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  #1  
Old January 24th, 2009, 12:47 PM
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Default A false sense of security

A false sense of security
Brown trousers is pinned so he opens up along with the tanks 2 French won't be sampling wine anymore, a squad has worked its way onto the road to run up to them out of LOS & appear bearing gifts at short range. This did not go according to plan nobody else gets a shot as realise it might be flat but in the middle of a field & can't see if further North. Squad takes fire from flags another spotted.

MF> Well working on the fact last lot of tanks were blind (totaly unmolosted) troops moved up found S-35 then Char fires at squad at 350m C>1, fires again so I think heck in position go, JPz1 enters trees fired on miss damages Char, another moves into adj hex & dies to new fire. LOS here not to clever but think alright if come further East MKIII tries & any idea of carrying on vanishes as multiple shots hit the dirt round him, hasty retreat. Now the troops can see 3x S-35 on level 2 crest (handy arty plotted) & another Char at level 1. The other FOO moves out to get a LOS on S-35s & promptly takes fire smoke C>1, now I am thinking there are troops up there to tanks can't have seen him surely. Even without troops there this approach might need a complete rethink as I cannot get in a position to pick off a couple, the village is clear.

AIT> I lose a man in BPants area decide to smoke S-35s out as will take a while to reposition. Also they cover any approach from the South to.
His arty still moving some of mine is wildly inacurate as no LOS like miss by 250m. Lost contact but not a prob forgot to say think this is 3rd time a battery has gone walkabout.
On new arty its very difficult to get a full fire for effect 0.0 0r 0.1 before you would move it about to delay partial fire for a full slam next go but you end up with 0.2-3 if you try this. A delay button if it does not move could be handy so get full effect actualy I will post.
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Old January 24th, 2009, 07:21 PM
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Default SF reports contact

SF> Moved up to road treeline last turn then a squad moved to next one 200m from the hill, the rest decide to carry on forward a bit & first squad is fired at by 25mmATG at 250m , hes pinned so smokes as a couple others & tanks move to trees to his right. force is 2 platoons & scouts with an AC & 3 tanks.

Brown trousers has a pretty effective prep fire 5 or so for 1, sniper is learning his craft, couple of squads move forward & recieve fire 2 more spotted & a 2nd MMG has been droped off. Dust now provides covers to trees so squad & bike that droped sniper move in, 3 out of 7 have left cover
Scout risks the hill another S-35 slightly South 2 squads in position to assault a Char, rest here are struggling to find useful paths to move up but further along
several are now nearly at the hill. 1 ATG is in position to move onto it but not close enough to be effective
AIT> Squads rallied plus think an unseen one motorcycle died. Thought arty might hit this turn but only fire mortar in a back area took out a truck, if it had a passenger doesn't now. Smoke came down okay & plotted big guns at S-35, dont expect much joy but thought I would try. Gold spot here actualy got one half right
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Old January 25th, 2009, 08:27 AM
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Default On the hill

HSF> Only 1 squad can get a bead on the ATG unless they sprint & it loses 2 men in the exchange. 222 risks a move as its pinned survives then a tank fires at ATG kills. Now proceding North of hill but a squad & scout are heading for its "corner"

BT> LOS round here are weird several units failed to fire because could not find one. The guy on the flag is proving very hard could see at 500m+ but 150m & still can't get a line on him. This lot are hardy nearly all back to ready status & luckily discovered bikes killer before ran into. My units ave exp seems mid 80s some are higher. When get in SMG range they seem a nasty lot managing to kill 2-3 dug in men with full use of firepower, nice. C> 7 for 1 squad gone

MF> Damaged Char brews up to first grenade assault, 3 more units crawl onto hill in area of tanks & ATG moves into trees to find he is 150m away from another Char bis, can't fire of course, 2 squads remain out of LOS & move to 100m of him. Further along move onto hill in force thining out further north we go, about the 5th unit to move loses a man to an AAMG, 222 gets sights on it without exposure & pins, troops open up its gone. Armour stays behind trees or in at a couple of places as moving safely onto the hill is not an option.
AIT> Chars spot a squad 2 men down French lose a man routing in BT area His arty is firing at nothing mine is wild again but more smoke drops S-35s are hidden. Going to try directing arty by platoon leader with LOS to see if improves accuracy, might be me but it seems a lot worse than normal. My units within 250m or so are getting hit & JPz1s cant take much punishment.
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Old January 25th, 2009, 08:31 AM
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Default Bob

Not sure what I helped with but with what you are trying in your campaign mail me I could keep track of how well people rally etc if useful as a sort of comparison just say what might help
John
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Old January 25th, 2009, 03:40 PM
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Default They are not alone

SF> As there are probably more ATGs out there vehicles don't move troops end up moving flat out but find nothing. Still not risking move next turn will have a good view of other side of trees, there are gaps.

