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  #31  
Old February 10th, 2009, 01:39 PM
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Default T20

Tanks are free of mines & HQ moves ever forward the 4 squads nearest him are all running & one is dead.
My sniper tried hiding & is now moving slowly towards the enemy sniper in the hopes that when it opens up he will be close enough to see it, a poor squad is none to happy at being volunteered as its target.

Main force now has split objectives so N+S
MFS>Found 2 ATGs the second being close enough to be a threat to nearest MkIII so infantry poped smoke, I want a word with whoever refited my tanks the guns are great & the extra armour helps but some tea leaf has had it away with my dischargers
Despite the ATGs not having HE they still got a man.

MFN> Heading down rail unmolested & units on the hill are now 500m from the sunken bunker entrance when bike swerves to no avail as a bunker with 25Pdr & Vickers takes a dislike to him. Any further aproach at level 2 or higher is now out & of course the sand means risking bog or going for a scenic drive, Pioneers are reasonably near if I can figure out a way to get them there.

SF> Squads moving round the side towards the AA discover & engage a new squad while MMGs & ATG reduce one AAGuns crew to3
Squads going round the other side find a 3in Mtr & all squads on the hill are now running.
We lost 2 men moving onto flag due to mines & a couple to fire but should control the hill next go.
AIT> Arty is getting better but still mainly firing at no mans land & another AA gun opened up, unfortunatly my tank was distracted by an ATR & gave it a side shot resulting in early retirement
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  #32  
Old February 11th, 2009, 11:11 AM
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Default T21-22 Minefield

Despite my best intentions HQ is charging on there are now 2 of 6 sqauds left, the hunt for the sniper is on with 2 squads further SE looking for with the sniper
SF> They are getting hammered by arty now & lost people to it. My ATGs are never going to improve they seem to act as a magnet in every game for it.
No direct fire losses only 1 squad remains & 2 guns are hurting badly. The 3rd gun & mortar are out for the count. There are more mortars not far away but it will be a while before we get there as the area is littered with mines, 300m deep so far pioneers are on overtime, heading SE as seem less dense that way
MFN> Smoke has just come down in front of the bunker & a second 25Pdr was found & destroyed without loss. Tanks & a few grunts are now heading SE down tracks in the little valley towards the unknown facilities. I have been expecting contact but so far nothing though I think we are being observed from the way arty fell last turn, the rest are making there way round the bunker.
MFS> Take out both ATGs & seems clear, as time is marching on they will jump in HT they can either move towards the oasis or come over the hill forming a pincer move on the facilities. Either way unloading unobserved is not a realistic option & the hope was that the SF would be the pincer for the oasis attack but they are going to be late so a decissive move on the facilities may be my best option.

Work is busy at last so reports will probably slow down as I have to eat, more to the point have a shopping spree to pay for so it could be beans on toast for a while. What price vanity? A #@%£#$% lot I can tell you.
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  #33  
Old February 12th, 2009, 06:36 PM
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Default T23-25

HQ group have destroyed all 6 original squads & found another one, closing in on the sniper but have a nasty feeling my HQ has ended up as the nearest guy.
Pretty sure my sniper walked straight through mines without noticing, my squad has lost a couple of men & arty is falling around MMG now.
SF> A scout & platoon followed runners navigating through the minefield & are now in position to go for the mortars one of which direct fired at extreme range killing a truck with its first shot, thought it was safe enough. Passage SE turned out to be free of mines so good call & now moving towards oasis. All resistance has been dealt with easily arty being the only problem. Mortars have moved up to a depression with oasis in range, delayed due to arty.
MF> Pioneer is in position to assault bunkers, there are 3 of them.
South force came over the hill & lost a 231 to 3 BoforsAA just SW of most SW building, Some tanks are continuing East but the rest are moving towards the oasis & smoke is scheduled to drop next go. They are a bit over 500m from the wall but no fire has been forthcoming.
North group have also been taking fire from the bofors but tanks have dealt with, 1 abandoned others dead.
Most units are still in the valley but near paved part now & engaging units in nearest building & trenches along the back. A few units climbed level 1 area North of buildings finding 2 squads in these trenches, one is running. Casulties light so far but then so is the resistance, sort of expected more slow game this.
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  #34  
Old February 13th, 2009, 06:41 PM
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Default T26 Rescue mission

