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RERomine June 15th, 2009 10:26 PM

DAR: Moscow Region
 
2 Attachment(s)
US vs. Russia

Mission: Meeting Engagement, Moscow Region, 6/2009 - scattered objectives.

Enemy: Reinforced Battalion - 1-2 Armor Co, 2-3 Mech Infantry Co, 4-6 Artillery Btry, plus SAM, AAA, ATGM, etc. Average force experience, ~70.

Terrain: Map = 100x100. Moderately wooded terrain with 33% of the map having trees and the other 67% composed of clear area, fields and tall grass. The wooded areas are composed of some large clusters and some tree lines. There are a lot of small to moderate sized hills all over the map but none really dominate the terrain and aren’t high enough to allow vision over the trees. There is one stream that extends across the map on the north-south axis. It starts in the top middle of the map extending to the southwest until it reaches my deployment line before turning south, meandering back and forth across my deployment line. There is one East-West road one 50 meters north of the bottom edge of the map. Visibility = 10.

Troops: Battalion sized Task Force - 1 NG Armor Co. (14xM1A2), 3 Mech Infantry Co. (NG Infantry in M113A3 APCs), 3 Artillery Btry (On board, 8xM109A6s and 4xM1129s), 2 SP-SAM sections, 2 SPAA sections, 2 AH-64D attack helos, plus recon, ammo supply and a few other assorted HHC units. Average force experience, ~70 (base 80, but most units are National Guard which is a -10 penalty).

Time: 17 Turns

Analysis

There are two major factors that will impact this battle. The first is the low visibility. Infantry and the APCs will be groping around in the dark, especially my M113A3 relics being used.

The other factor will be the stream. Any vehicle crossing it is at risk of getting mired. There are a few locations were I can deploy units to the east of the stream to avoid that problem. On the northern third of the map, I can use the stream from a defensive perspective. It will slow any enemy units that advance in that sector.

One lesser factor will be the battle duration. There really isn’t a lot of time to take all of the objects. Being that this is an MBT game and most units are quite pricey, it might be better to set up ambushes and score points with kills rather than rush forward and allow the enemy to do the same to me.

There are so many hills on the map that most don’t offer any significant advantage over another short of there being a plethora of covered routes to places. One hill (Hill 1) is attracting my attention, however. It is located in the south central portion of the map just north of a large east-west wooded stretch (South Woods). The woods are over 2,000m long and roughly 250m wide. This could offer a nice covered, yet slow avenue of approach. The hill would work out well as a point covering the flank of the woods, over-watch several objectives a few hundred meters north and it could serve as a possible jumping off point to five objectives to the northeast.

Plan

My plan is very general at this point. I’ve already decided to use one infantry company as a blocking force up north. There is a line of trees that parallels the stream about 500m to the west. I will deploy some infantry in there and in a small section of woods to the south. There is a hill just west of the stream as well. I will get some scouts with night vision up there. Hopefully, they can find a spot that has some decent visibility.

Further south, there are two areas just east of the stream yet still in my deployment zone where the remaining two infantry companies will go. One will advance to the Hill 1 while the other advances through the South Woods. To assist them with their night vision problems while on the move, each will be supported by one tank platoon. From those positions, the infantry will try to determine the enemy’s main line of approach and set up some ambushes. The infantry in the woods will be in a nice position to turn on the road just to the south if the enemy chooses to use it extensively. I will push some scouts out along the road as eyes for my units in the woods.

The reserve will be thin. I will only have the tank company HQ and one platoon. They will be positioned to the south where they could support the either the infantry on the hill or in the woods. If nothing of consequence develops in those areas, they will move up to Hill 1 and with the infantry and the other tank platoon, try to push to the northeast and capture the objectives there.

The overall intent is to rack up points by destroying enemy units. If it appears their force is broken, units advanced in the southern region will push towards objectives in the enemy deployment zone and capture them.

I've attached a map with my basic plan outlined on it.

RERomine June 15th, 2009 10:34 PM

Re: DAR: Moscow Region
 
Turn 0 (Prep Fire)

Lots of Russian prep fire, but didn't hit anything. It was spooky when the rockets with cluster munition started landing around my tank reserve and artillery positions.

Casualties

Friendly: Zero.

Enemy: Zero.

