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  #1  
Old September 26th, 2010, 03:55 PM

RERomine RERomine is offline
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Default DAR: USSR vs. Germany - Near Vyazma

USSR vs. Germany


Mission: Advance, Near Vyazma, USSR, 10/1941 - grouped objectives.

Enemy: Reinforced Battalion Strength – 2-3 Tank Co, 2-4 Infantry Co, 2-3 Artillery Bn, plus ATG and AAA. Strike aircraft likely. Average force experience, ~75.

Terrain: Map = 100x100. This is busy map, while at the same time being fairly open. The base elevation on the map is level 10. One stream enters the north edge of the map in the enemy deployment zone and forks in enemy territory. The west branch meanders south and exits in the southwest corner, never leaving enemy territory, where the east branch crosses the map exiting the south edge at my deployment line. Streams running through the map have flood plains to both sides. This would allow units to travel concealed along the streams since it is below the base terrain level. Some swamps are in these areas, but not very many. There are numerous wooded clusters around the map. The most significant ones are a large elongated area to the south of a small town and two smaller woods just west of my deployment line. The northern most of these small woods has an objective group in the northwest corner. North of the town is a small area, but I’m not sure it is large enough to be of any consequence. The enemy could deploy two platoons in there if it wanted to, but it is more likely to be just a block to the line of sight.

The man-made features are more dominant. Centered in the map is a four block town. One objective group is just outside the northeast corner of the town and another centered just south of town. Passing through the town are a railroad and a dirt road. The railroad crosses the map diagonally from the north edge in my deployment zone to the south edge in enemy territory. The dirt road parallels the railroad until it wiggles some just before town. In town, it turns WSW, crosses the tracks and heads off the west side of the map. The east branch of the stream also goes through town so there are quite a few bridges in town, but all on the east side of town. The town itself is very loosely packed with respect to buildings. There is plenty of maneuver room, but the terrain is undulating. The base elevation of the town might actually be more like zero. If that stream ever floods, half of the town will be under water.

There are also three other roads on the map. Near the south edge of the map, there is an east west road. It runs straight until it gets into my territory. There, it turns ENE until it goes off the east edge with many small turns along the way. Also running east west is a paved road a little over 1000m from the north edge. There area a few turns, but not many. Another paved road runs from my deployment zone northwest, exiting the north edge of the map 350m outside of enemy territory. Along these roads, there are villages. The southern EW road has largest number of them. In my territory where the road turns ENE, it is almost constant buildings. Outside my territory, there are four small villages along this road spaced out about one every 750m. Along the diagonal dirt road that goes through the town, there is a dense village just outside my territory. Further south, there is a small village just west of where this dirt road and the diagonal paved road cross. The last village is along the EW paved road just outside of enemy territory. Visibility = 90.

Troops: Tank Brigade Strength – 2 Armor Bn. (40xT-34/76A+, 22xT-34/76B+), 3 Infantry Co., 1 Support Co (4xHMG sec., 4x45mm ATGs, 2x82mm Mort. sec., 2x120mm Mort. sec., 2xKV-I, 4xScouts w/trans., 1xEng. Plt, 3xAAMG sec. and 4xSupply Trucks).

From Support Points: 2x37mm AA Btty/trucks, 4x76.2mm Artillery Btty(off-board), 3xKV-IIB M1940. Average force experience, ~75.

I’ve increased the size of my battalion core to a tank brigade core. This can be considered a promotion due to early battle successes. With the Soviet Army increasing in size and replacing destroyed units, higher command positions would be available.

The TO&E for this tank brigade closely follows the doc I attached in an earlier DAR. My core original core is basically intact. No changes were made to my three infantry companies. My support company was increased in size to match the TO&E of a rifle battalion in a tank brigade. To work with WinSPWW2 OOBs, I had to delete two HMG teams and replace the remaining four with HMG sections. The same basic thing was done with my AAMGs. Originally, I had one section with three teams. The teams were upgraded to three AAMG sections to match TO&E. I’m a little weak on my 120mm mortars, which would be corps attachments. From what I can tell, I should have at least five tubes, but I only have four. TO&E didn’t account for armored cars, so those had to go. There was a corps attachment option of a company of heavy tanks, so I upgraded my two armored cars to KV-I heavy tanks.