Mines here are causing problems again but have a good idea on snipers position, decide to move MMG as arty is after him & has furthest distance but the sniper kills 4 men, should have risked the arty he still might get hit. It has given away his location though so my sniper takes him out, the other squad is routed & HQ moves towards but is seen by a new squad, smoke as think there are more & HQ is way out in front with just a tank near him, tank & HQ are close to rise to L1 now.
SF> Keeps moving forward but begining to wonder if mortars are safe arty round here is not good & now its falling dangerously close to mortars, could easily have seen trucks drive into the dip. One enemy mortar is down & heading for the next as through the mines now, there are a lot of them.
MFS> An A9 I think slightly East of the guesthouse takes down a HT, luckily it had just unloaded & its about time something fired.
MFN> There are about 10 tanks here so they were slowly rolling forward along the pavement area taking out the enemy when one finds a mine, Ram moves to the front risking ATRs & squads head forward, they find a squad tucked behind the first building just behind the mines. Getting a LOS to him is very hard as the burning wreck blocks most views, but I want to save the crew. Only one hex on this side of mines has a shot so risk HTs running around South building. 2 Make it unload & engage him. In AIs turn its enough he only gets one shot at the crew & it survives but my HTs were lucky they to are by mines. Lost a few men here but Brits only have 2 happy squads now as the armour is just throwing out huge amounts of firepower.
These bunkers are going to need a concerted effort redirected several squads to help. Pioneer hit 3 times with sprengladung but failed to damage it. Killed 1 of 12 men so he is getting ready with the flame to route & then mass assault the thing, could take a while.
T27
HQ lose a man as 2 more squads are found, one jumps straight out of his hole to sniper fire & HQ digs the other one out but if anything we are outgunned here, the other tank & squad are stuck behind mines. RAM is on the way reckon its 2 turns away AA units to but slowly as they have to hide from Mortars.
SF> is just running forward use of trucks is to dangerous & other forces heading for the oasis have entered trees near zigzag trench, HT are trying to hide or free themselves up to head for the rest of the MF to help with transfer of forces.
MF> Pioneer got a bunker but used 3 flame shots in the process, a MkIII managed to make it to another hard due to sand & trenches & fired APCR I think at point blank. Damaged it was not realy expecting that.
By the buildings mines have virtualy stopped progress a pioneer is helping the Ram, squads have entered the Southern buildings. Another squad is seen hiding behind a building & we manage to kill a few more men but finding locations with sight to targets is a problem. Bit of a stalemate at present armour cannot get in position to engage, scout tries to make a move through building on a squad but loses 2 men. 4 of my 6 scouts are now hurt & so just trying to survive & a motorbike is sitting by crew to wisk it away when it rallies.
Vehicles on level1 are waiting for squads to overtake & check for mines.
If anything sums this battle up its mines, mines & more bloody mines, getting fed up of the things.
AIT> Arty has stopped & squad behind first building leaves his hole. HQ survives without further loss as only attacked by one squad the other near him moved on the MkIII trying to assault but paid heavily & is now running. Risking air coming in here but its very close to my tank & could turn nasty. Already had one close call here when lost contact with a few turns back & could not adjust run. Luckily found new squad that turn & it attacked that but living dangerously.
AI has not been doing a very good job with its arty this game for some reason its all over the shop & never seems to fire for more than 2 turns before relocating.
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  #35  
Old February 14th, 2009, 09:14 PM
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Default T28-29

