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  #1  
Old June 18th, 2009, 02:53 PM

RERomine RERomine is offline
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Default Re: DAR: Russia

Turn 15

North Sector: Crested one of the back hills with two M1A2s and pounded the advancing enemy squad. It took quite a beating.

Central Sector: Destroyed enemy BMP-2PG that showed up next to my squad. Two more came down the road and were popped by the M1A2s that hit enemy infantry last turn. AT teams engaged two T-72Bs, immobilizing one. Enemy artillery is hitting my infantry on the hill on the east side of the woods hard. My artillery had been resupplying, but I moved them to isolated locations so they can engage the enemy armor moving around without brining in enemy artillery on the resupply point.

South Sector: Scout team pulled back to get away from the enemy T-90A. It came through the woods and they assaulted it, without effect. I tried to move some M1A2s in position to help, but they can't get a view of the area without risking moving into the open. I've got an AT team moving in from the north and they might be able to help soon. One Zeus moved west of the stream. I should be able to get it next turn.

Casualties

Friendly: Estimated 5 casualties.

Enemy: Three BMP-1Ms destroyed, estimated 10 enemy casualties.
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  #2  
Old June 18th, 2009, 03:11 PM

RERomine RERomine is offline
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Default Re: DAR: Russia

Turn 16

North Sector: M1A2s hit the enemy infantry squad again and then pulled out. Two more popped up and destroyed the T-72B that had been immobilized. Enemy artillery started dropping where my tanks had engaged the infantry from. It's always a good idea to shift after you've fired a turn or two.

Central Sector: AT team traded shots with a T-72B in the woods without effect on either side. One enemy scout ran into my infantry line in the woods and was dispatched. Trying to pull back my platoon that has been getting hit by artillery. At least that finally stopped.

South Sector: Moved my tanks up and popped one Zeus. The other one has moved to a blind spot 500m west of the stream. I called in artillery on it and the immobilized T-90A on the east side of the stream. Two scout units ganged up on the T-90A on the west side of the stream and nailed it with a rear AT shot. A recon unit watching the area opened up on the enemy infantry moving across the stream. Not really what I wanted, but no real harm.

Casualties

Friendly: Estimated 5 casualties.

Enemy: One T-72B Rogatka, one T-90A and one ZSU-23-4M4 destroyed, estimated 15 enemy casualties.
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  #3  
Old June 18th, 2009, 03:23 PM

RERomine RERomine is offline
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Default Re: DAR: Russia

Turn 17

North Sector: More enemy artillery that didn't amount to anything but smoke and noise.

Central Sector: Pulling back infantry in woods. No sense being too far forward. Enemy artillery hitting area where AT team was located, causing suppression but nothing more. Another enemy scout popped through and was rudely handled.

South Sector: The reward for the scout team that destroyed the T-90A; lots and lots of artillery. My artillery finally took care of the T-90A immobilized east of the stream and the last Zeus blundered into the LOS of one of my tanks. I let my scout take some more shots at the approaching enemy infantry, but it's probably time to disengage.

Casualties

Friendly: Zero.

Enemy: One T-90A and one ZSU-23-4M4 destroyed, estimated 10 enemy casualties.
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  #4  
Old June 18th, 2009, 03:34 PM

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Default Re: DAR: Russia

Turn 18

North Sector: Armor started moving out to the reserve point.

Central Sector: Still pulling back. Enemy T-72B pushed alone into the woods so I swarmed it with infantry. I managed a mobility kill on it, so the crew bailed. They didn't get far.

South Sector: Pulling back to reserve point. Enemy artillery continued falling and managed to destroy an AT team.

Casualties

Friendly: Two.

Enemy: Three.
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  #5  
Old June 18th, 2009, 03:40 PM

RERomine RERomine is offline
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Default Re: DAR: Russia

Turn 19

North Sector: Armor moving out to the reserve point.

Central Sector: Still pulling back. Torched the abandon T-72B.

South Sector: Pulling back to reserve point. Scout teams dispatched a retreating enemy crew.

Casualties

Friendly: Zero.

Enemy: One T-72B Rogatka destroyed, three enemy casualties.
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  #6  
Old June 18th, 2009, 04:32 PM

RERomine RERomine is offline
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Default Re: DAR: Russia

Decisive Victory!!!!

Turn 20

North Sector: Empty except for two recon units keeping an eye on things. No activity.

Central Sector: The enemy pounded the area around that abandoned tank I destroyed and caught a few squads in the area.

South Sector: Tanks and infantry pulling back. No activity otherwise.

Casualties

Friendly: Estimated 5 casualties.

Enemy: Zero.

Total Casualties

US

Men: 22
Artillery: 0
Soft Vehicles: 0
APCs: 0
AFVs: 0
Air Transports/Helos: 0
Aircraft: 0

Russia

Men: 162
Artillery: 0
Soft Vehicles: 0
APCs: 18
AFVs: 36
Air Transports/Helos: 0
Aircraft: 0

Score

US: 18561
Russia: 2035

Final Comments

This wasn't really a difficult battle because I didn't do more than was necessary to win it. A review of the map after the battle did show there were enough Russian ATGM teams around that going after the objective groups would have cost more than it would have been worth. Some people might say it wasn't a victory because I didn't capture any flags. To that I would say it wasn't a meeting engagement because some flags were in the Russian deployment zone.

I would have gone after the flags if it was necessary to do so, but when only total up to about 6% of the total enemy force points, why bother? It might be nice if the flag points were a percentage of the force points used for one or both sides. Even at 1% per flag based on just my force points would have given the Russians over 5000 points unless I fought for the flags. There would have been no decisive victory without at least some of them. While I understand why the flags when grouped are closer to player 2's deployment zone, it would be nice if they weren't partially in it. Had I been fighting a person instead of the AI, this battle would have been a bear to win. How about making sure the grouped objectives are no closer to player 2's deployment line than 10% the width of the map? At least they then have to come out and get them and player 1 has a chance to cover them with fire before player 2 gets there. Make objectives worth fighting for and make the fight fair.

The fight overall wasn't difficult and my plan was 80% successful. I didn't expect the AI to lead out with tanks and be able to cover the center bridge with fire before I could get across. My tanks never got into position, but I got my infantry there on foot. The bottom edge road was active this time. You can never be sure with the AI. In my first battle, there was a similar road and they never touched it. The northern edge was fairly quiet this battle. Overall, it was a good battle. The AI came out to fight and being careful kept my casualties light.

I've attached the save just before I ended my last turn. Enjoy!
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