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March 27th, 2009, 05:06 AM
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Join Date: Jul 2008
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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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March 30th, 2009, 09:40 AM
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Join Date: Jul 2008
Location: Uk
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T12-14
Russian arty starts up again but this FOO is not as good as the last one close in a couple of places but no cigar. MMG toughs it out losing 2 men, would have preffered him to run. T-26 decides rightly that the pioneer is the biggest threat killing 2 men, pioneer fights back but suppresed best he can do is a handgrenade so T-26 keeps going. The Mk3 has over 40 kills range 150m & yet manages to miss everytime, shocking state of affairs I am going to make him shoot now to make up for it & save the pioneer, finally hit chance had climbed to 95%.
MF> Time to test the metal of my other tanks, 2 move up sharing the fire from T-34 damage & kill, one still has shots left so what the hell go for the other. The Mk3 thats used its shots being the guy to draw fire, this ones tougher plus moved a bit so several misses but he dies eventually. HQ could have smoked if it went a bit Pete Tong, thats another arty plot to cancel at this rate wont need the ammo trucks.
FOO finds a 3rd further West on the train tracks. Respect to deployment here in combo with the other 2 truly nasty ambush for anyone coming down that road. Mk3s are spent & in wrong place now anyway so HT10s try, bless them they brave the fire & score a few hits but the gun just does not pack a big enough punch, withdraw as the Mk3s have just in case.
Back to town or nearly scout heading towards the train station finds another AAgun which Mk4 gives a good seing to before scout finnishes, the other one died when it ran. Maxim recovered & takes some real shifting involving several units, turns out the view down the road only goes as far as the junction so squad heads along, man down BT just past it. Mk3 turns up & a proper tank duel ensues 2 hits a piece no damage but 3rd goes for gold. Have a silly moment move tank forward to let squad get to mortar which he kills but tank has run into 45ATG hidden by arty puff now I have to save the crew. Stupid thing is I know they normally come in 3s just forgot. Its round the back of admin building so scout enters, no good bumps into maxim & routes my only choice now is to come round area covered by T-26. Arty hit him last go so PioLMG moves 100m & assaults, fails but tanks can risk now. LMG recieved fire from squad pinned there but he stuck to his duties. Mk3 moves up damn it shot back wasnt expecting that & the squad wants a piece of the action to. Fire miss MGs only back but what the hell was that Pioneers suppresed so another squad looks 57ATG 5 hexes away manage to route it losing a man to the squad, Mk3 is a bit shaken but gets the job done. Now I am glad my MMG did not run, by the way so long as I can keep contact HQ rally is 95. Turns out these ATGs come in 4s there are 2 behind the admin building now one severly hurting, sniper helped he really is a mean SOB. If anybody is intreasted just looked & elite status as in exp 100 adds 50% to the cost of a normal 70 exp unit. More squads move up & kill that 57ATG also shooting at squad & a maxim they find. Sniper can see a T-26 behind the woods here 2 squad AT move to position one is 100m away in the woods. There is a 57 in the woods its pinned so FOO routes squad kills. Bike as hes the only one that can reach rushes to my crew & attacks maxim & squad to try & prevent rally.
In all the exitment tank got used that was going to hit the other T-26 behind cross buildings, it was hit by arty so time for plan B.
MMG works his way down junction road hoping to suppress more but it shoots at him so fall back it has a go at runners here along with squad that enters last cross building out of LOS of the T-26. 2 Squads work along just North of T-26 one with AT just has to enter trees to get him. They had to smoke on the way as see another T-26 come across some runners & keep them going, 2 had recovered to pinn status but blind & one shot did the trick. Down the side road with my pitifully inacurate Mk3 Pioneer moves 1 hex onto a flag loses a man have to smoke hes realy not having a good time of it. The other squad goes down the other branch of the road & does worse, T-26 & maxim in same hex (well DHSK or whatever call them maxims to as much more common) He is an AT squad so has a go at T-26 then can get help with Maxim. No need tank going bang scares the crap out of him & hes off.
FF> HT tries to keep its distance moving to get position on squad then squad gets him running & moves into woods, scout enters woods & is straight out again 2 men light. One hex move & recieved fire from 2 places as its hilly in those woods. Bugger this for a game of soldiers were off the woods are mainly on rough also so it could get very costly & its nowhere near the objectives. Kill the squad now just need to hang around to extract everyone. a couple can set up at the entrance to town & possibly check out the woods there as a runner went in, think hes gone but unsure. As 2 tubes were plotted to help us in the woods going to let them stay here just shift towards 76 & work slowly back
T13
Having to relocate a mtr arty is a bit close, only 10cm mtr but FOO having LOS to T-34 means got a resounding thunk that should have shook them up a bit. As I thought squad recovered bike & crew unwell, FF halftrack is taking fire new squads. Something else happened but forget what got quite a few runners though.