Every time I think we are getting there another one shows up, counting foxholes thats 11squads & a sniper to date. Mainly they have been dealt with by a mixed bag of MkIII, sniper, MMG & HQ with slight support at times.
The force moving on the oasis has taken out the mortar & I have given up trying to guess where everyone is even a couple of trucks are running flat out across the dessert in an atempt to wind this up. So much for mad dogs & Englishmen in the midday sun, I think the guest house offers other services than room & board & they are partaking.
Thought the MkIIIs would struggle with the bunkers but slices through the last two, still cleaing mines so infantry move up first through buildings then across the pavement. 2 more squads are found & we lose 3 men to them & another to the mines but there is a path so tanks move up to give support. The Brits are now heavilly outnumbered again a recieve a hail of fire ending in 3 tatered squads & one intact one. Due to the restricted access half of this force is loading up & moving to support the oasis as we only have 3 flags to go here & 2 of them I control the area
AIT> HQ group planes killed 2 HQ & sniper got one each only 1 squad is up for a fight this go. Elsewhere the Brits show there hand & are on the move.
To the North of the MF the crew I had just evacuated to a supposedly safe spot can see a MkVIc heading for him, typical.
At the oasis a rag tag bunch of 3 MkVIc 2 A9s & an A13 are running along the back of the NE section of wall, magic move 50m they are in my sights then the smoke I plotted comes down, minor cursing.
T29
Tank & MMG open up to no effect & sniper cannot get a shot as remaining squads are on level 1 so he moves to crest line. HQ takes the plunge & finds another squad decide its best not to fire. AA open up despite range to pin as much as possible. Luckily with few available targets some mortars are plotted here.
SF is moving as fast as it can & has just reached the trees at the North end of the oasis, tanks are not risking running on due to mines & ambush possibility.
Infantry move forwared SW of oasis & see another A9 & A13, I have 4 MkIIIs in the area & a MK II, the MkII is distant at just over a KM but opens up on A13 causing it to fire its discharger. The other tanks split & go either side of the smoke 1 on each side getting targets & damaging an A13 at about 500m
MF> We take quite a few casulties some to yet more mines & caused by the fact infantry is having to move onto level1 unsupported finding another squad in the process. All enemy are cleared though exept 3 squads on level1, the Ram & pioneer are trying to clear a path to the furthest flag.
A MkII & Mk III are going after the VIc while the rest break for the oasis.
AIT> HQ group MMG loses another man he has to back out now as nearly dead but a path has finaly been cleared through the mines. Arty means all routed except one.
See 2 more MkVIcs up North & a major armour exchange occurs at the oasis with both sides having a tank recieve damage.
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  #36  
Old February 16th, 2009, 02:29 AM
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Default T30

HQ tank fires & routes so sniper & HQ move up looks like its coming to a close 2 are running & 2 left in holes but one is nearly dead, Ram heads for oasis having cleared the mines.
The thin armour of the Brit tanks seals there fate an A9 & A13 are quickly dispatched the other 2 have moved behind the smoke & require a slight risk. The tank furthest away moves into view & draws some fire then 2 near ones come round the smoke, all fire at them misses & they destroy & damage one before a 231 runs up to it & delivers the kill shot. A13 remains behind its discharger but if it moves 2 tanks will have a shot & one of them is stationary MkII decides to fire on another VIc forcing it to use its discharger. Infantry finaly recieve fire from a squad at the gate but my battery is about to hit there.
MF> 3 tanks that have LOS open up & squad with ATR uses his shots, sniper gets in position & routes the other before 3 squads on hill move forward. only 2 squads survive now & ones running. Think we are done here only one flag to take & the pioneer will do that but will leave a few units incase reinforcements turn up, the charge for the oasis is on.
Still chasing MkVIcs
AIT> All tanks miss but North ones closed the range nicely, no new units discovered but arty drops on my units, 1 squad only has 2 men left.
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  #37  
Old February 16th, 2009, 04:55 AM
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Default End game

T31
Sniper has a field day before HQ takes over, Brits have 5men left
MF> The sole squad still fighting takes a great deal of persuading to run, due to this the other squad may escape off map. MkII kills a VIc & MkIII damages one before smoke is poped.
At the oasis the A13 is damaged then destroyed before the remaining tanks are destroyed in quick order. MkII & HT open up on squad we are arriving in force now from the west but no fire is triggered. Forces are also arriving from the North & squads arleady there are starting to work down the wall.
A scout taking up position to watch for reinforcements finds the HQ & 2 HT attack it reducing to 3 men.
AIT> MkII gets another VIc & his arty kills my squad
T32
HQ group finnish up he has 13 kills now, HT & scout kill Brit HQ, MkII kills last VIc, pioneer takes last flag just oasis ones left, squad escapes.
another 4 squads appear at the oasis but its a done deal severly outnumbered. Exept for mines of course there are more, 2 men down. half a dozen tanks taking up position in case reinforcements arrive.
Turns out its a inf company but quicly wiped out, I lose 2 men to fire & 2 more to mines, it ends on turn 37.
Decisive victory
Men 89>631
Score 6178>449

Missed a few bunkers but AI must have spent loads on mines, fairly boring game as not enough enemy & armour was totaly outclassed.
Partly my fault did full width as meant hills were in enemy zone but this meant he was to spread out & mines made transit slow
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  #38  
Old February 16th, 2009, 04:13 PM
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Trophy New battle