RERomine June 15th, 2009 10:51 PM

Re: DAR: Moscow Region
 
Turn 1

A little more Russian artillery, but anything that was close to the impact zones already bugged out. That includes my armor reserve. Seems crossing the LD was safer for them than staying put.

Casualties

Friendly: Zero.

Enemy: Zero.

RERomine June 15th, 2009 10:59 PM

Re: DAR: Moscow Region
 
Turn 2

Five enemy BRDM-2s spotted just east of the stream up north. My holding force is just starting to get into position there. I'm going to move my two gunships up to support in case it is needed.

Two southern columns advancing unopposed to their positions.

Scouts moving east down the road report no contact.

Casualties

Friendly: Zero.

Enemy: Zero.

RERomine June 15th, 2009 11:15 PM

Re: DAR: Moscow Region
 
Turn 3

Enemy force in company strength approaching northern holding force. One enemy BRDM-2 destroyed. Five more west of the stream. Two more BRDM-2s and seven BMP-2s on the east side. Gunships are in position to engage next turn.

Friendly force on west slope of Hill 1 and advancing.

Friendly force still advancing east through the South Woods.

Recon on road still reports no activity.

Casualties

Friendly: One casualty.

Enemy: One BRDM-2 destroyed and estimated two casualties.

RERomine June 15th, 2009 11:46 PM

Re: DAR: Moscow Region
 
Turn 4

Additional enemy units approaching the northern holding line. Things are getting hot there very quickly. I engaged the enemy with a few AT teams, destroying a couple BRDM-2s and one BMP-2. I pulled my remaining units behind the tree line in a kind of "reverse slope defense" concept. It worked out pretty well. Four BRDM-2s tried to push through, leaving three destroyed and one immobilized. A quick call for artillery destroyed three BMP-2s that moved to the west side of the stream. My gunships were able to account for a couple more enemy vehicles, but received a bit of infantry SAM fire in return. Finally, in the southern part of this line, another BRDM-2 poked through the woods and was immobilized. For all this, the enemy got one of my M113A3 taxis retreating from the FEBA, one AT team and a few other casualties. Enemy artillery started hitting the south end of the tree line.

Central force still pushing up Hill 1, but one platoon is moving into the gap between Hills 1 and 2 to capture some objectives.

No activity in the South Woods, but I started getting nervous having me tanks taking point. My M113s moved forward. They are in the woods afterall. Thermal imaging can't see through a tree.

Recon on road still reports no activity.

At this point, the whole enemy force seems to be up north. If that is the case, I should be able to push forward from Hill 1 and the South Woods and capture some objectives. The battle is short, so the northern force doesn't have to hold out forever and they seem to be doing just fine right now.

Casualties

Friendly: One M113A3 destroyed, estimated 5 casualties.

Enemy: Six BMP-2s and five BRDM-2s destroyed, estimated 30 enemy casualties.

RERomine June 16th, 2009 12:21 AM

Re: DAR: Moscow Region
 
3 Attachment(s)
Turn 5

After losing another five BMP-2s and one more BRDM-2 up north, the enemy attack is losing steam. Some infantry units are still alive, but if they are going to capture any objectives, they will do it on foot. My artillery will make it a rough walk. The enemy is starting to hit the tree line with more artillery, so it's probably time for me to pull back some. My gunships took out a few infantry SAM teams, mainly to keep them from shooting at them as the prepare to pull back next turn.

The central force is cresting Hill 1 and the platoon that headed towards the gap captured one objective there. No activity in the area.

One objective captured in the South Woods. Lead elements are about 750m from the eastern edge of the woods. Once I get close, I'll poke some infantry out to see if the coast is clear. No activity.

Recon still moving down the road with a MG team as an escort. No activity.

So far, the points aren't adding up. The enemy has to have a large force out there I haven't found yet. If I had to guess, I would say on the other side of Hill 1. Or I just goofed and set myself up a cake walk of a battle :doh:

Casualties

Friendly: Estimated 5 casualties.

Enemy: Five BMP-2s and one BRDM-2s destroyed, estimated 20 enemy casualties.

I'm done for tonight. Screen prints are attached to show progress and action, but not much interesting anywhere except up north.

