier score = Marginal Victory.

Thoughts - I'm not at all displeased with how this battle turned out. I made mistakes, and it possibly cost me a decicieve, but with the mistakes made, I'll take the marginal. As many people point out, it's the battle that don't go perfectly that teach you the most. The mistakes I made in the endgame - moving my units too close to my bombardment zones, were stupid and I should have known it when I did it. I'll be more aware of where and when my guns are delivering the mail. The other mistakes, that of bad depolyment and lack of transport, I need to nip in the bud during the buy and deployment phase. A wise man once said,
Quote:

Originally Posted by PanzerBob
Lesson, should known better, PLANNING and more PLANNING!!!

Granted, the same man also said,
Quote:

The more complex execution of the mission the more likely your troops well get executed
So, balance is required, but I at least need to make sure I have a basic plan that meets the objectives of the operation.
Although I was disappointed with the quallity of my infantry, they got the job done. It's a long hard road to get them up to vetern status, let alone elite. I was a lot happier about the way I used my tanks, but I'm still learning a few things.

Thoughts for next battle - I probably won't "upgrade" anything as there isn't too much I've seen that is "better" than what I have currently. I've thought about making the TDs flame tanks for close support, but with the German Armor being what it is, I want to keep them in an anti-tank role. They will probably get upgraded when the SU series comes out. I've got to find somethign to do with the HMG and the mortar that supports my rifle company as it's been four battles, and neither one has seen much action. I'm thinking of a transport or something, we'll see. The only addition/upgrade I'm seriously thinking about is either changing two of my 107mm mortars to 120mm or adding a section of 120mm mortars to be used for counter battery. If I add an off map battery, it will be for couterbattery action as well. Other than that, I think my force is balanced and able to adapt to multiple kinds of situations.

I'll post again when I find out what the next battle is and the situation, but until then this is Ketch signing off for now.

Lt. Ketch April 13th, 2009 05:57 PM

New battle - Again in the snow.
 
It's been a while since I posted here and the depressing bit is that i's been a while since I've been able to play this campaign.

I'm currently just finishing up the deployment stage of my next battle, a defence in the snow and trees late 11/41 against the facist horeds (57 turns, 44 vis). I'm going to try to post some screen shots in the next 24 hours or so because the map is a little particular, i.e. hard to describe in great detail and a simple discription isn't adaquate.

I'm also looking for ideas as to a good idea on how to make this work. In inadaquate terms, the map is a terrected landscape with lots and lots of trees bisected about 3/5 of the way up by a road that angles NW. There are some clearings in the north and east (the side I'm defending). The Objectives are along the road and, on a hill about 400 - 500 meters north of the road and on a small hill in the south east cornern of the map.

My forces have changed little from what I listed at the beginning of this thread. The only changes were to three mortars to incorperate a dedicated Counter Battery presense in my forces. The 82mm mortar that was attached to the Rifle + company has been upgraded to a 152mm off board battery and renamed "Off Board CB 1." Two 107mm Mortars have also been upgraded to 120mm mortars and renamed "On Board CB 1 & 2." While this limits my total artillary support by three guns, the 82mm mortar was seldom used in an indirect role and spend most of its time trying to find a good place to fire from but was usally just out of range of where it needed to be. The 107mm were a bit of a loss, but seeing as I found out that mortars make great on board cb support, they probably would have found themselves doing that anyway. Now they have the additional range of the 120mm.

Support forces for this battle consist of 5 ski pioneer platoons (3 squads each), 3 shelter bunkers (SBUNK) (Armed with 1 rifle and space for 40) and 2 bunkers (GBUNK) armed with a 45mm ATG, 2 Maxim HMG and a rifle. While it may seem unusual to select such forces, hear my reasoning. My biggest fears in this battle are tanks and artillery. While the russians have a good selection of ATGs (the 57mm being the prime example of an ATG), the enemy could come through the trees and avoid any open areas where my guns would work. My thought was to use groups of infantry that can move faster then the ATG could that would be able to knock out the tank. The other reason for getting ski pioneers is that, with the exception of my own engineers (6 squads) and my scouts (3 mountain, 2 regular 2 para), my infantry doesn't have anything that can effectivly take out a tank (that makes a remaining 25 squads). Also, as I found out, my infantry can't move vary fast in the snow. The Ski pioneers should solve all of these problems. The bunkers are to deal with the other fear. Seeing as my lagerst squads only have 11 men in them, I can put a whole platoon in the SBUNKs and at least one full squad (or two scounts) in the GBUNKs (carry capacity 12).

