T26 Rescue mission
Mines here are causing problems again but have a good idea on snipers position, decide to move MMG as arty is after him & has furthest distance but the sniper kills 4 men, should have risked the arty he still might get hit. It has given away his location though so my sniper takes him out, the other squad is routed & HQ moves towards but is seen by a new squad, smoke as think there are more & HQ is way out in front with just a tank near him, tank & HQ are close to rise to L1 now.
SF> Keeps moving forward but begining to wonder if mortars are safe arty round here is not good & now its falling dangerously close to mortars, could easily have seen trucks drive into the dip. One enemy mortar is down & heading for the next as through the mines now, there are a lot of them.
MFS> An A9 I think slightly East of the guesthouse takes down a HT, luckily it had just unloaded & its about time something fired.
MFN> There are about 10 tanks here so they were slowly rolling forward along the pavement area taking out the enemy when one finds a mine, Ram moves to the front risking ATRs & squads head forward, they find a squad tucked behind the first building just behind the mines. Getting a LOS to him is very hard as the burning wreck blocks most views, but I want to save the crew. Only one hex on this side of mines has a shot so risk HTs running around South building. 2 Make it unload & engage him. In AIs turn its enough he only gets one shot at the crew & it survives but my HTs were lucky they to are by mines. Lost a few men here but Brits only have 2 happy squads now as the armour is just throwing out huge amounts of firepower.
These bunkers are going to need a concerted effort redirected several squads to help. Pioneer hit 3 times with sprengladung but failed to damage it. Killed 1 of 12 men so he is getting ready with the flame to route & then mass assault the thing, could take a while.
T27
HQ lose a man as 2 more squads are found, one jumps straight out of his hole to sniper fire & HQ digs the other one out but if anything we are outgunned here, the other tank & squad are stuck behind mines. RAM is on the way reckon its 2 turns away AA units to but slowly as they have to hide from Mortars.
SF> is just running forward use of trucks is to dangerous & other forces heading for the oasis have entered trees near zigzag trench, HT are trying to hide or free themselves up to head for the rest of the MF to help with transfer of forces.
MF> Pioneer got a bunker but used 3 flame shots in the process, a MkIII managed to make it to another hard due to sand & trenches & fired APCR I think at point blank. Damaged it was not realy expecting that.
By the buildings mines have virtualy stopped progress a pioneer is helping the Ram, squads have entered the Southern buildings. Another squad is seen hiding behind a building & we manage to kill a few more men but finding locations with sight to targets is a problem. Bit of a stalemate at present armour cannot get in position to engage, scout tries to make a move through building on a squad but loses 2 men. 4 of my 6 scouts are now hurt & so just trying to survive & a motorbike is sitting by crew to wisk it away when it rallies.
Vehicles on level1 are waiting for squads to overtake & check for mines.
If anything sums this battle up its mines, mines & more bloody mines, getting fed up of the things.
AIT> Arty has stopped & squad behind first building leaves his hole. HQ survives without further loss as only attacked by one squad the other near him moved on the MkIII trying to assault but paid heavily & is now running. Risking air coming in here but its very close to my tank & could turn nasty. Already had one close call here when lost contact with a few turns back & could not adjust run. Luckily found new squad that turn & it attacked that but living dangerously.
AI has not been doing a very good job with its arty this game for some reason its all over the shop & never seems to fire for more than 2 turns before relocating.
|