BTrousers > Dropped arty here now most units cant see a thing & half the enemy has done a magic trick & vanished. Only guys adj to road can see anyone so clear squads here out of foxholes but C>1 in process. Few other troops move but cant find a thing another man down. Had enough of this tank moves to flags now we can see so they all move there, MMGs jump back in trucks to head up as wasting their time sitting back, time to just risk it.
Situation ends up C> about 5 for 2, 3 new squads in good order 6 fairly healthy originals running & have 4 flags. My forces here consist of BTs platoon, scout, sniper, 3 MKIII, further back 2HTs & 2 trucks with MMGs on board, smoke was used by both sides & now only 2 tanks can see anything.
It all looked so simple to start with.

MF> ATG fires twice for no effect on front & loses a man to Char return fire then a squad fires at him so one of my squads moves to see if can draw more fire, does enemy located fires are exchanged & several squads move forward the upshot of which is I am 2 more men down & have found another 2 squads. Jpz1 moves onto hill 100m from Char damage then kill, another uses cover of smoke for a rear shot & gets the other one. Armour moves onto the hill, more diabolical LOS its all field & I think at this vision the cumulative effect of invisible dust is shuting down fields of fire. Tank has to move to 100m to find a target but digs out a squad. Pioneer says sod it & rides HT to level 2 slope & shreds the other squad, he to vacates, in a good position to move & lay some smoke for ATGs to deploy for flank shots. As he made it several squads in transport run upto that crest line & it forms the new front, just the furthest South tank is on level 1 but its out of reach for the moment.

Of possible intrest since Poland my tanks have had few kills main role has been protecting troops. This along with 2 vehicle changes, start of this battle plus they started out in 35(t) or 38(t)s cant remember which means ave exp is 80. The AC on the other hand are low 90s, they might have died but crew normaly made it.

AIT> Nothing much about C>3 for 1 mainly vs runners, big guns fired on target all tanks are buttoned up as targeted other one 2. AI has lost the plot with his its anywhere but useful & another of my batts has gone walkies.
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Old January 25th, 2009, 09:17 PM
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Lightbulb Re: Them Germans were good

IMP

Sorry to confuse you, I've been keeping track for what I've read so far with the "Thanks"

As for the increased rally/route 140% in my Campaign I've really seen no difference for the Germans but it has made the Poles more aggressive!! This is a good thing.

Bob out
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Old January 25th, 2009, 09:35 PM
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Default Re: Them Germans were good

Quote:
Originally Posted by PanzerBob View Post
IMP

Sorry to confuse you, I've been keeping track for what I've read so far with the "Thanks"

As for the increased rally/route 140% in my Campaign I've really seen no difference for the Germans but it has made the Poles more aggressive!! This is a good thing.

Bob out
You might not say that when you get overrun

Think you can remove the thanks Bob so just remove the last one & place a new one as a bookmark.
No objection to you leaving but my ego might get out of hand
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Old January 25th, 2009, 09:45 PM
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Default Starting to fold Turn16

SF> Troops moved & found nothing so stragler in truck moved up & promptly lost 2 men, ATG sighted not firing at though, 2 units on hills "corner" now.

BTrousers> Tanks & sniper took most of the fight out of the defenders sniper getting another 2 men, tank runs out of HE. Squads closed in 2 more squads killed one left in his hole. MMGs drive up & are now heading the attack
A squad breaks off as at least 1 squad heading down the road to safety the chase is on.
MF> AAA decides to get in on the act fires at squad C>1 & routes the others have done there disapearing trick. Squad moving to dig out takes fire from level 3 so vehicles unleash a hail of fire to no avail. My squad fires & loses a man. Others move find missing squads & have better luck 5 down they will probably die when route. Kitchen sink hits the new squad eventualy he hits retreat status but still healty & dug in, Squad moves up & kills last of the original guys.
2 ATGs move up & take position to fire on tanks next turn possibly.
Next squad moves to assault S-35 but wimps out & runs, a 2nd tries & loses a man for his efforts, JPz1 finishes the job for him with 3rd shot.
One of the Co leaders has a go at the lone Southern tank & another gives his boss a hand, everyones alright so a JPz1 runs up & says goodnight.
Units move to position 100m from last 2 tanks placing smoke canceling big arty at (checked it first) A JPz 1 gets hit during this but somehow is perfectly OK.
Small problem just found the other S-35 slightly back & covering remaining 2. I need to clear this area soon as arty would have a fieldday way to many units in one place.
Seems to be nobody home on North peak so HT truck & tank move to its slope with a scout & MMG onboard.
Now own 6 flags & adjacent to central group. N ones are in depression between the 2 peaks & being closed in on from all sides.

AIT> Well that was alarming the dust cleared a bit & new tank fired at now exposed MkIII but missed. Luckily ATGs also exposed all return for 1 hit, it returns MkIII is damaged & Sdkfz7 dies to its mgs. Both ATGs hit & it fires again but none to accuratly & ATGs kill. Had managed to get arty on it now wasted & AIs has stopped. Can see smoke likely 2 mortars targeting as South of browntrousers.

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