My current idea is one of fall back, wear down and counter attack. The reason for this is that I won't know where the enemy is coming from but I do know where he is going. The amount of trees in the area has the high potential of masking the enemy's movements until they are relitivly close to the objectives. That is where the bulk of my forces is currently located, with the SBUNKs being right on top of some of the flags. This way I can fall back all the way to the objectives and take shelter while I call in friendly artillary support very close to my own men. My 107mm mortars and 76 mm inf guns shouldn't (hope, hope) be a threat to any friendlies in the SBUNKs while they are suppressing, routeing and killing any Germans trying to take the flags. The idea is then to counter attack and push back through any objectives they have taken. Think of All quite on the Western Front when it describes the attack on the trenchs. The enemy attacks, do damage and fall back to next trench, frindly artillery hits newly enemy occupied trench, rally and counter attack, clear trench and send them packing.

When I get my screen shots up, I hope that some of you will chime in on ideas, but if I can't I'll give it a try on my own.

Updates to follow.

Mobryan April 13th, 2009 09:18 PM

Re: DAR - Russian Winter Woes
 
one thing to watch out for with the pioneers: It seems like any engineer type I've used for open combat has a serious rally problem. If they can stay fairly hidden, use scouts to locate unsupported tanks, hex in, blast 'em and split, they seem to do fine, but once they get pinned, you'll play hell getting them broke loose again. I've tried lots of different variations on that theme, and I'm still trying to work out the bugs :(


Matt

Lt. Ketch April 14th, 2009 12:58 AM

Re: DAR - Russian Winter Woes
 
Quote:

Originally Posted by Mobryan (Post 685618)
one thing to watch out for with the pioneers: It seems like any engineer type I've used for open combat has a serious rally problem. If they can stay fairly hidden, use scouts to locate unsupported tanks, hex in, blast 'em and split, they seem to do fine, but once they get pinned, you'll play hell getting them broke loose again. I've tried lots of different variations on that theme, and I'm still trying to work out the bugs :(


Matt

Thanks for the tip. I've got one platoon backed up with three KV-1s (1941s) and another by a bunker and half a company of Mountain troops. The others, while not having what I would call "equivical" support, are covered my other units so I hope that I'll be able to cover thier escapes well.

Lt. Ketch April 14th, 2009 02:03 AM

Re: DAR - Russian Winter Woes
 
5 Attachment(s)
Alright. Here are the screen shots I promised. I'm sorry if they aren't the best. This is my first time posting shots.

This first one is of the overall view of the objectives that I'm defending. As you can see, three are three clusters of varing size along the road (designated ROAD W, C and E from west to east), one on a hill north of the road (designated HILL N) and one in the far south (designatd HILL S). I'm not going to lable the maps since I think they are clutterd enough as it is And I don't want to have to re-upload them (go ahead and call me lazy), but I will continue to refer to them as such during th DAR.Attachment 8061 While there are clearings, they only boarder the objectives on one side, the HILL objectives on the north and the south for the ROAD objectives. I'm afraid the enemy will be able to make ample use of the forests to move his troops.

This next shot is of HILL N and ROAD C. You can see the Mountain Company encircilly the open area to the north of HILL N. There is a Ski platoon in the NW covering a gun bunker (GBUNK) that is trained on the objectives. Directly south of HILL N is an engineer platoon (non-ski) to cover any attemp to come at HILL N from the south. In the trench around HILL N is a half platoon of mountain with the other half located in the Shelter Bunker (SBUNK) directly behind them. The vichicles located due East are the platoon of T-34/76s that will act as support and counter attack. The sandbags NE of the open area are Zis-30s with 57mm guns trained in the clearing if any armour comes through. The field in the NE corner beyond them is covered by four 122mm howitzers and two more Zis-30s. Along the road, waiting in ambush are a ski platoon and ROAD C is held by a platoon of rifle infantry, two units in the trenchs across the road, the other two in the SBUNK directly behind the trench. Those trenchs in the field is where I stuck a platoon while during an early stage of deployment. I can't make them go away. Any ideas?Attachment 8062

