Thread: AAR Balkans N. Africa Leg
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Old March 27th, 2009, 05:06 AM
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Default T9-t11

T9
Still hitting arty spot now with 6 batts of 76, my batt CB fired did not realise but even with guns switched off it works or used ammo at any rate. Silly boy forgot about smoke clearing by the square 57ATG gun gets a HT but it costs him 4 men as squads are near.
TF> (easier to report as one thing always N>S) Furthest NW group of buildings where AAMG was is nearly checked out if use reserve they will be safe once reach town. Units on road ready to enter buildings & see whats there. Get a squad in big building 200m from Zis30 discover another AAMG to North which squad & HT10 deal with, tank moves up beside this building. Pioneers head down road get to within 100m of now 2 Zis30 tank takes up position behind the chapel. Squads have also made it to big building just to South, big gains here & sniper sees a Maxim which does not spot him, dangerous for tanks so kills it by himself. All tanks are just moving for position here staying in cover. Squad steps out South of building at the South end of the sqaure, recieves fire from BT-8 later from squad to SE in buildings just past next junction so smokes. AAMG staying on level 1 buttons BT & Mk3 reverses up the slope killing it. Another BT is seen behind this building tanks to SW move behind wreck ready to take him on. At cross building runner behind has recovered, last of the smoke blocks fire from road so a squad takes up position in buildings there waiting for it to clear, another takes up position in trees when smoke clears hope is he will see squad at junction & first squad can move 5Om to junction. Tank & HT positioned to help out would have liked them to help against exrunner but with smoke clearing the position is to vulneranble. Pio LMG avoids him but kills the other runner.
FF> (Furthest South) Bit of a hodge podge this 5 squads from several platoons after transport mix up, just have to go with it pioneer here has left the group as not expecting to find armour, supporting have a scout 2 HT Mk3+4.
Squad furthest East uses the woods here to come round the buildings to area runners went, one has recovered there is a squad in buildings to the South & a maxim in trees just behind it. Mk4 comes to help drawing RPG fire but stays on maxim pinning it, HT sprays everyone Scout & squads from clearing move round from the North scout can enter a building to get maxim in sight. Alls safe Mk4 & HT route maxim scout enters building has to smoke 2 squads near on the road. Original group 2 squads enter clearing killing both runners & getting the other squad to run.
Ammo trucks finaly appearing so plot smoke here.

T10
Arty stoped mine missed the Zis30s as going well assume main attack isn't so relief force is on hold, just sending trucks with scouts towards road, scouts will then walk along checking for trouble.
First off a bit of scouting (normally do this obviosly) finds AAMG on other side of buildings a 3rd Zis30 100m behind the others plus another 250m back by the Admin building. IF I am lucky may be able to get shots at from far NW. BT behind large building has a friend in woods there & a squad is hiding behind trees by cross buildings. LOS failed at junction so cant see that squad yet. Oh & found a mortar.
Pioneer moves into building adjacent to Zis, damn these guys can see they fire not so bad no HE its flame time it survives but blocks others firing, idiot just realised I have blown the long range shots now 2 Mk3s move 50m recieving fire at 400m & another moves destroying AAMG then kill 2 forward Zis, squad attacks the one nearby from trees hes seen & fails reciving fire from another Zis behind the chapel a T-26 behind a hex of trees there & a squad 400m back. By this time i have realised plan for attacking BTs has failed LOS is not as anticipated, as Zis have no HE going to bleed fire so squad in big building South of chapel fires on Zis by it scout assaults failing, bugger now a BT has joined in. They still have shots especially T-26 so need to pick off individually. 350m is max pos engage range now I have mucked it up so fast moving Mk3 arrives drawing fire next appears a bit closer MGs only so they destroy both Zis leaving the one by the chapel, was going to move on vs T-26 but used all shots. Look at situation a bit more he moves forward drawing fire from T-26 & BT in woods it hits but range is 500m we are fine.
Have to take a break from tanks & deal with squads by crossroads with infantry. Fire at squad behind trees & another moves up hes running, checking for more tanks ATGs but looks clear. Smoke has cleared so squad in building fires at the one he positioned for its on the move to. realise why LOS failed junction is at level 1 pioLMG gets a bead hes off to. other squads move up later so now at junction & 2nd cross building take first flag & its back to tanks.
Mk3 moves into woods by cross building only T-26 visible we are unnoticed bang the MK3 that drew fire from it & BT in woods is now safe. Pushing things from now on rellying on crap shots. Mk3 moves on BT fires hits heck try another tank Mk4 comes round other side of big building this is dangerous both tanks have LOS range is only 250ms 22% miss. Back to M3 who kills BT leaving the one in woods that is now hidden from Mk4, Mk4 is by Zis scout assaulted so finnishes him. Its gamble time back to Mk3s by cross buildings they have to come in a bit to close for comfort but its fired twice so probably one left, move a MMG up he Z fires turns out really helped Mk3 is just about in sight of BT when 57ATG in adjacent hex to it that I just Z fired on misses. Right not mucking about squad in building moves forward taking it on this draws shots from BT to, 57 is still just pinned but it has to be on the edge, Mk3 tips it over & Mk4 sends him straight to hell. 2 Mk3s left but it only takes the first to roll up on BT & do the job. Some where along the line the mortar was routed only the squad escaped our attention no one can see him but a MMG is in position to enter chapel & take him on, we control half the square now.
FF> Mk4 routes maxim later killed, Mk3 routes the 2 squads as scout checks the area along the road, find a maxim in woods HT & 2 squads kill lose a man there is a squad in woods to, 3 other squads & Ht are playing catchup but find recovered runner killing it.
All in all a good turn even if I say so myself. Finaly have all 8 mortars at my disposal not using 155s or batt for the mo. I have to say think this is the easist urban engagement I have played as its fairly open & the disparity between the troops is large I think.

