Thread: AAR Balkans N. Africa Leg
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Old March 26th, 2009, 04:25 AM
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Default T6-8

T6
No need to have worried about the road between trees getting hit but good job I picked up last mortars the area just got hit hard.
My smoke came down sort of ok, get a bit cocky now group heading NE head out into open ground the area they will be in for a while has buildings generally spaced 100m apart & once get off level 1 quite a lot of pavement. Like an idiot I walk up to the hill edge & lose 2 men to squad in a nearby building, pop smoke & 2 other squads move to more sensible positions to attack at mid range, he leaves the building. Scout moves towards bread factory & it looks clear so HT drives up we have level 1 to ourselves & surprisingly are nearly at the road reinforcements will come in on. AAMG drives upto he is going to set up here. looks like checking the woods & sticking FOO ther was a waste but a squad & HT10 are moving to check last bit on other side of buildings is empty.
The clearing seems empty did I really get all the guns, I wonder not risking vehicles.
Force moving East a couple go directly East they will head for the square.
squad moves slightly down road losing a man to AA gun but its quicly 4 down then dead, next squad risks going 1 hex further building at the end is clear. A MMG comes to join him they will 1 hex move into trees with a view down long E>W road next go no need to be silly.
That turn was a real pain sorting out the traffic jam tanks will catch up next turn & next go I should know if the clearing & level 1 are clear so I will have space for a vehicle park as driving back through the trees is not an option, should have some reasonable spacing to as will have a 1km front.
Canceled all arty except smoke again oh & ATGs are thumb twidling this game.

T7
It appears it is just 4 76 batts & mortars, minor problem flakwagens were hanging back till had a bit of space & as I tend to leapfrog them one was still a fair distance from the woods. Pre bombard smoke has of course gone along with my flakwagen, it was a 76 did not see but know where it is. Prat that I am thought at start that would be a choice place for one just forgot. From where it is positioned I now feel there is a flank force to the South of the clearing which has kinda skippered plans for arty. Also as I forgot the ammo trucks they could have a few problems getting to me. Going to designate TF heading for the square & BF clearing the South, the clearing is empty found maxim pinned its now routed. Being flakwagen crew in my army does seem to be the short straw its a lot safer in anything else they just keep dying.
TF> looks like the cake walk is over recieve no fire nor do we see any infantry but scout moves North of bread factory & has to sprint across the road sharpish, squads occupy building South of it & one makes it into the group of buildings to NE, grouped around the bottom of these buildings are 5 BTs. Attacking with tanks is not on the cards as 200m is the best range 100 is the norm. Only have 4 squads with AT + pioneers & trying to sort the jumble from last go out means I have 2 pioneers near.
To the South a few units make it off level1 to the smoke rest are at the edge of it & can see another BT down the road South of the square, tanks can deal with this its over 500m a couple get in place & others move to assist as in finnish off against the group.
BF> MMG moves into woods all he can see is 2 runners which are later killed, squad enters building by dead AAgun & can see a squad through gaps on South side of the road. Its been on the vodka blind drunk, 4 shots no kills its pinned & has not fired back, another makes a multi hex move into a nearby building & it still fails to see anything. Fire at eventually cuts it in half & we are at the crossroads.
Make a guestimate at some safe spots for soft transport
Cripes I still only have 4 mtrs on line still one should hit some tanks.

T8
Less arty that time but its still hitting where my arty was at the start, mine should have hit 3 tanks but got one & now I can see 6 of them. Squads in clearing have spotted one on the flank. Not sure trying to make a move on the tanks makes sense but they could be blind to. Even so there is no way to assault without being visible to at least 2 tanks.
TF> Lone tank is blind move to position & kill with second shot, the one "safe" assault is the scout who crossed the road so is furthest North unit, destroyed result. scout in centre heads out sees another to SE but not risking moving further chanced his luck enough.
Squad in building near 3 moves to building hex within 100m of 3 of them & places smoke to break up view, they are blind. Both pioneers are 100m away from 2 adj tanks, first walks up use flame thought being fire will block LOS to other tank. It works strike 2 next does the same with AT weapon. As they are so blind MMG fires at last one here 100m away, 2 bursts still no reaction risk one more & get away with it. The squad in building by it moves 2 hexes & fails Mk3 assists 2 left one I cant reach but the other moved HT10 into woods 500m away he eases forward & its gone. Decide to go for it squad moves behind 2 buildings & fires 3 shots no reaction, Mk4 moves here as recieving fire, squad that placed smoke moves fwd & fires at suppresing more. Now want Mk3 to move up but hex is vulnerable so pioneer has a look first (pavement remember) hello Mr Zis30 thats not good so Mk3 has to share with Mk4 return fire is MGs only its dead. As its going so well MMG moves & fires everything at BT we have just found 500m away, Mk3 tries but misses recieves fire on 3rd shot I think. Now we are definetly pushing it another moves up but has to show flank, it misses & dies to. Squads that checked safety of moving tanks here recieved fire from a squad behind buildings just past crossroads BF is at, Mk4 routes before heading back behind cover. Another squad is fired on from woods just South of square so MMG & AAMG persuade him to run. Think all tanks are safe & have advanced 150m. Moving up units at the end move a scout in bike adj to far destroyed tank, one hex to far lose 2 men & bikes to an AAMG round the corner, Mk4 destroys it.
BF> Clearing guys fire at maxim it runs into the arms of others to die, HT fires at squad seen here & scout finds another, Mk3 is tasked to help & move forward well sideways with both running. At the croosroads 3 squads move sideways next go will be able to enter a row of buildings & should have runners in sight. Squad passes over crossroad ducking into building to South, loses a man to squad over the street, think a tank can target so a HT trail blazes should be safe only one hex a vehicle has not passed, tank moves up pinns squad tries again then another chases him down the road. Slightly north make it to buildings at road edge trying to see if squad behind next set of buildings has friends, bit eager but another runs down the road here & comes round the building as can shoot the runner. Recieves fire from first of the 3 cross shaped buildings. Tank comes to help him then another comes round the buildings from the other side, this is safe as BT wreck confines view. Pioneer LMG rolls up to the cross building in his HT & gets everybody to vacate, progress 300m the fact its not dense urban is helping us so far though coming up on flags here so it will get harder.
Arty place one on Zis30 but with only 4 guns to play with others are hitting sensible places for ATGs trouble is there are a lot of em.
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