MF> Result HT10 moves out recieves MG fire, MK3 toasts him in 3 shots then kill the squad here & working West to check the road.
Things slow down a lot now scout checks out the next road over to the North 2 squads & Mk4 get position on little AAgun & mortar here.
The maxim is in trees 1 hex past my destroyed tank its pinned but scout in Admin building can see it, fires at & realise there is a 45ATG there to tanks are stuck. Scout pinns ATG & squads get in position as best as they can.
Now exiting the square & caution is required ATGs are hard to spot so tanks need infantry to head on out for a bit of recon. One makes it to the first N>S road places smoke as recieving fire from A T-26 on the road behind the admin building.
Despite arty hitting it T-26 sees squads sneak move man down squad sends it into retreat Mk3 moves adjacent 3 shots at least the last 2 95% one hit its fine. Pioneer tries twice finaly damaging it. Looks like I am paying for my earlier run of luck its definetly swung the other way.
Next T-26 behind cross buildings same buttoned one hex move man down does not even route it, Mk3 does better though & kills it. Can see another 2 the AI does put them in hard places ones behind a crest the other squad places smoke Mk3 moves behind I can engage it at 300m from here.
On the spur road pioneers luck holds true to form moves 1 hex T-26 down to 7 men now places smoke again, kills maxim. Squads & tank get in place.
FF pulls back under fire.
T14
They have gone on the offensive seems generaly maxims stay put >>
T-34 force carry on moving West slowly now find a squad & maxim on the border of the woods kill the maxim. Relief force scouts see a squad moving in the woods, they have a MMG with them who was in the truck also, taking up position in woods South of road & watching.
Squad moves adj to AAgun it fires but ok so kill, scout moves into the road & dashes across straight by a pinned squad routes it.
Down the road are the mortar 2 squads on the move a maxim & about 500m away a 37AAgun, he can see another just round the corner at the junction so smokes but first Mk4 kills AA & 223Fu kills half the maxim, squad moves to support scout.
<< 150m away at my destroyed tank the ATG & maxim have vanished due to dust 3 squads are now with them 2 pinned the other?
2 BTs around here walked into 3 Mk3s
>> First thing truck gets the crew out of there scout in admin routes 2 pinned squads, My squad moves finding Mr? the hard way leaving 3 men in the street. Squad enters woods & kills ATG. Now view is restricted to about 200m down the road due to a wreck so Mk3 risks moving to my wreck takes on Mr ?. Squad & MMG move forward seeing another pinned squad get all 5 running, think I must have destroyed the maxim to otherwise were is it. Mk3 later moves to the junction.
A couple 100m South squad enters building to assault T-26 ignores squad & routes it while under fire, Mk3 kills & both sort out the squad.
Now crossing N>S road both MMG are following sniper down middle E>W road as can give good covering fire to either side from here, Buildings in lines running N>S, they find & kill a sniper with a squad assist.
Small gap now as jump to cross buildings, a BT showed up Mk3 has to kill it but now have to close to 150m to take on T-26s. They were both hit by arty squad manages to immobilles one later killed. Remaining T-26s 2nd shot from him is 41% do I risk another yes 49% & a kill.
On the spur road pioneer has had enough of taking point hes staying put. Squad damages T-26 but lost a man as missed first time, Mk3 kills, get another squad running not sure but think he appeared from somewhere.
FF Not to good here did not expect them to rush me, can see 5 squads my last squad is pinned & 4 men down one to freindly fire as he has a squad in his hex, another ones adjacent & Mk3 rotes it but was hoping for dust or something. Squads get another running but he is still under threat, Mk3 uses ret of his shots along with Mk4 & a HT on another squad who just fires back, this guy has a load of shots remember he moved, keeps firing in the next bit getting another man. Squad in trouble routes the one in his hex taking fire from 2 places smoke along the road man down. Ends up with 2 routed squads adjacent & under the guns of superman. A squads coming down the road plus anything else that appears out of the woods.
Have to move another mortar kinda worried about position of most as been there a long time & if the AI thinks hard enough it might send a squad or two in the woods that way, thing is right now I need my arty.
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March 31st, 2009, 05:22 AM
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T15-16
T15
What to do with my arty has been answered move its under CB fire.
