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  #1  
Old March 23rd, 2009, 04:36 PM
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Default Re: Balkans N. Africa Leg

T22
TF>> this is insane find & destroy more AAguns plus 5 arty are dead or dying, tanks here are charging flat out at T-28s firing as they go (see next bit), little chance of hurting but at least they all have them locked for there go & might dishearten them.
CF> Most stuff got out of arty but a HT did not make it, something was damaged by AAguns before we could quite them down. AI has tried to spring a little surprise as 2 T-28s have moved onto AA hill, nothing fired at them as dealing with AA, ATGs did not recover but a mortar got a man.
>> no time to engage tanks here trying to avoid arty & kill those AAguns, going quite well ATGs are dealt with then squad climbs AA hill finding more to his cost. So far we have managed to destroy 9 alltogether here just another 6 or so to go, really glad MMG has stayed out of the arty so far
BF> Just firing at runners>> a few squads make it through the trees to give them the hurry up & vehicles are moving to here to act as shephards. I know a couple escaped but really we have more than enough targets to round up.

T23
This arty is getting to me CB again but still has several batts left & just blanketed the whole area in the centre, I am losing men & transport. Also lost a HT that cleared the arty but became the target for 3 more AAguns>> we have to move kill everything I can see exept for T-28s though strip track off one of them & try to get away from the steel rain. In the south as if I wasn't allready throwing everything I have at them to try & finnish this. The odd one fires back but on the whole they seem to have accepted there new masters.
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Old March 24th, 2009, 07:00 AM
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Default T24-26

You might have noticed reporting becomes a bit lax at the end as same old same old & rush to next battle but just how good are AIs FOOs. Very good especially with its call time I just killed a group of arty which I did not mention loaded back in trucks & got flattened. It thought 3 or 4 turns a go hes going to come here & kill em so he will pay & I did, 2 trucks & 1.5 squads splattered meaning that was not exactly cost effective.
Managed to clear most of the other stuff & no more AAguns, instead the T-28 has ducked somewhere & BTs seem to be arriving.
>> find & kill the T-28 but the immobile one refuses to die, troops on AA hill find & route yet another. Every one is heading south as saw a BT here & to kill those runners. Think we have killed about 30 now including quite a few snipers we are coming across. Everything 600m North of the village is now dead tanks have leapt forward as in best position to recieve reinforcements.
With all the relocating & danger of having ammo trucks near by some of my arty is out
Heres a tip when chasing loads of infantry in wide open spaces set range to half that way they only shoot at runners near them rather than that guy in the distance
T25
Fire at BTs missed as moving quick but in position so kill them, turned out not quite as easy as anticipated one tank has no main gun ammo & another got with its last round. was not expecting that they carry loads 75 inc APCR still I suppose 7 shots a turn chews through it pretty quick. Looks like there are only 3 as scout has a fairly good view. Lost 3 men to yet another AAgun & finally manage to kill the T-28. Now forces from centre are helping it has to end only 9 or 10 runners left & started killing a group of 8 mortars.
T26
Still going & guess what arty just hit my tanks that moved to get the BTs, Ram lost its gun. Seriously some humans would not do such a good job I just want this to end before it kills something else. Find a couple of squads sculking in a dip there are now the remains of 4 & 7 of the 8 mortars are gone. Also over by AAhill find more mortars & start on them, Mk3 comes to help blundering into 2 more AAguns crews ok but its not, manage to kill one end please.
Does it hell I kill everything known on the map with the exeption of a group of 4 mortars then a KV appears within a couple of 100m of a Mk3 its not well, here comes another its going to die but squad saves the day taking it out. Finaly its over my eyes nearly popped out of my head when that KV turned up I can tell you.
That was all thats left on the map & I did a double take when looked at results before remembering I was delaying so it had a bigger force. Even the Russians have got to be smarting after that one killed 4 times the number of men in my force. Thing is no of men made me look at Russian forces it was very close to 500 limit & I only took 3 ATGs for support.
Men 199 > 3636
Guns 2 > 68
AFV 3 > 186
Score 11,318 > 643

Well either you are a talkative lot or nobodys reading, just thought this way had more flow & was finally producing something half decent.
Anyway doing one more battle after this then my force is being split by High Command to train new recruits. It will be replaced with all new units similar but more Mk2s Mk4s till the Russians get better stuff, as hardly anyone dies my elite guys are just way to good now basic guys will be fine. If you want this AAR to continue after the next battle you had better say as MBT patch is nearly out so will probably be taking the Ruskies or Ukraine out for a duke up vs NATO for a change of pace
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Old March 24th, 2009, 01:07 PM
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Default Re: Balkans N. Africa Leg