Eastern Front is not available yet so Western Dessert meeting first since the Poles
Not worth giving you the map a few small steep rough hills 3 in centre 250 x 500m that could be used as cover, also 250m round hill behind North Flags Otherwise dead flat with the odd strip of high grass but not wide enough to be a vision problem unless looking along it. Flags equaly spaced 3 groups running N>S placed slightly closer to enemy than me but central group is furthest forward & near to central hill group.
Its very sunny vis 88

Force only change both platoons with pioneers swaped one squad for pioneer LMG to give them covering fire.
Support 2x 110s along for the ride
Lets hope the AI does not just field cruiser tanks or it will be a turkey shoot.
Going to Russia next battle but may well come back here for a bit once Allies equipment improves.
Simple plan close & destroy, to this end all arty is forming a smoke screen at the end of turn 1 just east of central hills. it will run from North flags to roughly halfway between central & South flags. Arty transport has been borrowed & all vehicles will head flat out for the smoke screen, they will drop pasengers then head for cover behind hills or retreat to hide behind the anticipated dust cloud they should kick up.
HQ & 223Fu are to the South & have a clear view of those flags for arty direction, hope is if 223 does not move it won't be seen.
The smallest force is going after South flags, C Company - 1 platoon 3 MkIIIs & the ATGs
The Rest are spread out across the other 2 objectives, the idea role these up hopefully getting behind while C Comp perform a holding action.
231s, MkIIs & Rams will hide in dust till troops sighted when they will assist in encirclement & destruction of leaving MkIIIs free to kill vehicles.
My AA poses a problem as its vulnerable & the dust clouds cause real headaches but initial thoughts they are going to move forward for 2 turns then hold position.
If possible my 2 planes will hold off till I am in a position to exploit breakout when they will start looking for arty & AA in the rear area.
Try to knock out in 20 turns

Turn1
Most of the smoke comes down ok a couple will need a second mission but most of my smoke was used battery dumped the lot & most just have a few rounds remaining
Before it comes down we see 4 groups of vehicles from N>S
Some A10s further back than other groups
4 Daimler Dingos heading for N flags, small dust trail
Several Marm HerIII & A10 heading for C flags
15 Rolls Royce AC & 5 A10s heading towards S hill in central group.
Movement of 150m or more produces dust & no arty fire was recieved

I realise the flaw in my plan at the start of turn 2, these Brits might be coming at me with nothing more than MGs & ATRs but they are coming fast, to fast infact troops were going to unload at smoke screen but if they do that tanks will be buried in a huge cloud of dust. Transport sorts into more distinct groups so there are dust free areas, scouts in 3 motorbikes run up to locations for a look.
A Co moves behind mainly North of the central hills
B Co some risk moving to smoke line as only Dingos are heading that way
C Co drops off at the bottom of central hills & will work SE towards flags, ATGs drop here close to the smoke.
As initial contact will be with AC MkIIs & 231 get a shift on, by turn 3 231s take up position in gaps between the hills, 2 cover the South gap as I think thats the larger force. The other covers the North sets range to 15 gets the first kill as Marm Her goes down.
Turn 4 & tanks are still moving forward most flat out but a couple have gone to combat speed, the MkIIs move just North of central hill & I decide to risk leaving the 3 Flaks in the area there because they are stationary & about 600m back from the smoke. Transport is now pulling back, I will cover initial probe in AIs turn at the start of turn 5 but arty 5 troops of 25Pdr plus one onboard plus about 5 3inMTRs.
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Old February 17th, 2009, 10:14 AM
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Default T5

Appologies for any errors might miss one, CS9s have dischargers RR do not.
The main push was on CF by 5 Marm Her heading just north of central hills. 2 were damaged by the 231 before bursting through the smoke 300m from MkIIs,
These & a platoon (5) of MkIIIs further back opened up but as moving flat out they missed. the Flakwagens though damaged one & killed another.
As I need the MkIIIs to move up the MkIIs engage killing 3, takes 2 hits to kill on average. The flakwagen with AP remaining kills the other then most tanks move forward, won't mention again unless muck it up but dust trails mean a bit of thought is needed. Several troops are now on hills & can see Morris CS9s coming in on the same path a bit over 1/2k away. There could be closer stuff behind the smoke, a MKIII & Ram move to support the North facing 231.
Through the South gap a MkIII kills a RR AC then its platoon & the other Ram move to support the 231s here. Wanted to keep a couple stationary but dust prevents. 231s turn down there range & this force needs to make quick work of the RR AC then move to support the SF as slightly South of the RR but well back A10s & Val IIs are visible.

