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Old January 11th, 2009, 05:19 PM
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Default Time for a plan

Turn 14

Enemy mortar fire got an FJ sniper barrage on landing zone dying down but about half a dozen infantry units are not well.
2nd wave is in the water & crossing.
Thought & forgot that mines possible protecting bunkers have spotted some so Pioneers run is on hold. I think there are paths through But Raumpanzer & Pioneers now there slower approach.
That Char scored another hit no damage this time.
The other PAW 75 in the vicinity got a tank, seem to work well at 250m, 2 left.

THE PLAN
My units are in disaray after landing & the large amounts of arty air I took have spoiled me. I have ample time & while did not plan on using a turn or 2 to sort out before attacking makes sense.
1) Smoke Char-B
2) Smoke local tanks & take out easy strong points covering with ATGs & a few MkIIIs. Move PAW75s up.
They will be supported by 4 MkIIIs split to move to either side of so can get a rear turret hit by switching firers.
3) The other MKIIIs are moving to take out H-39/SA18s
4) The MkIIs are going to give troop fire support as will Raumpanzers when done with mines.
5) Most of FJs & core that has made breakout is heading along near river bank this will change.
6) There is a N-S road running about 20 hexes from West map edge main thrust will be along there with secondary along the bank.
This makes finding arty more likely & means should be able to attack several positions from behind, one hopes.
7) 2 Batteries will stay on CB duty I do not need all this arty now but smoke was vital for crossing & FJs were on their own. The rest will assist with dug in troops as & when found.
8) Planes, do not think I have lost any AAA may be light they are going to start passes on likely locations starting North & heading slowly down map. This should help them survive & give away location of AAA before infantry stumbles into & gets chewed up.

FORCE SUMMARY
1)Planes & arty have proved totaly ineffective vs tanks using to soften troops.
2) MkIIs realy need not to get in range of enemy armour, MkIIIs can help but will need an assist as can't get track hits need to be nearly point blank & still rear turret is best option & by no means a guarantee.
3) FJs have heaps of smoke & will therefore be leading ground forces as can pop to survive if need. plus elite so see fairly well.
4) Pioneers are my current tank killers but some will clear bunkers before working in conjunction with PAW75s.
5) PAW75s are effective tank killers close up have a range of 50, 2.5Km so may be effective at greater range but due to poor ammo load need evey shot to count.
Be nice to swap my few AT Rifles for in core but I don't think the FJs commander will take to kindly to a request to lend me them till I have something better.
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