RERomine June 16th, 2009 11:15 AM

Re: DAR: Moscow Region
 
Turn 6

Things slowed down up north. Mostly artillery from both sides, but my forces opened with a little bit of small arms fire. Spotted one BMP-2 just south of the position, east of the stream. I don't really have anything there to get it. That's not really true, I guess. My two gunships pulled back so I'll move them in that direction.

The central force is pushing across the top of Hill 1. It's more of a plateau than a hill top. No activity in the area.

Still moving forward in the South Woods. No activity.

Recon still moving down the road with a MG team as an escort. No activity.

Fired some counter battery at some smoke puffs that turned out to be mortars. Capped a nearby Zeus by accident as well as one of the mortars.

Casualties

Friendly: Zero.

Enemy: One ZSU-23 4M5 and one 82mm mortar destroyed, estimated 15 enemy casualties.

RERomine June 16th, 2009 11:49 AM

Re: DAR: Moscow Region
 
Turn 7

More Russian artillery up north against the tree line, but most of my units are out of the way. Some caught hits from rounds off target, but no casualties. A little bit of small arms fire between enemy scouts and my platoon in the woods south of the tree line. One surprise was a MG team capped that BMP-2 after it crossed the stream. I didn't know they had AT capability. Maybe I need to look at my own units a little more. My gunships engaged the BMP-2 before the MG team finished it off, getting one solid hit but not putting it out of action.

Infantry is moving down the eastern slope of Hill 1, while the platoon in the gap is moving on another objective. My armor reserve is moving to the hill since they aren't needed anywhere else. Nothing going on here.

South Woods infantry now a couple hundred meters from the east edge. They will dismount and move forward, while the armor holds back. Sector all quiet.

Recon unit is cresting a small hill, but still on the road. No enemy sighted.

My counter battery hit the enemy mortar again, but it's still there. I'll give it one more turn and then they have to move. Other artillery units have already relocated.

Overall, the enemy force is too thin. Something isn't right. I went in with about 22,000 points and have accounted for an estimated 5,000 enemy points. I've got enough eyes out there that I should catch sight of any large force sneaking around. At this point, I'm at a loss to explain where the enemy is. I double checked my preferences and nothing there explains what is going on.

Casualties

Friendly: Zero.

Enemy: One BMP-2 destroyed, estimated 10 enemy casualties.

RERomine June 16th, 2009 12:03 PM

Re: DAR: Moscow Region
 
Turn 8

Enemy artillery and my units firing at scouts accounted for most of the activity up north. The lone exception was an AT team fired at a distant Zeus moving on a hill without effect. It's still visible, so I'll try to finish it this turn.

Infantry on and around Hill 1 is moving forward unopposed.

AT teams dismounted 50m from east edge of South Woods. They will move forward since the have TI capability with their weapons. No activity.

Recon unit still moving forward on road. No activity.

Counter battery finished off enemy mortar and got a nearby BMP-2 in the woods. I might pound those woods to see if anything else is in there since I've picked off two vehicles that I didn't suspect where present.

Casualties

Friendly: Zero.

Enemy: One BMP-2 and one 82mm mortar destroyed, estimated 10 enemy casualties.

RERomine June 16th, 2009 12:24 PM

Re: DAR: Moscow Region
 
Turn 9

Popped the enemy Zeus spotted up north and exchanged a little bit of small arms fire. Beyond that, nothing going on.

The enemy is starting to come to life east and northeast of Hill 1. Unfortunately for them, I was given way to much time to position my AT teams. Four BMP-2s started moving and came to an abrupt, burning halt. If anything else is there, I didn't see it.

AT teams pushing out of South Woods. Nothing sighted.

Recon unit at the east edge of a small hill. No activity.

I've got some counter battery plotted on more smoke puffs in the woods northeast of Hill 1. Seems like there are enemy ground mech infantry in those woods as well.

A total of 13 objectives have been captured. Five are in the woods northeast of Hill 1, so I might let the enemy keep most those. There are some others east of the South Woods I'm going to move on if enemy activity doesn't increase.

Casualties

Friendly: Zero.

Enemy: Four BMP-2s and one ZSU-23-4M5 destroyed, estimated 20 enemy casualties.

RERomine June 16th, 2009 12:39 PM

Re: DAR: Moscow Region
 
Turn 10

The enemy took offense at my AT teams destroying their Zeus and now are pounding their position up north. Time for them to move.