T11
Only fire flank squad got another man & despite fire at is still ready. all runners killed here & mortar died. Perhaps I should read my own AARs woods to South of cross building I knew had a runner in sort of expected him to recover as going through but several runners came running down the road to the junction kinda surprising me. Bit of a turn up to keep them out of trouble HQ & FOO along with a couple of squads have being checking far NW buildings & level1 here as using for vehicle park possibly arty later. In trees on far side of entry road in nice ambush spots I can see 2 T-34s.
MF> things have slowed down now we are at the flags its got harder.
Squads move into Buildings North of the square & reach admin building, down road that heads E>W take fire from a squad also a maxim on the other side of the street. To the North slightly in trees is a 37AA pinned as arty hit here. 2 tanks & 223 Fu help AA is down to one man maxim running squad pinned. Tanks are not risking straight stretch of road till squad has been stationary for a turn to see whats down there. There is a mortar by the admin building to. MMG moves into Chapel & nearly kills squad from last go. Another MMG moves up to small building across the square running into all sorts of trouble, 2 45ATGs a squad & T-26. One of my snipers is awesome takes on ATGs killing & pinning Mk4 kills later. cant get to T-26 safely due to smoke safest way is for tanks to go round admin building so 2 turns off otherwise 150m approach. Mk3 risks breaking through smoke routes squad & withdraws to safety. In the process of moving to engage here run into troubles from a little nest in woods just South. 2 maxims & a 57ATG Mk4 lost a track. Other sniper has a go at maxim squad takes on ATG & Mk3 the other maxim then HT runs up squad persuades both maxims to run & kills ATG. Don't think air is a thraet but AAMG takes up position on edge of the sqaure any furter will probably be arty landing point.
Around the cross building we find some defenders with spirit in them. MMG moves into woods beside it & 3 squads enter the building, lose 3 men getting the 2 squads here to run & destroy a 57ATG, see another in woods opposite but pull back units there are ready to surprise him up close. There is a T-26 just behind the 3rd building. At the junction there are 3 squads in buidings just past it & down the road that branches off 2 more & a T-26. Mk3 gets caught up in dealing with squads but still lose a couple of men dealing with them, T-26 joins in at the end taking 2 shots at squad so another Mk3 roles up it misses, so do we thats torn it. HT risks possible ATGs in near building hexes & runs up to it droping pioneer off. Hits it several times but its only buttoned thats one TMF.
Still have units left so HQ finds a location with only 1 T-34 in view a squad has left town & found another hex with just the same T-34 in sight. Going to need a turret hit & possibly a few of em but 4 Mk3s & both HT10s move to position.
Funny thing is now I have 8 mortars 4 are targeting the woods 2 on T-34s & 2 paving the way for FF, ammo trucks will arrive in a couple of turns possibly about the same time as Russian arty, my arty is risking staying put.
FF> Mk4 uses all its shots to route the squad, scout carrys on down the road sees another squad which Mk3 deals with. road runs between trees for a short distance now so HT runs in them on my side of the road, another squad scout smokes. Others moving up get intecepted by a maxim HT helps them deal with it. about 500m from 76ATG now but woods looming.
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