Alexandra -> (1/9/2003 9:49:48 AM)
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Kill Leaders: Sgt Krafft, Flampanzer II (51), Sgt Langkeit, Flampanzer II (42) 2Lt Wiedemann, FlamPz Plt Ldr (26) Elite Units: 1st Platoon: 2nd and 4th Squads. Flampanzer Platoon: 2Lt Wiedemann, Sgt Krafft, Sgt Langkeit Mission Thirteen: Date: September 22, 1942 Time: 1000 Location: Stalingrad Notes: Lt Kortenhaus survived the loss of his Stug on Mamayev Kurgan and is back in the saddle with a new one. Mission: A two pronged mission. I must hold the Red Square area, while relieving a trapped battalion of 71st Division, and then, with those men attached to my Ablietung, clear the banks of the Volga. Support: 2 FlamPz. Aux Forces: 5 rifle platoon, 1 ATR platoon, 2 engineer platoon, 4 Pz III, 1 recon platoon, 2 mortar tracks, 1 battery 75mm, 1 battery 105mm, 1 Neb platoon, 1 FO, 1 Motorized FO, 2 37mm ATG, 2 88s, 2 Pz IVs, 2 Flak36, 4 Stuka flights, 2 sturm platoons, 2 motorcycle platoons, 1 HS-129 flight, 2 Marder, 2 Stug, 2 SP flak, transport The Map: It's the train station map. We need to retake parts of Red Square and the Volga bank as well as the Bank and the Beer Factory. The Plan: I'll deploy my core to move towards the Bank and Factory first, then South to Red Square. We'll work on hitting each objective en masse. Pregame: Stuka's kill a barge crossing the river. Turn One: Fighting in various parts of Red Square. In the garden area we kill a squad and engage more of them, while in the main Square, we lose an ATR team. Meanwhile, Core units advance. They kill 2 scout teams and a HMG team. *** The enemy presses heavily at the gardens, with a force I estimate at two rifle companies. They take both garden VHs, but lose a squad and a scout team in the process. Turn Two: A sturm platoon arrives and starts to the front. Along the way, it bags 2 sniper teams. Core and non core support units get 2 squads and a scout team, but a small track is lost. In the gardens, we attack and get 5 squads and a scout team and retake one of the VHs. In the Square itself, we get an ATR team. *** They seem to be in a little shock, from the force of the defense of the gardens, and the push slows. Each side loses a recon team. Then disaster nearly strikes! A stuka, called in to hit a building diverts about 500 meters west and strafes a squad and tank in the garden - fortunately, it had no bombs and we lose no men! Turn Three: Forces on the north bank of the Volga, who have been firing on the five barges crossing it, destroy one. The Sturm platoon spots a pair of 30 per turn VHs at the Train Station. A truck there already takes them and we divert a couple squads and, 5 tracks, to guard them. Second Platoon takes the State Bank. They will next move the the Volga, with the FlamPanzers, to clear the positions there. Spec Ops Platoon will hold the bank. Lt Kortenhaus' platoon, and an attached Sturm Platoon move south, and knock out a Scout team and a squad but also lose a squad (7 of 10 killed in 1 SMG shot!). In Red Square we get an AT gun, and in the gardens we push more, getting 2 squads and 2 recon patrols. They still hold one of the 20 per turn hexes, but I'm willing to give up 20 points, so that I don't lose more. We'll get it back soon enough, and with the loss of the barge, I know I made more than 20 this turn. *** The Soviets lose a barge to reaction fire. They also have men in the trainyard, and a tank enters the gardens. Turn Four: Core elements knock out a recon team and a 76mm ATG. At the train station, we kill two sapper teams, though the enemy has taken one of the VHs. Still, 3 Sturm Squads are nearly there, and the tracks have a nice perimeter around the other. At the Square, we bag a Molotov squad, and at the Gardens, we kill 2 squads, a recon patrol, and a T-26 and retake the 2nd VH. That attack, thus far, has been smashed. *** They lose a Squad, and a T-26, in the garden, and, it looks as if one barge has landed. Turn Five: The flampanzers knock out a HMG team and an 82mm Mortar Squad, as SpecOps takes over at the Bank. A 45mm ATG beyond the Beer factory is knocked out and 1st Platoon takes the factory. It will turn it over to some nearly Heer infantry and the 2 extra flampanzers to hold. Two more 30 per turn VHs have appeared at the train station. As the Gardens seem secure, the other 3 Sturm squads are diverted that way. And, these pop up VHs show why to *not* play this campaign with C&C on!. And that's not a criticism, just an observation. We kill a squad at the station. At the square, we get 2 squads and a MG team. We get a T-34 and a squad at the Garden while losing a squad. *** We lose a Stug and get a T-34 at the Garden. The Sov's have taken one of the deep per turn hexes at the Station. Turn Six: We knock out another 82mm mortar along the Volga. Gruppe Kortenhaus knocks out a 76mm ATG. Yet another point per turn VH (5 now) at the station. We kill a sapper team and take one back. So we have two and they have one. They'll have two this turn, though. We get an ATR team, 2 squads and 2 VHs in the Square and we bag another squad in the gardens. *** They lose a squad counterattacking, and 2 more barges set sail towards our side of the city. Turn Seven: First Platoon hands off the factory. Along the Volga we get a scout team, a MG team, a squad, and an 82mm mortar. We're