Still a bit of activity around the woods to the east and northeast of Hill 1. The platoon that is moving through the gap is taking some mortar fire and some small arms fire from an unseen AT team. Another BMP-2 got destroyed moving out of the woods to the east.

Moving east from the South Woods. Infantry in APCs have come out of the woods with the AT teams. No enemy reaction at all.

Recon still pushing east on the road. Looks like the enemy doesn't have anything in the southern third of the map.

Counter battery hitting enemy positions, but not sure what they are. A nearby T-72BM was destroyed in the process.

Casualties

Friendly: Estimated 5 casualties.

Enemy: One BMP-2 and one T-72BM destroyed, estimated 10 enemy casualties.

RERomine June 16th, 2009 12:53 PM

Re: DAR: Moscow Region
 
Turn 11

Russian artillery still hitting AT positions on the northern line. I'm moving back to my position behind the tree line. One enemy scout popped out and exchanged fire with one of my squads. I think the enemy came out better in that exchange.

Lots of enemy AT units in woods northeast of Hill 1. My lone platoon there is trading shots with four different ones, while two enemy mech infantry units move it. I need to get some help over there. Artillery is starting to drop in the woods. I don't have any solid targets, but I know the enemy is or was in the area.

All quiet on around the road and South Woods.

Counter batter hitting enemy mortars in the woods northeast of Hill 1.

Casualties

Friendly: Estimated 10 casualties.

Enemy: Estimated 5 enemy casualties.

RERomine June 16th, 2009 01:12 PM

Re: DAR: Moscow Region
 
Turn 12

My infantry squad rebounded against the enemy scout and finished it off. The only other activity was centrally located AT team destroyed a Zeus a 1000m or so east of the north line.

More enemy infantry showing up in around my platoon in the gap between Hill 1 and 2. I started carefully moving some tank support in for them and managed to engage one enemy infantry squad. Then I had a brain cramp. I popped smoke to hide my platoon. This doesn't work in the enemy has TI and you don't! Their AT teams just kept firing through the smoke and my men couldn't respond. I believe I heard laughing on the other side of the smoke. Time to pull them back behind the woods. My artillery pounding the woods to the northeast capped three T-72BM tanks.

I've got units within 250m of the enemy back edge down south. There is just nothing going on there.

Casualties

Friendly: Estimated 5 casualties.

Enemy: Three T-72BM tanks and one ZSU-23-4M5 destroyed, estimated 20 enemy casualties.

RERomine June 16th, 2009 02:14 PM

Re: DAR: Moscow Region
 
Turn 13

All quiet up north.

Support is coming for my platoon in the gap quickly. My tank reserve and the support tank platoon for Hill 1 is moving in. The support platoon is already providing help, engaging three different enemy squads. Artillery support has also been called in where the enemy AT teams were located. I don't need to advance in this location, but I don't want to lose the object my infantry platoon is covering. A bit to the south, another friendly infantry platoon is closing in on an objective in the woods northeast of Hill 1. It will be there in a turn or two. Two more Zeuses were popped by AT teams deployed on Hill 1.

Two friendly infantry platoons are closing in an objective within 250m of the enemy back edge. No enemy activity in the area.

Casualties

Friendly: Zero.

Enemy: Two ZSU-23-4M5s destroyed, estimated 15 enemy casualties.

RERomine June 16th, 2009 02:45 PM

Re: DAR: Moscow Region
 
Turn 14

Incoming artillery hitting around north line again. Most of it is over shooting my positions, but I'm going to move some units to be safe. For some reason, they are shelling my burning M113. Artillery is also hitting other random locations, so I think the enemy is about done.

My platoon in the Hill 1-2 gap is positioned behind a small tree line and the enemy is trying to poke through. Ten supporting tanks are tearing apart the enemy attacks, however. Friendly artillery is also dropping on the other side of the tree line. Further south, another platoon was engaged by an enemy infantry SAM unit. They should be able to dispatch it and capture a nearby objective.

Objective in the southeast corner of the map has been captured without opposition. Further north, a couple of enemy infantry squads were coming over a hill, but supporting tanks sent them running.

Casualties

Friendly: One Casualty

Enemy: Estimated 20 enemy casualties.

