New battle delay
We are are tasked with delaying the Russians, terrain is mainly level 2 hills & everything is covered in grass or fields.
There approach contains lots of large settlements & a stream that I mainly can't see.
About 20 hexes from the North a E>W road runs to a village on my side.
Just in from the South is another road that runs to a fair sized town (ignore will play no part in) after passing through a village.
Accepted default flags which means I am just defending the hills in the middle, with the exception of 4 rough hexes there is no cover of any kind in the area I am to defend. Welcome to the expanses of Russia with lots of nothing at all.
Visibility came out at 65 & they have plenty of time with 47 turns.
Sorry forgot to save the map.
Force Changes
Could have changed tanks but its going easy enough so left it, don't think much diffrent anyway though if gave smoke dischargers back might have been handy didn't look.
We now have 13 halftracks so one company is fully equiped with them for its squads, because of this much as I will miss there speed 231s are gone as have 3 251/10s instead.
For support we have managed to get 3 57ATGs so will be using their own guns against them.
Setup
As its a delay so not dug in troops are on hilltops to see whats coming & vehicles are on reverse slopes just in case its something dangerous.
Our bottom flank is at present exposed with nothing more than the 3 57s covering it. With any luck if attack comes mainly in centre or better still the North we can crush it then mount up to move out for a bit of fun.
The start
Well looks like the order of the day is spread out & keep my batt on CB pre bombard was I think 2-6-1 / 76-122-155
Surprisingly all trucks are ok several are running but others did not fair so well. One of my ATGs is down 2 men, 2 mtrs have abandoned & are nearly dead & 2 Mk3s have taken damage, that smarted.
Heck turn 2 & I would like to review those numbers to 3-12-1 if you think my arty is firing think again thats a lot of firepower just siting still could prove fatal. Batt CB fired getting one 122, he had better keep it up me thinks. Lots of armour has been spotted including running for my weak flank more on next go but the major thing is T-34 spotted in the North the big guns have come out to play.
Its turn 3 his smoke has come down quite well blocking a lot of stuff from view, the other arty has stopped but no way it replotted thats more batts. Smoke means I am unsure where to go so staying put for the moment estimate is 60 armour in bound quite posibly more & the nasty stuff is up North. Fleeting glances of more T-34s & KV
Turn 4 & the AI is thinking, I have a couple of BTs coming down the North road but the next thing up is infantry.
Similar down South but the infantry is further back & I think more is in front of them just hidden, 4 tanks have broken cover to move & engage.
There is another bit of road up North I thought it would use but only followed part way then cut off heading for a hill which has caught me out a bit.
There is a 4th big group heading for a ford so in effect have 4 forces fairly equaly spaced heading for me & I am begining to think I could have deployed better.
AIT> All arty stops BTs are mainly 7s with some 8s otherwise all the usuall suspects & some T60s along with the nice toys.
Mk3 plugs the first 2 BTs through the North village & support ATG gets 2 on the road down South. Realise should have paid more attention on setup the road down South is out of sight to anyone on level O so it may try running along for a ways before turning.
Beds calling found out how to type quick, fast music shoulder still hurts at times though.
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