This next shot shows ROAD W, what I'm calling the sacrifical objective. Since this objective is so close to the deployment line and I will have little idea of what is attacking and in what numbers before it will most likely surcome of being overrun, I'm going to give it to the Germans. As you can see, I've mined the road (very left hex) as well as some of the hexes amoung the buildings. I will probably change at least two mines onto the road after I post this. I will also have the location targeted with Indirect fire, so when the flags flip, the mail comes in. You can see the Engineers and Ski platoon that are also in the last picture as well as units that are covering the road and in position to counter attack. These units include the platoon of T-34/57s, a platoon of rilfes and a platoon of engineers. There is also the company commander and the HMG of the Rifles + company covering the road. The Transport seen in the very bottom, just off center is one of the two scouts armed with stachel charges for quick mobility against possible armour. They will also be involved in the counter attack. If all goes according to plan (which it never does, but you still have to plan) the enemy will overrunn ROAD W, stall and be stoped at ROAD C and then we'll push flank their position at ROAD W and cut off any troops on the road. It things don't go to plan, it is possible that everybody will die. :doh: Ah, but what are risks for if not to take.Attachment 8063

Shot number Four shows HILL S and it's contingency of guards. The vichels in the very front, next to the deployment line are my BA-6 ACs. They are going to try to spot the enemy without getting killed, which sums up their purpose in life very will. If possible they will harrass rear elements of the advance, but will not enter the enemy's rear where they could easily fall pray to ATGs, AAA, and such. The forward Infantry units are Ski Pioneers that are there to enact a fighting retreat through the forest, back towards HILL S or the units located to the north of them (which are the counter attack forces of ROAD W seen in the prvious picture.) The AFVs lcoated in the more open area are Kv-1s (1941). I'm depending on their tougher armour and more plentiful ammunition to seriously stall any incursion in this area untill artillery, help or both arrive to stop the enemy. The objective itselv is protected by a platoon of rifles, again, half in the trenches and half in the SBUNK. My platoon of 76mms are located just east of HILL S with at least two of the guns covering the area around and partally on the hill. These will fire directly if needed.Attachment 8064

The last picture is a large perspective of the far norhtern aspect of the battle field. Since this includes several large areas with few trees, I feel that the enemy by try to use it as a path for mech forces including AFVs and mounted infantry. For this propose I have placed the other GBUNK in the NE courner of the far northern space along with my BM-20 FO vichiel. Their task will be to "discourage" any travel along this route. In the event that the enemy persests or nutralizes my assets, a Platoon of Ski pioneers awaits them in the trees between the open spaces and as prviously stated, the field is covered both by 122mm howiters and Zis-30 TDs with 57mm guns (One of the best ATGs you could ask for. There is also the T-34/76s that could arrive there quickly. The trick here will be to know when to start committing what units where. The three blips in the Center North part as a daring move to put a AOP behind enemy lines to direct accurate counter battery fire. The team is all on foot and consits of 2 para scouts and the AOP. If their mission is successful, I hope to neutralize all of the enmey artillary assets on the board. If it is not, then I hope to at least blow some stuff up before they go.Attachment 8065


My other assets (Gaz-AAMG, ammo trucks, Gaz and konsomolets transports) are placed in positions that they will quickly be able to provide support for their respective elements. The AAMGs are in the center with decent fields of fire (I'm really hoping the enemy doesn't have air assets), the Ammo trucks are by the 122mm howiters and 120mm CB mortars and the trucks and Konsomolets are positioned along likely routes for routing infantry.

This is what I currently have planned. Units will fall back as nesissary in order to stall the enemy until their unit types and numbers are known. Friendly artillery will be used to disrupt the attacks as my units retreat, and will also be used to prep for armoured counter attacks. If nesissary, units will fall all the way back to the SBUNKs and take cover while heavy artillary lands around them. Then, when the enemy is sufficently supressed, or ideally running, they will come out to counter attack and push them back. ROAD W will be retaken if possible in the time allowed, but since I have 59 turns to work with, I don't think that will be the biggest of my problems. Any thoughts or suggestions about this plan, deployment or the chances of success of my ideas are gladly welcome and asked for.