Along the road now face 4 squads 2 pinned & T-60 has appeared behind us coming from the train station (top), bit of a surprise that better move my crew again.
>> Mk3 gets T-60 Soviets seem to have toughened up its taking a lot of fire to have any effect on them, the 2 scouts & MMG from relief are now considerd to have joined my force. Eventually get everyone running HQ is right in the thick of it managing to kill one.
HT10 moves to support Mk3 covering the train yard. Vehicles here are taking it nice an slow not entirely convinced thats all the T-34s.
<< AAgun area may have repulsed a couple of squads here Pioneer moves fwd in centre of buildings routing pinned squad, flamer splashs into street hitting the mortar, this is a bonus as scout now can move by it with little chance of being seen. Kills AAgun at junction & mtr crew abandons.
Squad moves into buildings North of street OUCH 3 AAGuns 2 adjacent thoughts of heading down the road vanish as have to save this guy.
MK4 goes out the West end round the buildings fire at middle gun route it & works both others are pinned by splash. Can't get to one but squad & 223Fu kill the other 2.
<<
Wrecked tank area 4 tanks & a few squads showed up, dealt with squads all right but only got one tank
>> not a lot of choices here Mk3 fires at T-26 killing, the other faces 2 BTs at 200m. 2 shots they are dead, return fire sort of missed down a HT which it hit instead! Squad & MMG move fwd to wrecks taking runners with them. On the way spot another BT SE 100m from Junction Mk3, PioLMG routes it for a man Mk3 finnishes it.
<<
Central road BT that appeared here was routed by a squad couple of infantry possibly lot to remember
>> Mk3 kills BT sniper finds 76ATG MMG kills
Past cross buildings squad checking next lot hits midlife crisis, sniper & 76ATG adj another slightly back can't help best I can manage is a couple of tanks ready & 2 possibly 3 squads ready one took a risky HT ride round the building last 200m unchecked. We are furthest forward here about 3/4km from map edge so on target time wise. Have all flags but North ones though nearly lost one, as no air AAMGs have been covering & a squad slipped through, Mk3 went back finnishing him
Spur road poor pioneer will be glad when this is over they have all being one hex moves but this time moves to persuade runners & sniper gets him, its just not his day. Squad runs down the street checking its safe then Mk3 & HT mounted squad route him.
<< FF just the 5 squads but all recovered this lot are good manage to kill one when it ran but others are ready or pinned. That squad got 2 more men 1 in hurting squad & against another despite the fact he lost 3 men.
>> Mk3 is out of HE but this time Mk4 does its job inflicting damage & routing 2, squads have a go they are down 2 squads with 3 runners HT drops a squad by Super hes not getting a chance to recover 7 men down. My sick squad catches a ride 150m back to safety.
Artys moving only 2 tubes to play with.
T16
At the road another squad & T-60 turn up hard bunch these lose 2 men ending up with 2 runners. Mk3 gets T-60 & HT10 goes for a look 2 more luck is with me engage with 2 Mk3s at range getting both.
<< At the AAguns squad recovers & despite losing another man routes it kills this turn, Mk4 gets a T-26 also coming from train station, Mk3 misses the other 2 >>
Mk3 Kills one damaged by the other, HT10 uses all its move & fires at to get attention, it returns fire breaking lock so Mk3 kills it then takes up position with Mk4 in case more turn up. 2 squads head that way for a look but want to finnish this fast now so priority is flags. Scout has a look through smoke 6 runners so move up the street finding where maxim went, kill it squad joins him fire at runners.
>> Wreck area squad is repulsed & BT is ambushed by squad Mk3 killing it>> not a lot happens here squad is pinned from his assault MMG moves 1 hex into wrecks firing at 2 runners.
MMGs moving down centre road pick people off & route mortar at the end of the road.
<> squad moves into buiding furthest from ATG (200m) routes taking fire from sniper, FOO moves checks its just the 2 units & MK3 routes sniper, FOO kills 76 & squad moves by sniper & kills, 2 squads enter buildings killing the other 76.
Spur road pioneer kills sniper & runner units here are moving East to destroy arty.
<> find another squad but they fold easy enough only 2 squads remain both running.
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April 1st, 2009, 05:06 AM
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Join Date: Jul 2008
Location: Uk
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T17-18
T17
At the road a squad appears & is routed into the arms of HQ who kills it. KVII appears hit for no effect there is also a T-26 over by AA area that avoided tanks there >> fire at KV but no effect closest tank is out of APCR, other tries but APCR fails as range over 500m still perservere its out of shots. 3 tanks here move to close range it probably has company. HT10 runs right upto but even side shots do nothing & its now out of APCR. Mk4 takes on T-26 but the best it manages is a damage result so have to use Mk3 here to destroy it. This leaves free passage for a HT which runs upto KV its immobilised by the squad. Pioneer in HT is rushing to the area has to unload at end of move as could be vulnerable. 3 Mk3s & a few HT with AT infantry are heading here but a long way off.