To address the realism issue of having T-34s, all I did was upgrade my existing tanks. The other five companies were core expansions. Soviet industry was creating tanks and they were going somewhere. I’m just viewing it as five companies from somewhere were attached to my core. It is easier to explain this than trying to explain having equipment when only a handful were created. My organization has been geared toward one game aspect of these new tank companies. Although they are defined as companies, they only have one leader classified as commanding a platoon. To provide another layer of leadership, I’ve attached one company to each infantry company, creating demi-battalions. The other two companies were attached to my existing tank company. While battalion strength, the game only provides for three levels of leadership: platoon, company and command. All my tanks have all three levels available.

One other note. I’ve fought two battles with most of this new core already. The only change I’ve made since expanding to a tank brigade is the tanks from my smaller core were just upgraded. I’m figuring replacements for existing equipment was hard to come by, so I didn’t upgrade them until now. By October, things were starting to improve for USSR. The element of surprise had worn off and they were launching successful counter attacks once in a while.

Time: 38 Turns

Analysis

The nature of the terrain make a couple of areas important. Starting with the northern objective group, controlling the woods they are adjacent to and/or the small town to the west are key to securing the group. For me, controlling the woods allows me to protect the objectives with fire. Holding the town will create a barrier the enemy would have to get past to get to the objective group. From my perspective, one down side to the town is it might put my tanks in the line of sight of enemy 88s, if they have them. Those things could dominate open ground and would be a priority target if they turn up.

Control of the town will be major. The last two objective groups can’t be held if the town isn’t held. It would be too easy for someone to pop out of the town and turn them. There will likely be a lot of fighting in the town. I’m glad my infantry has lots of experience.

The south woods also will play a role in controlling the south objective group. While the woods aren’t very dense, they do allow a covered approach from the south. This will work more for the enemy than for me, because the stream creates more of a barrier for me. I don’t like crossing streams unless it is via a bridge. The only bridge available to me outside of the town is one on the dirt road to the south. One plus in this area is the east side of the stream provides an area where over-watch of the southern objective group can take place.

Plan

The plan is fairly simple. My three combined infantry-armor teams, still called Alpha, Bravo and Charlie will push forward to control two critical areas: the town and small village northeast of town.

Alpha will push directly west with the objective of capturing the southern part of the town and securing the objective group south of town.

Bravo will push forward just north of Alpha. They will take control of the north half of the town and secure the center objective group northeast of town.

Charlie will push directly west through the North Woods and capture the small village to the west. Along the way, they will secure the northern objective group.

The headquarters group will move forward into the East Woods. Some units that can be used as reserves are the heavy tank section, engineers and machine gun sections.

Flank guards will be out right and left, each composed of one scout section and one 45mm ATG section. This will provide them with eyes on both flanks and the ability to sting a little bit.

My tank battalion will be held in reserve, positioned to be able to quickly move to the right flank long the diagonal paved road, toward the town to over-watch the center or south objectives or to the south to pressure any moves into the south woods. If the opportunity presents itself, they can launch an attack into the enemy rear area along the north or south east-west road.

Attached is a screen print of my battle plan.
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  #2  
Old September 26th, 2010, 04:15 PM

RERomine RERomine is offline
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Default Re: DAR: USSR vs. Germany - Near Vyazma

Turn 0 (Prep Fire)

No prep fire by either side.

Casualties

Friendly: Zero.

Enemy: Zero.
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  #3  
Old September 26th, 2010, 04:17 PM

RERomine RERomine is offline
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Default Re: DAR: USSR vs. Germany - Near Vyazma

Turn 1

There was a brief glimse of one enemy tank, but type and location not reported.

