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  #111  
Old August 13th, 2020, 02:25 AM
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Default Re: German Campaign using War Cab

Turn 10
Another Airacobra damaged one left probably coming in next turn, we were lucky it destroyed empty soft transports & a couple of men.
Losses are 7:20 ours are mainly transports infantry is only 15 men down, US have lost 3 Sherman's an ATG & 17 infantry units.

CENTRE
We know where the ATG is but still cannot see it, we will place smoke if not found as its stopping progress. Most North units are running unfortunately using the road they will probably make it to the other side of the treeline before we do.
If we use smoke to screen we may be able to get 2 squads in place in time. There is a little area screened by trees South of the road which we are prepping with artillery fire.
SOUTH
The Sherman's are gone but still cannot see the ATG, should be close enough next turn. Surprisingly the only infantry defending the VHexs was a Baz team.
The road had 4 squads a Baz & the HMG, at the tree line there was another Baz Team & a 60mm Mortar in the treeline.
Once the ATG is dealt with we will move up the MGs & FOO, note that most of the E-W treeline will not block LOS.
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  #112  
Old August 13th, 2020, 08:13 PM
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Turn 12 start

Planes are gone as are the ATGs finally, the artillery did its work we are in the area South of the road without casualties despite encountering infantry.
We managed to catch the routing units though they seem to be going through the woods now.
Lost yet more transports as AAguns opened up in the AIs turn killing 2 halftracks, they are the only good order enemy units.
The MkIV's are again useless as the AA guns have AP7 so the Panthers will swing round behind smoke to take them on, the top one can also come under fire by infantry in relative safety.
SOUTH
The treeline should protect from flank shots till we pass it so arty will be replotted to try & cover the West edge, hopefully suppressing enough so any shot from there misses.
Probably need to smoke area North of Centre VHexes to split it up but tanks may be able to do that. Resistance was just a couple more Baz Teams here no squads detected.
Some infantry here will mount up & move North in safety East of the tree line to get more eyes up there.
Once US artillery stops falling FOO & HMG will take up position in the South, the US 3 105 bat plus several on map units.

Perhaps its the fact I treat the MKIV's with kid gloves due to the glass jaw but it occurs to me tank losses have been surprisingly low this campaign. Remember I had the most damaged armour ever in the 2nd battle so maybe being lucky with them.
Being able to engage at greater range than the MkIII's will account for some of it & the smoke rounds are a big plus.
If only I could look after the transports as well I obviously take riskier moves with them in effort to move infantry up as eyes.
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  #113  
Old August 15th, 2020, 07:12 AM
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Turn 14 start

Thigs are heating up several smoke dischargers were triggered in the last few turns which saving us from taking any damage.
US arty is heavier than I said this is probably the first turn it all fired together, lost a few men & SPmortar that I was relocating next turn it took 7 damage, be surprised if it does not die this turn.
CENTRE
Things were fairly simple near the road a lone Baz Team was the only AT weaponry, armour has taken up position in depressions here to give the infantry a turn to catch up. Scout & the Stug(i) are in the front depression.
Due to problems down South taking out the top AA gun fell to the centre group, its currently abandoned but crew will reman this go if not taken out.
Smoked out the Squad West of the AAgun to deal with local ones & attack it when infantry discovered the ATG slightly SW. Then the Sherman in the South treeline decided to join in.
The MkIV 2 hexes East of the Sturmpanzer and a squad there can take out the Baz Team without taking return fire.
The Sturmpanzer then needs to take out the lower AAgun so the other MKIVs can operate in safety.
SOUTH
The ATG & a Baz team caused problems here, the infantry had to deal with them initially though the Italian M-14 tank got the kill shot on the ATG.
Moving to take out the Sherman that was troubling the centre from the hill drew fire from another to the West, once that is dealt with I think this area is clear.
Ha doing this AAR is handy thought nobody in the South could see the lower AAgun but the smoke has cleared & the Panther can so centre is a simple affair.

Just destroyed it with the first shot & moved on the Sherman which fired dischargers, it will have an AT Team 100m away when the smoke clears.
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  #114  
Old August 15th, 2020, 07:50 AM
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Turn 15 end
US artillery has stopped completely so we are taking advantage & running with riders & passengers on board till the end of the next turn. Surprisingly the SPMortar still lives.
British HQ is probably in the trees to the West but just in case he is on the edge would like to get some infantry there for a look.

Under cover of smoke we have made good progress around the top road despite heavy resistance in the area marked, several Squads & Baz Teams were encountered in the area marked, I think US moral has broken they collapsed quite quickly under fire.

The field of view is from the highlighted squad his only support at present is from the sniper. Only fire received was from the squad targeted so we are blanketing the area with artillery as we have no other targets. Hopefully the infantry will detect any guns in front of the barrage when they move out so the tanks can support them.

Sniper (A) marked had to hitch a ride in the 250/11 to help (B) who was in big trouble facing 3 units, tanks could not assist without exposure though they fired smoke at (C) to allow the move & block fire from the other squad.
The position the sniper is in had 6 routing squads so also needed to be cleared & the smoke one dropped caused the problems.
This turn we need to move the routing squads then the sniper will move as shown to see if its safe for armour to follow & attack that squad.
The only other safe option I can see for armour support is to place smoke & move a tank just North of the road.