AA area squad finds a 76 routes it but hurt a bit, units heading down the road find more runners as what arty I have is falling round here.
<< Wreck area a T-26 was taken out by Mk3 squadAT got another >> again little progress due to pinning so tank moves 100m on its own & squad that can heads into buildings looking for missed units, finds & kills one.
Central road moving along sniper finds HQ at the last N>S ish road, recieves fire but routes, MMG moves onto that road in a nice position to catch runners & gets HQ running, in the process mortar now adjacent to him is killed in the splash.
76ATG lot are now killing arty
FF Another 5 squads turn up all but one is in good order after the exchange. Get the 7 down to 3 but super recovered & got several men.
Ha getting lax forgot to move arty last go so only 4 tubes this turn
T18
Road another squad turned up HQ killed again one rallies killing 3men before dying, KV crew bailed so kill it. Squad & Pioneer head out for a look Pioneer enters woods on the other side another KVII which is burnt to a crisp. HT10 heads out for a little look recieves fire from 76 squad routes vehicles kill.
<< AA area Squad furthest North takes on 2 squads one has vanished >> kills ATG & routes squad 223Fu in position down road to give ranged support. Others are at last road killing runners. units moving back to take missed flags will get them all next turn.
FF 2more squads turn up & find a 3rd we are losing men but the situation is contained only 2 units remain by turn end.
Otherwise just killing runners a platoon of Mk3s & a couple of squads are heading for FF as its somwhat depleted while others are moving back to cover flags in case some one slips through.
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April 2nd, 2009, 05:50 AM
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Its over
T19
Road group mostly moving towards train station now have squad in the area, they find a squad & AAgun route & destroy.
AA gun area squad & Fu hold 3 squads here also probably coming from the station >> units heading to assist but 223Fu & squad hold them off for the moment.
Central road, reinforcements arrive I have a couple of squads forward killing mortars, one is AT & kills one of 3 T-26s that turns up >> he kills another after a couple of tries & Mk4 deals that was supporting deals with the last. take up position to recieve more 2 Mk3s that were heading for FF come to assist
FF looks like the big boys were guarding the flanks several more squads & a KVII show up Mk4 pops smoke >> have 3 visible ready squads consider withdrawl but Mk3 has APCR so move to position behind smoke kill all squads on this side of it. Mk4 stays where it is & a squad enters his hex in hopes of scaring the out of KV if it comes through the smoke. Stuff is rushing here would have prefered tank killer squads but anybody will do.
T20
2 BTs enter as reinforcements Mk3 gets one in my turn
FF> KV moves through smoke squads assault fails Mk4 hits no effect of course Mk3 misses, KV kills Mk4 Mk3 causes heavy damage.
Several squads at least 6 charge our positions one squad is in real bad shape & took freindly fire to boot as our positions are overun in several places, manage to push them back & game ends.
Grief looking at the map about a company in North woods & train station.
AAgun area I am still working my way to a platoon & 76s
FF some 76s but another KV & close to 2 com of infantry were about to arrive. Me thinks its a good idea I decided not to press on into that lot.
Men 154 > 2184
AFVs 3 > 55
Score 6175 > 340
Time for a major restructure HQ were that impressed with our forces effect on the main assault that they want to distribute our seasoned men among other units to train them. So as my force will be disbanded & a similar force bought with slightly less transport & correct tank formation as in platoon of Mk2s not all MK3s.
Conclusion doing a long campaign as Germans so long as you look after your troops they will become totaly unstopable even after 10 battles they are supermen compared to the Russians. If troops survived the first 20 battles the chances of survival go up massivly because they are so damn good so they could easily survive to the end of the game. Your biggest problem by then would be that they will just not retreat. Once you hit 80 exp improving further should be a lot slower becoming a crawl at 90 exp. Experienced armour in WW2 is a huge benefit as all shots at same target after the 3rd are at a high hit chance. MBT late era not so big an advantage as initial accuracy is better but I am getting a lot of 95% shots. Yes there were quite a few Russians left but the only units I used from the relief force were 2 scouts & a MMG plus the batt CB fired which I could not help so about 1/3rd of my force did not even take part & they could have gone to FF aid.
Thats it the replacements exploits will not be reported as no intrest was shown.
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