New Battle
Mission is advance so using map 208 Opostka as we have not had an urban engagement yet. I have placed the flags quite far back so will have to make my way through the woods & then the town. Furthest forward flags are major buildings in the square, others are further back to either side in building groups.
Visibilty is 22 turns 29. We are about to take our first town perhaps so long as it does not put me on the defence next time might do downtown & pretend this was the burbs.
Force
Downgraded a bit to cheaper stuff
Mk2 > HT10
Two Mk3 > Mk4
Support
3 Ju88 with 50kg bombs
The plan
Reserve the right to change but we are to cause a diversionary attack drawing off forces from the main strike
My setup line is exactly one hex behind the bridge on the only E>W road into town, as this is one of only 2 bridges across the stream we are going to risk setting up some units near to it going to be a bit of a traffic jam but banking on AI just had its good arty day. If it tries to knock out the bridge I want some units close enough to get over it before it gets a second try.
Going to be bold & take the road straight into town if arty does not target it so will be dropping smoke in front of woods during pre bombard. Only need 6 so 2 mortars are loaded at start
The Ju88s will come in on turn 2 on either side of the road as it goes through the woods & one diagonally across the front. Only little bombs wont kill much but drops 7 in a row so should suppress the hell out of anything in there. The exit from the woods is at level 2 so might be able to get a view of some of the town, probably will need a bit of smoke but sort that out then.
Because we are the diversion Division is using some of our units in support for the main attack. I will move these to take up position as if entering from the North road on turn 10
Company C
13 Squads
2 MMG
2 Scouts
12 trucks
2 HT10
2 Ram
Platoon(5) Mk3s
Also our 4 15cm Inf howitzers & battery will suport the main attack but should be given back to us about the same time, perhaps a bit earlier as they don't have to travel.
If AIs arty hits me with pre bombard or bridge goes down I might well change my mind but we still have 12 Mk3s 4 Mk4s 2HT10s & 2 Infantry Companies one mounted in halftracks.
T1
Arty was random nothing to worry about 4 batts all 76, smoke ok bit to close to trees in places but to be honest doubt if anyone is in them with a view out so move out sticking to the plan reserve will stay put & take the other road into town. I have just had a thought my AA is not going to be able to do much in the way of protecting my force. it will have to wait till area on the other side of the woods is safe before it can move there then next position is probably the town square, in view of this putting 2 to protect reserve just in case as can do a better job. Shot myself in the foot forgot to deploy ammo trucks they are in woods rough so moving one hex at a time to avoid getting stuck, its going to be a while before they get out.
T2
Doing the arty shuffle loading up some & unloading others, scouts & snipers in motorbikes are ready to see whats on the other side of the smoke.
Ju88s come in guy doing diagonal run did it to far back total waste of time. No AA as bombers but somehow they see a few things from way up there. There is a reception party on the other side of the woods 45ATG 37AA & one of those dreaded maxims have been sighted.
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Old March 25th, 2009, 01:22 PM
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T3
Living dangerously here but don't really expect anything in woods they have a little look then some get back in bikes running down road & entering woods on either side, looks like no ones home, a scout is sitting on road halfway down the woods. Should be able to have a little look next go. The platoon of trucks that risked setting up near the bridge are at the woods entrance to, others will reach it next go but armour can't keep up. have a feeling it will arrive just as the arty does. I only have 4 arty 2 firing this go at buildings just ahead on either side of the road. 1 plotted to fire on known units the other is dropping smoke down the road as there is a nice spot for an ATG.

T4
They drop smoke North of my position, are they planing on coming through the woods? Had planned on being bold & moving vehicles into there loaded as a bit bunched up if everyone comes down the road. Woods on either side are not that easy to enter as most hexes have rough to. Also need to make sure clear as my mortars will set up around here. My arty drifted missing buildings but landed right on top of known units only 37ATG is visible.
>> Bikes take a risk run empty to either side through the woods the one going South I misjudge & can be seen from out of woods retreats man down to a maxim. Both seem clear not worried about South but want to expand North & palce a FOO in woods there to. Woods are mainly level 2 then it falls away to the SE its mainly level 1 to the NE goes to ground level after about 500m. Area here is fairly self contained 100m of open by the road then falls away, want smoke to block the view before move so spread out ready to go sniper finds a maxim & a few units route him to level 1 out of sight. Start sending vehicles NE into woods then like an idiot send one not thinking about short route & it goes straight down the road looks like no ATG but there is a maxim & squad in building north of road arty was supposed to hit. As we have cocked it up may as well take advantage I can get 6 HTs in range so launch an attack getting both running, consider poping smoke but just hope there is not a ATG in the building. Should be able to get out of here before arty strikes now.
Have 5 mortars on line now & realise replacements have call time of 2.2, its pointless placing that smoke now so plot smoke to block off square & on bread factory as heading that way. Want to follow road round to SE to but first need to see whats in the clearing to our South, I know maxim is there to my cost & placed arty is shifting to hit.