In the South 2 AT Teams & the Panther are ready, the squad can place smoke if needed so the Italian tank that played taxi can can exit & the MkIV can backup if everything fails. Used a little trick here as unsure if the smoke will clear in AI turn or ours we fired more smoke in the bottom hex & the tank Z fired at the middle smoke hex to create a bit more dust so hopefully it clears in our turn.
The MkIV & squads will move West after to take out the mortar to the West.
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  #115  
Old August 15th, 2020, 09:00 AM
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Turn 18 - 3 fairly quick posts

Its all over there were 2 ATGs in the VHex area both in retreat status so easily destroyed then we sent halftracks to the VHexes & had to defend for a turn against a platoon of infantry that exited from the woods.

Another marginal victory that would have been decisive if timed objectives was set to 3 rather than 6.

The Italians performed okay in the firefights they participated in but still think they need an escort to help with spotting.

Turns out we could have used the top road as there were no AT assets there. I thought the infantry would have to fight unsupported as it was quite a large clear area.
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  #116  
Old August 16th, 2020, 05:50 PM

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Default Re: German Campaign using War Cab

Are you using RSI troops?
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  #117  
Old August 17th, 2020, 06:48 AM
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Its being a long week forgot the GIF

I know nothing about Italian troops using Italian Social Republic OOB assuming Fanteria are regular troops so my go to guys as Bersagliari & SS are elite

Was planning to use with rough ratio of
1 Company of Fanteria (comes with a mortar)
1 Scout vehicle
2 Medium tanks (armed with 45mm gun)
1 Heavy tank (armed with 75mm gun)
If I am miles off correct me as I am just guessing.
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  #118  
Old August 17th, 2020, 12:48 PM
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Meeting Engagement versus the British at Monte Camino in December visibility 11 hexes - 550 metres

AUX 2 light trucks & 2 Scouts no ski troops.
Light trucks are actually in the core but will be sold, used to attach infantry to that we need to get rid of to go to 3 squad platoons next battle as per 1944 restructure.

The snow has turned up & I am guessing it is still falling from the visibility, only a light covering no drifts but the mud is getting worse.
I have highlighted how it splits the map vehicles would need to cross at least one hex which I am not willing to do as the breakdown chance is high.
The AI may well run into problems but we will give it a go anyway, I can see vehicles trying to cross the mud in the South.
I actually messed up using the Panthers to ferry riders down the road as realised I cannot cut through the woods.

Overview is at the end of turn 2 I am expecting Armoured Cars to turn up on the road shortly - before the arty as only just plotted.
Contact in the South should be a while & there is the mud to cross if they try it.
Panzer Grenadiers & the Panthers as fast are supposed to try & flank & encircle if possible then possibly head South for more of the same so around 2/3rds of our force are in the North.

Thoughts
Due to the conditions leave the MGs at home they are vulnerable at this visibility & to slow.
About to go to a foot advance with infantry to the front however due to the speed of advance we are vulnerable to artillery especially units following the frontline as its likely to land close behind or on it, 17cm is therefore on counter battery duty.

Encircling & killing quickly will offer some respite from the artillery but it brings its own risks, we will not stay mounted for much longer. Hopefully the Halftracks can hit & run from the side & avoid moving back into artillery.
Not against falling back with the main force to help with encircling as the conditions make it harder & dangerous, I could get caught in the middle instead if not careful.
Good placement of smoke by the tanks could help matters no end & 2 SP Mortars are shadowing the Pz Grenadiers in case it runs short & they need to direct fire.
Tank battles in particular can go pear shaped at these visibility ranges as its easy to end up with 1 unit facing several hopefully the infantry can prevent that & the tanks can smoke for them if they get in trouble which they are bound to.
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  #119  
Old August 18th, 2020, 08:18 AM
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Default Re: German Campaign using War Cab

Turn 5 start


Underestimated the speed of the British first scout vehicle turned up on turn 2 the rest in the next turn. A couple of Dingos & Humber IIIs which while they cannot bother the tanks they can happily take out the Halftracks, the truck with the HMGs just turned up now.

Turning up a turn earlier than expected has thrown a spanner in the works I had hoped most of the force would be past the first line of mud by now. That & the error with the Panthers is going to make the initial stages harder, had to use smoke already to cover the Halftracks.

The Brits have also used their speed to capture the other group of VHexes, I was going to send the truck back to pick up another squad but thought I had best grab some Vhexes to.

I am now wondering how fast the Brits are coming, the variety of units makes WWII fun. Not a fan of Brits in the early years but by now they have some great Armoured Cars, Light Tanks & the very fast Cromwell - one of my favourites. They also have a tendency to use truck infantry so things could get hot earlier than anticipated I need to get in combat formation PDQ.
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  #120  
Old August 18th, 2020, 11:18 AM
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Turn 7 end

Things have been rather busy the last couple of turns the Brits have used truck infantry to move up the agenda.
AI is struggling with the low visibility setting making it very vulnerable.

From the top
Panzer Grenadiers are going on foot but they have no ranged AT capability if they encounter armour.

Trying to get Panthers over but a fairly large tank battle has delayed things.

Searching for the Dingo the AUX scout got a bit of a surprise when he went through the smoke, British infantry is here already.
Luckily artillery had suppressed them so he is okay so far & squad beside him is in retreat.
He is in trouble though unless my artillery is very effective had to risk blue on blue to give him a chance.

MkIV & AA unit are after the Bren Carriers which may well get stuck in the mud.

ATG has top kills so far with 5 - Artillery may well hit Vhexes here.

The bottom ATG should get some support this turn, unsure if he is still hidden but has not received any fire to date

Things are progressing very well so far we have lost 1 man so far to a MG
Brits have lost 20 units - a Truck - 3 mech infantry + 2 Bren Carriers - 3 HMG - 2 Humber's - a Dingo - 8 Sherman's
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