Let me know what you think!

Lt. Ketch April 21st, 2009 06:21 PM

Re: DAR - Russian Winter Woes
 
I figured I better post here as it's been a couple of days since I played this camp and I'll be gone for another couple of days. I kept my wife up a while ago to get to turn 28 or so. She finally rolled over and told me to turn it off because the fan on my laptop was too loud. :o

Since nobody chimed in, I went a head with my plan. Within the first 15 turns or so, I realized my plan was flawed, as always. Granted, this time I don't think it was a flawed as last time, but it still cost me at least a full platoon of core. The two flaws: 1. I didn't have enough artillary that could fire fast enough and with enough ammo to stall the assualt that came rummbleing up the hill, and 2. Russian infantry get pinned easily meaning it's hard to pull back and take up a new position.

From turn 2 I got a taste of what I was up against. Several units had LOS into areas of clear terrian beyond the trees. I watched the equvalent of at least two companies of armour come towards the trees, but I suspect that there is a lot more than I first saw. The majority of the enemy AFVs were Pz 38t with the 37mm pop gun, but there was also a whole bunch of Pz IIc (or CII, can't remember right now) and a group of Pz IIIhs as well. Most seemed to be headed towards the road, but a platoon of P 38t and Flamepanzers were seen swinging north. We lost sight with the majority of the enemy's units when they hit the tree line just west of HILL N and ROAD W. The first units seen in the engament area were AC, three near HILL N by the GBUNK and four skimmed the sountern edge of ROAD W and entered the field in between ROAD W and ROAD C. I had all unit hold fire in an attempt to lure any heavier units into the killing grounds. Of the three ACs by HILL N, only one moved out of the trees. I let him come all the way across the field and into the trees on the other side where I had my T-34/76s ambush him there. The ACs in the south had unknowningly driven under the guns of my T-34/57 platoon. Needless to say, there were no survivers after two turns. :D.

This destruction of enemy forces helped boost moral, but was only a very small beginning to the onslaught that was to come. My two forward AC intercepted a large force of Pzs with mounted infantry in the field just west of ROAD W. They were able to destory one Pz 38t and hose the troops off of a couple of tanks before beating a quick retreat to back up the ski troops that would have to face the majority of the foe. However, at that point the enemy had found what it considered a weak point in my defences. The Mountain platoon located due West of HILL N came under heavy attack by Pz 38ts and IIcs. Three of the four squads were wiped out completely with only two tanks being destroyed and an additional one immobilized. The remaining squad (the HQ) dropped back to the trenches as I moved my T-34/76 platoon up to ambush posistions just south of the trenches, supported by the marines and ski troops. The troops guarding HILL N are currently (Turn 28) responsible for the destruction of approximatly 70% of all enemy forces eliminated. But I'm getting ahead of myslef.

At about the same time that HILL N was being attacked, two platoons worth of Pz IIIhs with a platoon of Pz 38ts started to advance up the clear area to the west of HILL S. I had my Kv-1s hold fire untill the enemy was about 100m in front of my ski troop screen and then opened up, destorying almost all of the units. The Ski pioneers were also responsible for 3 or 4 kills between the three squads. Two of the Pz 38ts tried to slip around the southern flank, but were destroyed when one of the Kv-1s repositioned and saw them. However, two of them made it through and stormed HILL S. More on them later.

While these assaults were happening, the enemy's artillary was busy, most of the time hitting nothing. Jerry was packing 17cm guns, at least three batteries of them off board and multiple 82mm mortars, probably 6 - 8 tubes total. He also has at least four 10.5 cm guns in an off board battery. The opening barrages, didn't hit anytying and put smoke in unnessisary locations. As the battle has shifted, he has used a good chunk of guns in CB roles on my artillary, but so far only one gun was abandoned and has since been recrewed. My own CB efforts have been lacking. My advance AOP and Para Scout party in the north has located three 82mm mortars but despite CB fire from my 120mm mortars, they haven't been seriously disadvantaged. My para scouts are going to see to them personally. My off board CB has done nothing. I'm a little ticked, but I understand that the majority of the enemy's off board is probably out of range (as it's 17cm and mines 152mm.) My own efforts to stall the enemy with my artillary have proven fairly worthless, however they have been effective in slowing some units in the south and drawing enemy CB fire, which they have been able to survive quite well.