gonna roll right up to the landing zone, kill whatever landed - infantry I think - and then blow the empty barges away. Gruppe Kortenhaus takes out 2 squads. In the square, we get a squad, a MG team, and an ATR team. We get another squad at the garden. *** There are now three barges crossing the river. The enemy loses 2 MG teams along the front. We lose a squad in the gardens. And it's totally ludicrous. The enemy moves one squad adjacent to one of mine, in the south VH. Enemy squad draws fire. Then, suddenly, the VH turns Soviet!! And a Soviet unit, in the hex, attacks and kills my squad. So it moved not 1, but 2 hexes, adjacent to my good order infantry and got to attack without drawing 1!!!!!!! reaction fire shot from the squad or the next door panzer!!!! Again, this is not a critcism of design, but, it is a bad part of the engine. Turn Eight: Along the Volga, we get 2 squads and an empty barge. I think all barge landed forces are dead. In the Square, we get an ATR team, 2 MG teams, and a squad and take a VH. We finish two squads in the garden and retake the lost VH. At the station, we kill a sapper team and snag back a VH. We have 3, they have 1. *** We get a sapper squad at the station, and the Luftwaffe gets a barge. Turn Nine: We destroy the last of the landed barges. At the square, we get 4 squads and an ATR team. We get another squad at the garden. At the station, we get a fourth VH. They hold one. *** At the station, we lose a squad and a track and they lose a sapper team. We get a squad at the gardens, and two barges die. Turn Ten: We get a barge with a FlakPz, leaving one, I can see, on the river still. We also kill a squad along the banks of the Volga we sweep there. We get two squads on the approaches to Red Square. On the south side of the bank we get another enemy squad. In and around the gardens another squad is bagged. We have a stalemate at the station. *** Fighting over varied parts of the city. We lose a track, at the station, to, get this, rifle fire! At 200 meters. Turn Eleven: We get a squad and a 50 mm mortar on the banks of the Volga. In and around Red Square, we bag 3 squads and a MG team and take the south bank VH. We get another squad in the gardens and yet another at the station. *** In fighting, they lose three squads, to our one. But, yes a but, one of those squads moved two hexes, the first adjacent to two units, then second the - occupied - south garden per turn VH. It died in that hex, yet, as we all know, the Soviets get the points for that turn. I am eagerly awaiting CL hoping, desperately, that it checks for VH control at the *end* of turns to get around that. *SFMB* Turn Twelve: We get a pair of squads on, or near, the banks of the Volga. We bag a MG team and a squad in the gardens, too. At the station, we get two more squads and an ATR team. And, as one barge is floating in the river, refusing to come be shot, I call planes down on it! *** Well, more Russians out of the woodwork. A platoon plus is coming from the south of the gardens. And, in the station, another platoon arrives. In the fighting in the station, they lose 2 squads, and we lose 1, and a track, and, again!!!! a squad of the enemies gets to enter an occupied!!!! per turn VH without drawing reaction fire. *SFMB* Turn Thirteen: We get four more squads in and around the Square. We get a sapper team at the station, but, basically, lack the manpower to do anything more there, unless the AI gets real stupid. *** Heavy fighting at the station, which costs me one, and them two, squads. *SFMB* Turn Fourteen: We get three more squads in, and around, the square. We kill a squad at the station and retake a VH there. *** They lose three more squads in the station. *SFMB* Turn Fifteen: We get three more squads in and around the square. *** They lose two more squads in station fighting. *SFMB* Turn Sixteen: We get one squad in the square and secure it, and five more with the flampanzers south of the garden. And, we take the whole station, killing 3 more squads there. *SFMB* Turn Seventeen: The last barge finally sails and gets blown out of the water by an 88. We get a MG and a squad near the park and a squad behind the station. *SFMB* And the result is: German DV!!! Whoo Hooo!! 11362 to 2142. German losses: 218 men, 4 APC, 1 AFV. Soviet losses: 1447 men, 10 arty, 12 APC, 11 AFV. I have to assume that some of the civilian vehicles count as APCs and that barges may be AFVs, cause there were only 4 tanks. All they had left on board was 1 squad, 2 50mm mortars, and the crew of another mortar. PoWs: 0 (56 on campaign) Comments: First of all, point per turn hexes were much too prevalent in this scen. PPTs are hard to test, and can lead to very unbalancing results, and most of the ones in the scen made no sense at all. A couple shouldn't have, IMO, been VHs at all. However, my complaint, if one can call it that, is the fight at the Train Station. It is totally unneeded. It goes against the mission you have, and, all it does is make the scen have to be longer. And, at 150 per turn, there, you can't just ignore it. Between scens: We are back to full strength. 2 Stug's upgraded to F/8s. 1 Flak Pz upgraded to SdKfz 10/4. Next mission: We are attached to 24th Panzer for an attack on the Tractor Factory. Alex
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