T5
No arty one maxim dies as it runs others disapear down the road. 37AA has a LOS to one halftrack at 5hexes it must have been hit by my arty as badly pinned only 3 shots all miss.
>> It folds to squads first shot so its decision time decide I am going to risk running the armour into the woods esp as so far only light arty guns have fired. Pick up last arty & start moving reserve to there start point.
Before we can go any furter need to see whats in the open area the maxim fired from, 2nd squad to enter building recieves fire from maxim, can also see another routed & 2 crews so arty got the units I knew about. Grass means LOS is not great but luck is really holding for me so far, first shot at 350m kills 4 hes running if I can keep this up won't need the reserve. A few more shots gets both maxims down another man, now we either pussy foot about & get hit by transport killing arty or take a gamble & head out as most people are still loaded. Way my lucks going choosing option 2. Remaining squads on foot do the following.
2 move into woods they can see 1 hex of bread factory & building at end of road not that far away plus the other dodgy building. These are the most dangerous locations I can't do anything about a surprise assault from the roadside.
The other proceds east & turns the corner, road goes 250m then heads North again but this is fine as building at the end of the road is at a lower elevation, see the 2 runners here from earlier & kill maxim. Most roads to start reasonably open just buildings on mainly one side. 4 HT make it round the road towards the bakery, they can hide & unload there between buildings, one has a MMG on board. Then send one down East road & its fired on through the gap by 45ATG in maxim clearing. Can't believe it did not see the other HTs anyway it missed & the other squad in the clearing sees it, my guys have been at the practice ranges one shot 3 dead need a scout over here to check things out. Anyway he drives round the corner with another HT going into the trees, from here they can see the other running maxim goodbye. Everybody goes as far as they can going any further in vehicles is really pushing it though a few will normally stay loaded to exploit any thing or just for mobility, squads unload & kill everything but one maxim squad & crew both are pegging it. Slightly surprised how far we have made it so far & lead tanks are through woods, all riders bail out just incase arty comes calling.
Advanced much faster than I thought so arty is useless its targeting me, letting it fall on the bread factory & the smoke plus placing smoke halfway down E>W road.
Having everything bunched like this has highlighted something, swapping 251/10s for 250/10s mainly because they look a bit diffrent but must admit also because scouts can use & can rescue crews at a pinch.

Of note to those of you that hold having trucks in your core is a waste you are so wrong. The truck that blundered down the road survived the fire at it meaning its passengers did to. High exp means they do not run at the first sniff of arty & the drivers seem to develop skills avoiding them & swerve out of the path of incoming fire much as a high exp crew in MBT attempts to evade that ATGM or indeed planes do.
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Old March 26th, 2009, 04:25 AM
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Default T6-8

T6
No need to have worried about the road between trees getting hit but good job I picked up last mortars the area just got hit hard.
My smoke came down sort of ok, get a bit cocky now group heading NE head out into open ground the area they will be in for a while has buildings generally spaced 100m apart & once get off level 1 quite a lot of pavement. Like an idiot I walk up to the hill edge & lose 2 men to squad in a nearby building, pop smoke & 2 other squads move to more sensible positions to attack at mid range, he leaves the building. Scout moves towards bread factory & it looks clear so HT drives up we have level 1 to ourselves & surprisingly are nearly at the road reinforcements will come in on. AAMG drives upto he is going to set up here. looks like checking the woods & sticking FOO ther was a waste but a squad & HT10 are moving to check last bit on other side of buildings is empty.
The clearing seems empty did I really get all the guns, I wonder not risking vehicles.
Force moving East a couple go directly East they will head for the square.
squad moves slightly down road losing a man to AA gun but its quicly 4 down then dead, next squad risks going 1 hex further building at the end is clear. A MMG comes to join him they will 1 hex move into trees with a view down long E>W road next go no need to be silly.
That turn was a real pain sorting out the traffic jam tanks will catch up next turn & next go I should know if the clearing & level 1 are clear so I will have space for a vehicle park as driving back through the trees is not an option, should have some reasonable spacing to as will have a 1km front.
Canceled all arty except smoke again oh & ATGs are thumb twidling this game.