As I moved out of the first 10 turns or so, it was apparent that the enemy was concentrating on HILL N. An insane number of AFVs of all kinds were coming from the field where they were spotted by my ACs, up the road through ROAD W and entering the trees to the SW of HILL N. The marine engineers and T-34/76s have faced platoon after platoon of tanks, destorying two to five AFVs every turn. The GBUNK to the NW of HILL N has also proven usefull in immobalizing and destroying about 6 AFVs and a MMG that was riding on one of the tanks. The Zis-30s to the NE of HILL N have also taken out 3 or 4 AFVs to date. The infantry in the trenches began to fight off enemy infantry squads around turn 18 and 20, showing that the infantry was finilly catching up. I moved my T-34/57 platoon up into the wreckage of the unless ACs and they have been able to provide some fire against units moving between ROAD W and the trees west of HILL N as well as two lucky shots against tanks on HILL S. Around turn 25 I also started the counter attack against ROAD W. To date, there may be as many as 60 enemy AFVs lying in ruin to the SW of HILL N and infantry has started moving aginst the objectives, but are being beaten back by my own units in the trenchs. The counter attack encountered resestance when a marine squad was almost decimated by an enemy ambush, but artillary and armoured support are inbound.

A brief conflict NW of HILL N is of interest. As menioned, two Flamepanzers (FP) were spotted moving NW in the early stages of the battle. They emerged on the backside of the GBUNK, not far from the ski pioneers that were screening the area. Two of the ski squads were unseen, but one drew fire from the FPs mmg. I retreated him back and had him take cover in the GBUNK One of the FPs moved close and, how you say "Nuked the ever living crap" out of the bunker with its flamethrower. Happily, the bunker only sustained weapon damage, and the squad that took shelter was able to bail out and destroyed the FP. The success of this opperation was mainly due to the fact that the FP had expanded all of its flamethrower ammo on the buncker. :D The other two squads, however, were unable to to destory the remaining FP leaving themselves vulerable. I feared the worst when I hit the end turn button, but happily, the AI had targeted the area for 10.5cm bombardment. While my squads were only lightly supressed from the barrage, the FP was destoryed by friendly fire. HE and Flamethrowers! :mean: That's what I call a BBQ!

Matters in the south, however, have not been so happy. First, HILL S. As previously mentioned, two Pz 38ts stormed Hill south, taking one objective before my troops even knew they were there. Unfortuanity, the only troops stationed there are a rifle platoon, and consiquently have only F-1 gernades, rifles and LMG - hardly effective weapons for taking out German armour. (Now don't me wrong, I've taken out Pz IVcs with F-1 hand gernades, But it took over five squads over 4 turns to fianaly get the blighter.) Since all other assets were over 800m of hard terrain away and tied up at the moment, I tried to have my squads route the crews of the tanks. Unfortainitly, the reverse happened. Over the next six turns or so one squad after another was routed, sustaining upwards of 75% causalties, luckly, nobody has been dispersed or eliminated. The saving grace came when I moved the T-34/57 platoon up the terreced hills to support HILL N. The tank company HQ was the first to be able to spot the assailents on HILL S and after two turns of lobbing shells at one of the tanks, took it out (>1300m with ~30% chance to hit!). Two turns later, a T-34/57 was able to spot the other tank and after three turns of lobbing shells, destoyed it with no survivers (>1400m and ~18% chance to hit!) Never say persistance gets you nowhere. Now I just have to rally one of the squads and get them to take back the objectives. :doh:

