KNomad
Posts: 339
Joined: 8/1/2004 From: Buffalo, NY USA Status: offline
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Battle Two – 5 mile Combat Sweep: This should be a real easy battle to win. It was design to increase your core forces experience, morale, rally rates. You must avoid excessive losses. New. 16 turns, Huge map! Maybe 50 x 240. I have to follow a road north to the main objective, a townlet about 150 hexes away. Along the way there is a small village. Lots of open spaces and a few trees near the road, with the obligatory overlooking heights at various places. This should be interesting. I hope Ivan's not here in strength. A few ATGs could really slow me down, and it looks like I'm on a tight schedule this time. After fixing the damaged units in the core, (two Rifle Squads and two Recon teams), I was left with exactly enough points to upgrade two PzII's to PzIVf2's. Sweet! Looks like my core's on it's own this time - no support points! According to Bryan, this is an easy battle. I wonder if he's joking ... Exactly enough transport has been provided, and only the Recon Teams are riding on the tanks (they're used to that anyway). Auxiliary force is 3xMC, 3xAC, 2xAAHT, 2xPzIVf2, 2xMtr w/HT & a tracked FO. BTW - does it seem silly to anyone else that you can't review the scenario's Auxilliary Forces until after you've spent your Support Points? I've deployed my forces and will resume hostilities later today. Stay tuned! Col. K - This is Aux MC Squad 1 reporting. We have suffered a flat tire driving through a field. I'm afraid we'll be stuck here for the entire battle. Please advise. Great! The first piece I move is a motorcycle that gets immobilized! TURN 1: A pair of Soviet Light Tanks are discovered lying in ambush, just north of the deployment zone, defending a path through the woods flanking the village. They are no match for my assault guns. The truck sections, if they are ever going to reach the town of Jefrossinowka in any kind of timely manner, apparantly have no choice but to pass through the village. They'll be escorted by the SPG's (cuz they're about as fast as a truck anyway) and a section of Support Tanks. My MCs are currently playing cat and mouse with a lend lease Valentine in the village, awaiting the arrival of the assault guns. I'm under a tight timetable, so I order a preemptive bombardment of the village. The rest of the Kampgruppe is going to bypass the village and head directly for Jefrossinowka. [HomerSimpson] D'oh! [/HomerSimpson] A PzII gets immobilized while driving through the mud. Note to self: NEVER start AFVs in mud again. Not a great start, I'm down two Recon units already. At least Ivan is too. I hope that path through the woods isn't mined. TURN 2-3: The mortar crews did a fine job shelling the village. Not only routed Ivan, but pinned my MC Recons (which were 150m away) to boot! Things are quiet now in the village. Spooky quiet. Ivan's hard to spot after a good shelling. If he's even still there .... Col. K - This is Command. Your current position is deemed strategically important. Post a garrison in the village against a probable enemy counterattack there. Command out! So that's what the new VHexes mysteriously appearing there are all about. TURN 4: The troop laden trucks have just arrived to secure the village. Despite significant losses, the MC platoon has driven Ivan to the far end of the village. Those motorcycle guys have got nerves of steel. The halftracks, having far outpaced their AFV escort (which, in hindsight, is sadly lacking the PzIVf2s) have almost pulled within sight of the outskirts of Jefrossinowka. A railroad is now running parallel to the road into town. The road is bordered with fields on one side, and there's a hill in the distance past the RR tracks. A quarter of the way through this scenario and I can't even see the town to be captured. TURN 5: Outside of Jefrossinowka. The platoon leader of the armored car section gets waxed by the 'ol AA gun on the hilltop trick. One shot at 18 hexes no less. Under fire of the unspotted AA gun, the lead MC recon platoon has flushed out a pair of Russkie medium tanks in the nearby woods. Sometimes you can just smell an ambush. The engineer platoon has been dispatched to deal with that, as my AFV escort is still lagging a few turns behind. The rifle platoon is in reserve understrength, having suffered the loss of a halftrack (and carried squad) some time back. Apparantly the driver, Pvt. AI, immobilized the vehicle amongst the only patch of trees within 100m of his intended route. Back in the village, the 50mm mortars facilitated the routing of the remaining red defenders. TURN 6: The village has been secured and defenses are being set up. Two rifle platoons, the SP Guns, AAHTs, and a section of CS Panzers have been assign to the task. Outside of Jefrossinowka, a russkie tank has fallen to a satchel charge. Combat support tanks are just arriving on the scene, with the remaining Kampgruppe forces pushing north along the newly cleared road through the village. TURN 7: In a fine display of leadership by example, the engineer's platoon leader assaults the remaining tank guarding the AA gun on the hill. His squad is pinned for their efforts, with the loss of four men. Their heroism inspires their fellow comrads to mount an assault of their own. At the hands of a flamethrower squad, Mother Russia losses another a brave tank and crew. The motorcycles are ordered to recon forward, and the AA gun claims a few good men before being subsequently spotted. As the engineers attempt to flank the now spotted gun, the pathfinding navigational unit on a halftrack goes the wrong way around some trees and it gets smoked by the AA gun. Fortunately, the passengers escaped unscathed. I'm still ticked off about it though. Two support tanks and three recon tanks pour suppression fireon the AA gun. I've got you now baby! I order an engineer loaded HT to close on the AA gun, and it stops 2 hexes short. Fine, that's as close as you wanna get?! Fine. The engineers unload and open up on the gun. I order another HT in to finish the job. It gets immobilized in the one hexrow of trees it has to cross before getting in sight of the gun. @$*#! Good thing I had one HT (carrying the engineer's Captain) left to finish the job. No more AA gun. TURN 8: I've reached Jefrossinowka at last. I've begun a pincer attack on the town. Resistance has been light. My mortar battery has set up on the hill previously occupied by the enemy AA gun, overlooking Jefrossinowka. Just in time to assist in attacking the town. It's nice when a plan comes together like that. Halfway through the battle and I seem to be making great time. Casualties have amounted to one halftrack, one armored car, and one badly mangled motorcycle platoon. I wonder what Ivan's got up his sleeve this time. More to come! Stay tuned!
< Message edited by KNomad -- 8/6/2004 8:49:45 AM >
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The gnome zaps a wand of death. (Nethack) Don't get hurt! (XCOM: Apocolypse) Incoming firepower has the Right of Way! Fire at Will (or Wesley)!
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