RERomine June 16th, 2009 02:58 PM

Re: DAR: Moscow Region
 
Turn 15

Enemy activity is increasing in front of the north line again. Along the south edge, a couple of enemy squads are pushing toward the platoon in the small woods. Almost 2000m to the front, two T-72BM tanks and one Zeus came over a hill. One tank and the Zeus were destroyed and the other tank was immobilized.

Center area is quieting down now. Some small arms fire was exchanged and a couple of my tanks engaged another enemy squad destroying it. Another flag in this area has been turned leaving the enemy with six. I might be able to take a couple more before the battle ends. Enemy artillery is hitting one AT team that was too suppressed to move.

The southern force is starting to push north and northeast. No Resistance.

Casualties

Friendly: Zero.

Enemy: One T-72BM and one ZSU-23-4M5 destroyed, estimated 15 enemy casualties.

RERomine June 16th, 2009 03:12 PM

Re: DAR: Moscow Region
 
Turn 16

Destroyed the immobilized T-72BM. A few enemy infantry units were engaged as the tried to move forward or pull back.

Two friendly tanks engaged a couple of enemy infantry squads, destroying one and sending another running. A few other enemy units tried to poke through the tree line and got destroyed by the infantry behind it. The platoon pushing northeast was engaged by some infantry AT and SAM units, inflicting a few casualties. They may keep me from getting to one of the flags I'm after.

The southern force is still pushing north and northeast. No Resistance.

No artillery from either side.

Casualties

Friendly: Two.

Enemy: One T-72BM, estimated 15 enemy casualties.

RERomine June 16th, 2009 04:39 PM

Re: DAR: Moscow Region
 
1 Attachment(s)
Decisive Victory!!!!

Turn 17

More small arms fire up north and the enemy artillery came to life again because of the tanks they lost from AT teams there. No friendly casualties here.

My force managed to push forward and get one flag, but was denied the other. Enemy AT teams were firing at the platoon as it advanced and I took one casualty. One T-62MV popped out of the woods and was engaged by an AT team with no effect. My tanks fired at a couple more enemy infantry squads that showed up.

No activity down south.

Casualties

Friendly: One.

Enemy: Estimated 10 casualties.

Total Casualties

US

Men: 24
Artillery: 0
Soft Vehicles: 0
APCs: 1
AFVs: 0
Air Transports/Helos: 0
Aircraft: 0

Russia

Men: 289
Artillery: 3
Soft Vehicles: 0
APCs: 28
AFVs: 12
Air Transports/Helos: 0
Aircraft: 0

Score

US: 14286
Russia: 812

Final Comments

I was expecting a tooth and nail fight and got a yawner :yawn: Since I was using mostly US National Guard units, I expected to be at a disadvantage. Maybe I actually was at a disadvantage, but considering the AI didn't fire one tank gun or ATGM at anything, it is difficult for me to tell. There just isn't a reference point here. Now, I did make a point of avoiding those situations, but someone usually gets shots somewhere. Not this time.

The AI didn't seem like it tried :dk: I saw only seven enemy tanks during the battle. While the stats say I killed 12 AFVs, six of those were Zeuses. Four tanks I destroyed appear to have been in their original deployment position. Only two tanks destroyed were actually advancing on my positions and for some bizarre reason, the Zeuses were too! The point of the spearhead should not be a Zeus!! The AI had 12 remaining SABOT shooting tanks left and four didn't seem like they even moved! Of the remaining eight, three look like they just started moving in the last turn or two because they were deep within their own deployment zone. Only two Russian tanks were actually outside their deployment zone. I thought this was suppose to be a meeting engagement. It seemed more like the AI was running a delay at best.

There is a thread out there about how to fight the Russians and I thought this might provide a good example. Unfortunately, it isn't. This is nothing like I expected. I expected fixed wing and rotary air support, but maybe those weren't options for the AI. At the very least, I did expect them to come out to fight. It looks like only one Russian mech infantry company and a couple of recon platoons came out fighting with the bell. The rest sat around their fires singing Kumbaya :lala:

I've attached the save just before I ended my last turn. Enjoy!

Skirmisher June 19th, 2009 01:42 PM

Re: DAR: Moscow Region
 
I like your AAR style alot but you need to fight a stronger enemy force.