To the West of HILL S, misfourtian fell on my Kv-1 platoon. A second wave of Pz IIIhs appeared and was able to penitrate furter into the line. Two tanks sliped throught the gap between the Ski pioneers screen and began to move into the trees. In an attempt to destory them, I had a ski unit fire on both tanks multiple times in an effort to button them so a Kv-1 could slip behind and deliver two rear shots. The ski trooper was unsuccessful and both Pzs fired as soon as my tank came into view. The Pz IIIh only has a 50mm gun which at medium and long range is fairly useless against the Kv-1 1941's hull armour. However at 50m and 100m respectivly, armour is nearly irrelavent. The first two shots blew all the guns off of the Kv, also causing it to button up and freeze. One their next turn, they smoked the tank (no survivers), pinned the ski troops and faded into the trees. I had dispatched the scouts in the konsomolets a turn or so earlier in case there were able to slip trough and the turn after they smoked my tank, I located one and was able to dispatach it with one of the remaining Kvs. The other has yet to be found. We've also determined that Infantry in strength is moving against the troops in the south. The ACs have been redeployed and are helping to suppress the offending squads with their MMGs, but plans are being made to retreat in the face of the enemy and plot artillary in their path.

Overall, I am not too displeased with the way the battle is going. I am confident that I have destoryed the majority of the enemy's armour and will be able to fight the German infantry to a standstill, if not an outright win. In comparision, all but one of my AFVs are fit and able to do battle with the incoming infantry (the one being the dead Kv). I am still worried about the trees and the close quarters that it will mean for my infantry, but I'm pretty sure that the enemy artillary is running out of ammo where as mine are currently being re supplied and should be able to provide deceant covering fire.

I'll try to get back to this as soon as I can, but as I'll be out of town untill next week and Gila and I are trying to kill each other in Sicily, it might be slow going for the Russian War Machine.

Lt. Ketch April 27th, 2009 12:12 PM

Endgame already? Thoughts.
 
I just got back from a wedding in Tulsa OK and my family and I are glad to be home. Why do I mention this? For the simple reason that because of this trip, my alarm clock was set an hour early, which meant that I not only got to play my PBEM game against Gila (who is down one tank now:D) but that I also got to play nine or so turns of this campaign.

As it turns out, I was mistaken when I last reported on what turn I was on. I only got to turn 22 not 28 "or so." In any event. The battle came to a rather sudden end on turn 29. But let me give you a run down.

In the south, I was able to rally units of the rifle platoon gaurding HILL S and retake the objectives there, and even get a couple of them back into the trenches. The search for the missing PZ IIIh ended when a Ski squad was attacked by a german infantry squad behind my lines. In an attempt to locate and destroy this vagrent, another Ski squad stummbled on the missing Pz. It turns out that he never moved after routing the ski troop and destroying my Kv-1. Units were moved against him and he was destoryed in short order. The ACs and Ski platoons hanging out by the Pz graveyard were able to route multiple squads that tried to come around and trough the wreckage. Two 76mm on board guns assisted in pinning the enemy, so the tin cans and cruchies could send them packing. My ACs (BA-6s) showed themselves to be exellent fighters and will be rewarded for their efforts. (I.e. I may up grade them into something with more armour).

The counterattack on ROAD W was a success, but had the battle gone longer, its questionable how well we would have held out. As my troops moved north and took the objectives, a platoon of infnatry and two Pz (1 38b(t), 1 IIIh) were discovered. The tanks were dispatached in short order. The first routed by a flamethrower close assualt and destroyed at long range by a Kv-1. the other taken out by a rear shot (it was running from the carnage around HILL N) by a T-34/57. Artillary was called in (107 mortar and 122 howitzer) by the HQ of the Tank Company to break up the enemy line. My squads stacked up and popped smoke to make the enemy come to them. All known squads were routed by concentrated fire. One thing I can say about my troops. They may not be able to shoot the straightest, but they can throw a lot of ammunition down range. ;)

The action around HILL N was both interesting and somewhat perdicatable. The only AFVs left in the north from the last post were a pair of ACs (222s I think.) I was able to damage both of them to some extent with my Zis-30s, and then close assaulted one with my mountain scouts, first immobilizing then destorying it. The scout took the consiqence of his actions and spend the rest of the battle running for cover (by the end with only one man left.) The other was dispatched by fire from the Zis-30s on the following turn. The infantry became heavier, but barible. Due to the wreckage and smoke, they have to get close to me before they can fire and close is about the only way my guys can hit anything. The GBUNK to the Northwest of HILL N did draw fire from a platoons worth of enemy soldiers, but was able to pin most of them down with the help of the Mountain sniper and ski troops also in the NW. Again, the success of these actions is due to the fact that the battle ended so suddenly. Had it continued for another 5-10 turns, it is probable that we would have been overrun.