NF> Two Dingos came through the smoke the first being killed by a MkIII. it tries its luck again but miss & Dingo pops smoke, it is suppresed so squad moves up & assaults, strike 2. All but one of the MkIIIs in this platoon move up as i know 2 more dingos are inbound & troops fan slightly. We are placed slightly South of North flags & my FOO is the furtest North unit trying to keep some distance between himself & the Dingos, At a bit over a Km several MkVIcs can be seen to the NE & A10s are trailing half a klic back.
SF> Troops are moving on foot SE to flags & to increase range from the force bearing down on the bottom of the hill.
ATGs are in place behind smoke & will most likely get some contact with RR ACs, the 3 tanks are just behind them.
Transport here is going for cover behind the hill & generally its just trying to hide & stay alive though artys stuff is heading back.

AIT> arty was better last go than the previous game it guessed where my mortars are & hit a few & only just missed ammo trucks who are scattering, this turn hits mortars & places some smoke rest avoided.
NF> MkIII misses Dingo but squad assaults it, the other one decides to stay where it is, a Morris CS9 appears & tanks get it right this time.
SF > ATG damages RR at 100m as it comes into view just killed it as makes writing easier.
MF > Did not start to well as missed then N 231 got a kill & 2 CS9s poped smoke, two made it past the 231 & ran into the clutches of the MkIIs who killed the closest & damaged the other. The 231s covering South got a kill & several damage results. Pretty sure a MkIII got a damage result to & there is one Dingo here that poped smoke helping to cover several units.
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Old February 18th, 2009, 10:19 AM
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Default T6-7

Unless state otherwise most vehicles are still moving fast, trying to rack up tank kills so arty is not being plotted at present.
NF> Smoke was dropped here by AI hiding tanks coming from NE so move to get past it, 5 VIc now back in sight but range nearly a Km so don't fire. take a shot at Dingo damaging
CFN> MkIIs kill 2 CS9s & overtake infantry taking position to engage others MkIIIs &231 do the same taking half the central flags in the process. Light armour will then fall back as A10s are coming.
CFS> Both 231s move forward to stand directly in path of RR & both get another kill. MkIIs here are following as quick as is practical.
SF> Already mentioned one ATG last post killing RR the other 2 kill a RR & the lead A10, 2 MkIIs get another RR each & the 3rd one moves just in front of the ATG to absorb any fire. Troops here continue SE to flags, 2 ATGs might have to move as wrecks are blocking LOS.
AIT> Arty dies down stops on my mortars, soldiers moving for South flags have been detected 2 Spits attack, reasonably spaced though so even with bombs only lost 2 men. MkII bags another CS9 & in the South 2 RR fall to 231 & a MkIII. More shots were exchanged but either missed or no effect.
Turn7
NF> Daimler Dingo & CS9 finaly succumb eliminating everything in close proximity.
The MkVIcs are continuing West perhaps in the hopes of swinging in for my arty, fire at kills one & forces 2 to use Discharger.
Troops here are now moving out towards North flags
CFN> Troops here move out after local vehicles are killed MkII gets one MkIII another then MkIIIs move into smoke finding 2 more which are also killed.
MkIIIs are now in position to move past smoke & engage A10s that are a Km away, The IIs & 231 are heading in direction of MkVIcs. They can either hunt if escape or go after troops heading for N flags.
CFS+ SF> 231s kill 4 RR then head to join MkIIs, MkIIIs kill the last of the RR & one kills an A10 as does an ATG. Remaining A10s will be covered by wrecks next go I think & Vals are still about 1.5Km away so kill is not on the cards. It occurs to me Spits may have been going after ATGs not troops.
My AA is more set up to cover middle & North, hard to know where to put it as needs to be back from tanks but as still pushing forward arty might well come down where tanks were. Lets test my luck & move slightly off those positions.
You might have noticed I treat meetings as advances generally pushing forward not just sitting there waiting for the AI to come to me. I will do it if opportunities for an ambush are there or heavily outnumbered but my objectives are the flags.
All mortars are loaded & mobile heading for the hills
AIT> Only arty was 3"MTR near S flags, one MkIII in middle was hit by A10 but range is still to large to worry about. The main action happened up North as 2 more VIcs are destroyed, 3 are left but think they have all used dischargers now. An A10 was engaged as well killing 3 riders
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