Both of these fights was against Russia and one near Moscow!

Both were turkey shooots for you!

RERomine June 19th, 2009 06:25 PM

Re: DAR: Moscow Region
 
These battles have been part of a campaign so the enemy forces gets larger as my force grows in experience.

There are a few of things that have made these easy. The first is the Russians have not had any air power, fixed wing or rotary during my first three battles. Nothing I set to happen. It's just been the luck of the draw.

Another thing is the technology is close enough that tactics really make a difference. The AI is pretty vanilla when it comes to tactics. In that first battle, the AI came with one mech infantry company with recon before I was even set. Had they followed up with something, tanks, more infantry, anything, life would have been very difficult.

The final thing making these battles easy is visibility. I'm getting the impression that Russia in June is the land of eternal darkness. Counting the battle I haven't started yet, visibility has been 10, 15, 5 and 16. IMO, this give the defending side an advantage if they have ample TI. They all have been "meeting engagements", but I've generally taken up a defensive posture.

Overall, I do agree with you. These have been way too easy. I use to do this on the WinSPWW2 site. During WW2, there tended to be a pretty wide disparity in technology. If I had the edge and usually did (played as the Germans), the AI could blot out the sun with artillery shells and cover the map with it's vast hordes of units. The masses of artillery and the screaming hordes made those battles difficult. I always had ammo problems. Here, I tried to put myself at something of a disadvantage by taking National Guard units with their -10 point hit on experience. Obviously, that hasn't mattered much. I am thinking about changing the percentages some to make the Russian forces stronger across the board. I won't change the "experience" percent, however. Their troops will be more experienced, but their units will just cost more. It kind of balances out.

The main reason I tried the 2009 time period was that thread about how to beat Russia with the US. I expected much more of a challenge than this turned out to be.

Skirmisher June 19th, 2009 07:01 PM

Re: DAR: Moscow Region
 
Try giving the russians 50-100% more points next time.

That should make it tougher.

RERomine June 19th, 2009 08:32 PM

Re: DAR: Moscow Region
 
Not sure I can do that with a generated campaign. What the AI takes is based on the cost of my core plus support units. In this case, I used about 22,000 points, so I suspect the AI did the same. The ratio for a "meeting engagement" is 1:1. It varies with other mission types.

Imp June 19th, 2009 11:01 PM

Re: DAR: Moscow Region
 
Quote:

Originally Posted by RERomine (Post 696961)
Not sure I can do that with a generated campaign. What the AI takes is based on the cost of my core plus support units. In this case, I used about 22,000 points, so I suspect the AI did the same. The ratio for a "meeting engagement" is 1:1. It varies with other mission types.

You will have to restart for it to take effect but edit your ini, if you cant find the post with a search I can tell you the line to add. set AI to 130-150% & see how it goes.
Applies to both battles & campaigns vs the AI but if choose 150% keep an eye on your force size to let it have that when its assaulting. You should manage both figures & still remain intact with a few moments of exitment.

The other thing as helos are in your core keep an eye on your airstrikes if not allowed fly them straight off the map they make supporting areas easy

RERomine June 20th, 2009 12:39 AM

Re: DAR: Moscow Region
 
Quote:

Originally Posted by Imp (Post 696967)
You will have to restart for it to take effect but edit your ini, if you cant find the post with a search I can tell you the line to add. set AI to 130-150% & see how it goes.
Applies to both battles & campaigns vs the AI but if choose 150% keep an eye on your force size to let it have that when its assaulting. You should manage both figures & still remain intact with a few moments of exitment.

The other thing as helos are in your core keep an eye on your airstrikes if not allowed fly them straight off the map they make supporting areas easy

Thanks John!! I wouldn't have known to look if you hadn't mentioned it, but I did find it. To start out, I'm setting mine to 150%. Giving the AI an extra 50% might make being on the defending side a bit more challenging, but I've done defends at much worse odd than that. I tried one where the AI out numbered my defending force 6 to 1, but that was WinSPWW2. Came very close to getting a marginal victory out of it. It ended up a draw. I should be able to handle it in WinSPMBT, but I did have a better handle on the equipment in WW2. With MBT, there are just too many years and too many nations to really know it all inside out.