A brief report on my para scouts and AOP behind enemy lines. They were able to destory two of the three mortars located near their position. Overall, I am please with their actions. Had I been figting a human, I think they might have drawn off a portion, however small of the assualt division that was approaching my troops. As it is, they got back there + blew stuff up + lived to return to me = mission accomplished!

Other than these conflicts, there was little of subtlty. The enemy's CB fire destoryed two of my ammo trucks, but didn't damage anything else. Now, let me tell you of the resaults of the battle, what was waiting for me, and some thoughts about the whole mess.

Results USSR Germany
Men 94 450
AFV 1 86
Artillary 0 2
Soft 2 0
Score ~4000 ~200

Decisive Victory!

One of my favoriate parts is to look at the map and enemy roster after a battle. The center of the map, not 300 meters from my most western troops gaurding HILL N was covered in at least two to three companyies worth of infantry and tank destoryers. It turns out the AI formations ran into the BC0 formation. The only way I would have stood a chance is if I nuked the crap out of their ranks before they ever got to me. They would have run me out of ammo faster then I would care to think. The only way I understand that the game ended 30 turns early is that the points they had in their AFVs that I had destoryed so vastly out weighed the points they had in their battle ready units that point wise it was statisticly "too difficult" to continue. I know the AI pulls out when the ratio of destroyed/routed to healthy gets to a certain point. (Or at least it considers pulling out when it gets to that point.) I've just never had it pull out 30 turns early. I'm not complaining at this point though.

Thoughts. My defence was flawed, as I mentioned in my last post. If I had to do it again, I would have been a more supported defence. When it came time for some units to fall back, they could not because they were on their own and consiquently wiped out for my error. Adapting a "protect the objective" stance, as oppoed to a "which way is the enemy going to come so I can kill him" stance, helped in many ways, but I forgot that goal half way through deployment, so I had some units sitting out on the edges of thinks that I could have used in a other locations and would have needed had the battle not ended early. The terrain made things interesting and it was kind of fun to try to track down the enemy in some spots. Overall, my troops performed better this battle then the ones previous (something that every general hopes for) and I was pleased with their successes. Special recognition must be given to the valient tankers and troops who stood against the onslaught of german armour, destorying over 60 AFVs with very little help. If you were to look closely at the kill to killers ratio each unit in the T-34/76 and marine platoons killed an average over 10 AFVs each in the space of only about 5 turns. The support troops (Ski troops and bunkers) did well for their service and I will look forward to serving with such troop again.

What the future holds is unseen. I'm having thoughts of reducing my force size by a platoon or two, but at the same time, I am pleased with their progress and use. I still need to be better at using my entire force as there were units that never moved, who's help would have been usefull. I feel good about the majority of this action and tenitivly look forward to another defend action. Upgrades after this will most likely be limited to the ACs and possibly Off Board CB 1, but I am unsure. Time and need will tell.

Ketch out.

Lt. Ketch April 29th, 2009 12:01 PM

COUNTER ATTACK! Push them back!!!
 
Commrades! Our division has been called on break the line of the German Army that is encroaching on the sacred soil around our beloved capital! We will assaile fascit's position with every man, every tank, every gun that could be pulled together for this assualt. Beyond our own forces, division has allocated us:

2 of the toughened Siberian ski companyies,(3 platoons of 2 SMG, 1 Heavy and 1 Poineer Ski troops along with sniper and HQ escort)

4 platoons of ski poineers,(3 squads each)

It is fitting that shortly after the Americans finaily enter this war that we are using the first full company of their equipment. Let us up this "Ctyapt" (Stuart) can fight and is not just capatalist crap! (10 Stuart AFVs)

1 Heavy tank company that has been cobbled together. It should be able to funtion despite being all different models. (4 Kv-1 Efamelas[or whatever they're called - the ones with lots of armour], 3 Kv-1 1940s [I can't remember, the one with the 152mm cannon], 3 T-28 [this is to offset the other tanks, slow and not very good - limited attempt at realism])

1 Motorcycle company for recon purposes has also been attached to our forces.

Our artillary support is mighty! Not only has regimental given us 8 batteries of heavy artillary (4 122mm+ [with 140 ammo], 4 152mm] but we aslo have a battery of heavy mortars (5 120mm), but a whole battery of Stalin's Organs! (25 Katuysha rocket launchers).