T7
It appears it is just 4 76 batts & mortars, minor problem flakwagens were hanging back till had a bit of space & as I tend to leapfrog them one was still a fair distance from the woods. Pre bombard smoke has of course gone along with my flakwagen, it was a 76 did not see but know where it is. Prat that I am thought at start that would be a choice place for one just forgot. From where it is positioned I now feel there is a flank force to the South of the clearing which has kinda skippered plans for arty. Also as I forgot the ammo trucks they could have a few problems getting to me. Going to designate TF heading for the square & BF clearing the South, the clearing is empty found maxim pinned its now routed. Being flakwagen crew in my army does seem to be the short straw its a lot safer in anything else they just keep dying.
TF> looks like the cake walk is over recieve no fire nor do we see any infantry but scout moves North of bread factory & has to sprint across the road sharpish, squads occupy building South of it & one makes it into the group of buildings to NE, grouped around the bottom of these buildings are 5 BTs. Attacking with tanks is not on the cards as 200m is the best range 100 is the norm. Only have 4 squads with AT + pioneers & trying to sort the jumble from last go out means I have 2 pioneers near.
To the South a few units make it off level1 to the smoke rest are at the edge of it & can see another BT down the road South of the square, tanks can deal with this its over 500m a couple get in place & others move to assist as in finnish off against the group.
BF> MMG moves into woods all he can see is 2 runners which are later killed, squad enters building by dead AAgun & can see a squad through gaps on South side of the road. Its been on the vodka blind drunk, 4 shots no kills its pinned & has not fired back, another makes a multi hex move into a nearby building & it still fails to see anything. Fire at eventually cuts it in half & we are at the crossroads.
Make a guestimate at some safe spots for soft transport
Cripes I still only have 4 mtrs on line still one should hit some tanks.

T8
Less arty that time but its still hitting where my arty was at the start, mine should have hit 3 tanks but got one & now I can see 6 of them. Squads in clearing have spotted one on the flank. Not sure trying to make a move on the tanks makes sense but they could be blind to. Even so there is no way to assault without being visible to at least 2 tanks.
TF> Lone tank is blind move to position & kill with second shot, the one "safe" assault is the scout who crossed the road so is furthest North unit, destroyed result. scout in centre heads out sees another to SE but not risking moving further chanced his luck enough.
Squad in building near 3 moves to building hex within 100m of 3 of them & places smoke to break up view, they are blind. Both pioneers are 100m away from 2 adj tanks, first walks up use flame thought being fire will block LOS to other tank. It works strike 2 next does the same with AT weapon. As they are so blind MMG fires at last one here 100m away, 2 bursts still no reaction risk one more & get away with it. The squad in building by it moves 2 hexes & fails Mk3 assists 2 left one I cant reach but the other moved HT10 into woods 500m away he eases forward & its gone. Decide to go for it squad moves behind 2 buildings & fires 3 shots no reaction, Mk4 moves here as recieving fire, squad that placed smoke moves fwd & fires at suppresing more. Now want Mk3 to move up but hex is vulnerable so pioneer has a look first (pavement remember) hello Mr Zis30 thats not good so Mk3 has to share with Mk4 return fire is MGs only its dead. As its going so well MMG moves & fires everything at BT we have just found 500m away, Mk3 tries but misses recieves fire on 3rd shot I think. Now we are definetly pushing it another moves up but has to show flank, it misses & dies to. Squads that checked safety of moving tanks here recieved fire from a squad behind buildings just past crossroads BF is at, Mk4 routes before heading back behind cover. Another squad is fired on from woods just South of square so MMG & AAMG persuade him to run. Think all tanks are safe & have advanced 150m. Moving up units at the end move a scout in bike adj to far destroyed tank, one hex to far lose 2 men & bikes to an AAMG round the corner, Mk4 destroys it.
BF> Clearing guys fire at maxim it runs into the arms of others to die, HT fires at squad seen here & scout finds another, Mk3 is tasked to help & move forward well sideways with both running. At the croosroads 3 squads move sideways next go will be able to enter a row of buildings & should have runners in sight. Squad passes over crossroad ducking into building to South, loses a man to squad over the street, think a tank can target so a HT trail blazes should be safe only one hex a vehicle has not passed, tank moves up pinns squad tries again then another chases him down the road. Slightly north make it to buildings at road edge trying to see if squad behind next set of buildings has friends, bit eager but another runs down the road here & comes round the building as can shoot the runner. Recieves fire from first of the 3 cross shaped buildings. Tank comes to help him then another comes round the buildings from the other side, this is safe as BT wreck confines view. Pioneer LMG rolls up to the cross building in his HT & gets everybody to vacate, progress 300m the fact its not dense urban is helping us so far though coming up on flags here so it will get harder.
Arty place one on Zis30 but with only 4 guns to play with others are hitting sensible places for ATGs trouble is there are a lot of em.
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Old March 27th, 2009, 05:06 AM
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Default 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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Old March 30th, 2009, 09:40 AM
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Default 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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