I'm not big on air strikes or helos, but in the three campaign battles I've fought, I always took two gunships in support. More than anything, I use them as a highly mobile method to support hot spots. In those three battles, they only scored a hand full of kills on APCs. I respect the capability of both helos and fixed wing aircraft, however. My air defense isn't neglected.

Thanks again for the information!

Imp June 20th, 2009 12:54 AM

Re: DAR: Moscow Region
 
No worries if it does not prove exiting enough once summers over which aint long here could do a PBEM with DAR covering if you fancy. Think we are even enough for some carnage to occur. Type it to word or something & paste to forum 2 turns after so no giveaways.

RERomine June 20th, 2009 04:48 AM

Re: DAR: Moscow Region
 
Works for me. Just let me know when the mood strikes you. In the meantime, I'm going to take another cut at my campaign with it set at 150%. Considering how light my casualties were in my first battles, I'm thinking giving the AI 50% more points will just mean I will have more to kill.

Do you happen to know if the program in MBT is oriented towards night battles? I've got another low visibility battle. It's 10 this time. I'm seeing an average visibility in the last five battles as just over 11.

Imp June 20th, 2009 10:36 AM

Re: DAR: Moscow Region
 
I think it depends, last campaign I did first 3 battles were low vis as well 6-20 range I think then high 30s -60+. Perhaps assumes it kicks off at dawn or try changing start date mine started in the winter so made some sense.
Okay should make for a more exiting report will wait a couple of months till the suns gone & playing regular so keeps the pace up.
If someone wants to knock up some maps in the meantime go ahead, nothing special needed just place a few villages or other suitable things as objectives on a generated map.

RERomine June 20th, 2009 01:11 PM

Re: DAR: Moscow Region
 
The first battle in my restarted campaign won't be impacted too much by the low visibility because the location is "Russian Forest". For the most part, it's not possible to find a location were more than a few hexes can be seen at once, much less a distance of 10. I'm chewing on a plan right now. With so many trees, it might take just allowing the forces to blunder into each other.

As before, I've got a couple of gunships, so I could poke around some before the major shooting starts. The AI hasn't been taking area SAMs (might change with more points to spend) and the infantry SAMs have been loaded into APCs until we start shooting.

Imp June 22nd, 2009 02:40 PM

Re: DAR: Moscow Region
 
I just had a play vision came out at 32 & took 2 helos. If you buy 60 vis Apache with high EW to its a cake walk.
Risked seeing what fired at for first 2 goes & hit with arty the only thing that was remotly dangerous. By turn 3 they had given me a complete picture of the enemy advance so I could move in confidence to meet it. Pulled them back after that as dont want a lucky shot hitting one but they have done the job no nead for them to even fire the ground forces now know exactly what to do so they just remained on scout duty.
Woods jungle mind a few helos are always rather handy but the 60 TI makes it easy vs the AI as it cant use its 50-60 TI stuff that way.

RERomine June 23rd, 2009 05:17 PM

Re: DAR: Moscow Region
 
1 Attachment(s)
Well, I tried increasing the AI points by 50%. It still was a turkey shoot, just with more turkeys :dk:

Overall, the terrain was miserable to fight in for my force. Tons of trees!! Finding positions for my Javelins was difficult. Again, the objectives were close to the enemy starting position. In fact, their deployment line went through all three objective groups. The objectives were worth 65 points each so I just gave up on the notion of getting those. Over 40% of the AI points came from those. A 65 point objective flag means something when you have a 3000 point core force. Mine is over 20000. That makes them rather worthless.

Total Casualties

US

Men: 72
Artillery: 0
Soft Vehicles: 0
APCs: 0
AFVs: 1
Air Transports/Helos: 1
Aircraft: 0

Russia

Men: 348
Artillery: 0
Soft Vehicles: 0
APCs: 39
AFVs: 47
Air Transports/Helos: 0
Aircraft: 0

Score

US: 26691
Russia: 3180

Here is the last turn screen print. It's a zoom out, but my positions are pretty clear. Lots of trees! I've seen worse in WinSPWW2 in the Finland/Russian battles, but it definitely killed fields of fire. The next battle is almost a polar opposite. I'm not sure there are any trees at all, or road, or buildings. Visibility is 78. One large hill grouping with gullies are about the only terrain features.


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