We have also been given 6 ammo suppliers to assist in the barrage as well as a B20-m FO vichael to help in cordinating the incoming carrnage.

Lastly, we have procured 3 platoons (4 each) of sleds for our regular troops.


As visabilty is only just over a KM (29 hexes), we don't anticipate enemy air assets. We will be shipping out soon to take up our assault positions. Long live the Russian War Machine!

Imp April 29th, 2009 03:25 PM

Re: DAR - Russian Winter Woes
 
Good luck plotting that lot you should just have to kill them as they run.

Lt. Ketch April 29th, 2009 05:04 PM

Re: DAR - Russian Winter Woes
 
Quote:

Originally Posted by Imp (Post 688512)
Good luck plotting that lot you should just have to kill them as they run.

What can I say? I'm a believer in the Russian Doctrine (not communism) that dictates that you bombard the ever-loving-tar out of them before starting the advance. I'm looking forward to the BBQ :mean: What else am I going to do with 111 individual guns/tubes of artillary.

Although this tactic has been known to backfire. At one point during the advance to Berlin, the Germans held a group of trenches to the east of a swampy area which in turn was overlooked by a series of hills. The Russian planned one of the biggest bombardments up to that point, targeting the trenches. Afterwards they planned to shine anti-aircraft search lights into the trenches to blind the defenders. The Germans, not wanting to play their game deserted the trenches the night before the attack, leaving only a skeleton force, and retreated through the swamp to the hills where there were dug-in tanks and artillary. The next morning, the bombardment started before dawn. But when it came time to charge, the spotlights relected off of all the dust in the air, effectively blinding the Russians. The German defenders that survived the bombing by hiding out in strong points were able to do a fair amount of damage before retreating through the swamp. When the Russians followed, they fell under the guns of the dug-in tanks and artillary on the hills. Needless to say, it took a lot longer than planned to remove the Germans from the area.

Moral of the story - Make sure you know where the enemy is before you waste all of your ammo on nothing.

Or

- Make sure you have enough ammo to nuke every square inch of ground you enemy could possibly ever occupy during the course of the battle.

Or

- Don't mess up!

Take your pick.

gila April 29th, 2009 06:52 PM

Re: DAR - Russian Winter Woes
 
Ketch,
Ahem,, i'm still waiting on your next turn files:D

Lt. Ketch April 30th, 2009 01:40 PM

Re: DAR - Russian Winter Woes
 
Quote:

Originally Posted by gila (Post 688547)
Ketch,
Ahem,, i'm still waiting on your next turn files:D

Did you remember to attach the files on the last E-mail you sent me? :D

I got an E-mail, but no attachment. I understand if you are hesitant to send it seeing as my Tigers are going to chew a big hole in your Stuarts. Heck with the dogs of war, the Germans had it right - Let slip the cats!


I cannont confirm or deney that presense of misinformation in this message. If I could, it would be pointless wouldn't it.

Imp May 8th, 2009 08:13 PM

Re: DAR - Russian Winter Woes
 
That should read the big cats of war your local neighbourhood variety will not cut it

Lt. Ketch May 8th, 2009 10:35 PM

Re: DAR - Russian Winter Woes
 
Quote:

Originally Posted by Imp (Post 689964)
That should read the big cats of war your local neighbourhood variety will not cut it

True.

In regards to the continueation of this DAR, I'm currently on turn 8 or so. Things are going slowly. The enemy has my troops targeted with artillary. I'll get back to you all on this later. Things are a bit busy.

Lt. Ketch May 13th, 2009 10:50 AM

Re: DAR - Russian Winter Woes
 
I'm sorry for this, but I'm going to put this DAR on hold. I've lost interest in the time being with this campaign and don't know when I'll get it back. Things have gotten to a size that it's hard to just play for a half hour or so, which is about all I get most mornings. If I get back into it, or get a chance to crank ten turns or so, I'll post what happened.

Also, I'm looking for a PBEM game for anybody that is interested. I would rank myself as a beginner since I've only done one PBEM. My opponent may consider me more than a beginner, but I think I just got really lucky in our last game. PM me if you're interested.


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