Casualties

Friendly: Zero.

Enemy: Zero.
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  #4  
Old September 26th, 2010, 04:36 PM

RERomine RERomine is offline
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Default Re: DAR: USSR vs. Germany - Near Vyazma

Turn 2

Scouts moving into position on right and left flanks. Enemy activity all over.

Five Mk IIIh tanks moving east toward village where right flank guard is positioned.

Six tanks heading southeast across country toward town. They are a mix of types Mk IIIh and Mk IIIj.

Dust plume on dirt road southwest of town.

Dust plume on EW dirt road.

My troops that were riding tanks all dismounted. The tanks are likely to be in action very soon.

Flank guards are at their objectives, but still taking position.

Casualties

Friendly: Zero.

Enemy: Zero.
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  #5  
Old September 26th, 2010, 05:28 PM

RERomine RERomine is offline
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Default Re: DAR: USSR vs. Germany - Near Vyazma

Turn 3

Eight enemy tanks of various types moving east north of EW paved road. Five enemy Mk IIf tanks moving east on EW paved road. Both groups fall under the responsibility of Charlie. Deployed four tanks in a line on dirt road north of paved road. Four more took up position along train tracks northeast of village, but south of paved road. Remaining two tanks took up flank position southeast of village. A few shots were taken at the tanks the road, but no success. Enemy armored cars spotted near center objective group.

Bravo armor moved into position to engage enemy ACs, destroying three. There is one left near the objectives. Enemy tanks on northwest edge of town and three Mk IIc tanks are moving through town along the south road. I deployed my tanks to cover the east-west town roads as well as possible, but they aren't going into town until the infantry moves in.

Alpha is in position to deal with the enemy Mk IIc tanks. They shouldn't be a problem. Like Bravo, they are waiting for their infantry to take point moving into town.

One enemy tank spotted moving east on southern dirt road. Because of the dust plume on the road, I can't tell if there are other tanks following him, but it would be a good guess. Flank guard is on their own right now.

Enemy artillery firing at dust plumes my flank guards kicked up. Some 75mm rounds hit village on right flank. More were firing at the left flank transport as they withdrew. Rockets also hit in the area.

Casualties

Friendly: Zero.

Enemy: 3xSdKfz 231(6) armored cars destroyed.
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Old September 26th, 2010, 06:02 PM

RERomine RERomine is offline
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Default Re: DAR: USSR vs. Germany - Near Vyazma

Turn 4

Charlie has a handful to deal with. There are nine enemy tanks advancing east north of the paved road and another nine on the road. The number was higher, but they destroyed a couple of the light tanks. My guess is they ones north of the road will eventually turn toward the objectives, so I set the range on my ATGs in the flank guard to 250m. I don't want them giving up their position firing at front armor. Enemy artillery pounded the flank village, but missed my troops there. I've got two platoons of infantry moving into the village near the flags and one holding back in reserve. All the flags have been captured.

Bravo tanks destroyed the last enemy armored car. Otherwise, they held their position to let the infantry start moving into town. Enemy tanks approaching town from northwest are gone, so they must be in town. I can't see because of the smoking wreckage from the armored cars.

Three enemy tanks destroyed in town by Alpha tanks. Two more showed up, but won't last long. I sent four tanks out to the east bank of the stream to over-watch the south objective group while my infantry is moving into town. Two enemy tank destroyers seen moving toward town from the southwest.

Left flank guard sees five enemy light tanks moving up. I moved my ATGs out onto the road, one behind the other and set their ranges so they both will engage the same location at the same time. Scouts with satchel charges pulled back into the village and should get any tanks that try to push through. Artillery and rockets went after my transports again, but did nothing but make toothpicks. I have counter battery plotted on the rockets, but they might be out of ammo before it comes in.

Casualties

Friendly: Zero.

Enemy: 1xSdKfz 231(6) armored car, 3xPzKw IIc tanks and 2xPzKw IIf tanks destroyed.
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