.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2 > After Action Reports
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old January 24th, 2009, 07:21 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
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
Reply With Quote
The Following User Says Thank You to Imp For This Useful Post:
  #2  
Old January 25th, 2009, 08:27 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
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.
Reply With Quote
  #3  
Old January 25th, 2009, 08:31 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
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
Reply With Quote
The Following User Says Thank You to Imp For This Useful Post:
  #4  
Old January 25th, 2009, 03:40 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
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.
Reply With Quote
  #5  
Old January 25th, 2009, 09:17 PM
PanzerBob's Avatar

PanzerBob PanzerBob is offline
First Lieutenant
 
Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
PanzerBob is on a distinguished road
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
__________________
Eternal War(gaming) PanzerBob



"Whenever in future wars the battle is fought, panzer troops will play the decisive role..."
Heinz Guderian, General der Panzertruppe
Reply With Quote
  #6  
Old January 25th, 2009, 09:35 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
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
Reply With Quote
  #7  
Old January 25th, 2009, 09:45 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
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.

Reply With Quote
  #8  
Old January 26th, 2009, 10:35 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Turn 17 The Peaks

SF> first squad to fire kills 2 men & breaks them others move in & lose 3 men as walk point blank into another, original squad moves to 150m & opens up killing 3 so others finnish them off. Vehicles move seems like there is nothing else out there so turning for the hill my 231 dies to a third gun. It has totaly ignored troops passing at 100m. Original squad fires his last shot at 300m & kills 2, thats a 100m move & 7 men taken out top bloke check 91 exp. Tank finnished it off. Scout recieves fire from West side of hill tosses smoke, can't see but protecting approach to flags

BT> The defenders are totaly decimated another squad is found running down the road, remains of 3 squads is all taht survives & they will probably die as they run. Two squads are going for a closer look at the mortars, all flags taken.

MF> One ATG cant get a LOS the other does but is fired on routed, Pioneer emerges from the smoke & routes it. Squad does same for the other tank, it fires but says its paniced so misses squad fails in its assault, Jpz1 delivers its calling card to first tank & MkIII & JPz greet the other.
The first squad onto South peak returns 3 men down the next makes it & decide its time to stop pussy footing we have to clear the area anyway so vehicles role over the crest in force, another squad reaches the peak & the French fire its now a lost cause more vehicles swarm on to the peak & the sky fills with lead. Others move up & there is no return fire they are doomed.
The North peak is clear but a unit loses a man as enters the depresion, scout searches two targets AA moves up takes one out of it & an armoured car runs to we hope a safe distance. MMG moves & takes fire so AC does a ballet dance twirl & we have 4 targets more units moving to engage & HT are loading for assaults. Only 2 visible squads are untouched in this big push casulties dont know but very heavy for French me about 6, centre flags are mine.

AIT> Flakwagens should have stayed out of it like I said, immob & destroyed but crews alright. French fire soon faded under the onslaught & all that remains is 5 dug in squads in the Peak area. Brown trousers pursuit of last 2 might have to take a back seat as Char bis near SW of hill managed to constantly miss a halftrack. It will have friends & covers chase paths effectivly. They could make a break for flags so care needed here.
My arty hit some of his positions as guessed some of his remains quite rest hitting several of my mortars, they will be moving next turn.

Does adding turn no help keep track?
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:48 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2026, Shrapnel Games, Inc. - All Rights Reserved.