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Into the City EF AAR - 11/26/2009 6:36:47 PM   
Rake

 

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As I was starting the EF Scenario, “Into the City”, I thought to myself that it would make for a nice AAR… good sized, but not so large that it will take a dozen screens to document each turn. Unfortunately, I found myself at Turn 5 before I remembered to take a couple of captures.

The good news is that not so much has happened that I can’t easily bring you up to date. The scenario description is a good place to start:

Southern Stalingrad: [Best played as Axis] As dawn broke along the Volga on the 13th o September, the German Sixth Army began its attack into the city of Stalingrad. The 29th Motorized Rifle Division advanced from the south along the riverbank coming under increasing artillery fire from the far shore of the Volga. Gradually, the panzer grenadiers were able to drive nearly 500 enemy soldiers from the 131st Rifle Brigade into a giant grain silo near the southern landing. The concrete tower and its outbuildings were a natural fortress. Fanatical commissars bricked shut the exits and exhorted the Soviet soldiers to fight to the end. When the artillery and tank guns failed to reduce the position, the Germans wheeled up heavy howitzers to blast open entrances into the massive structure. As night fell, only 140 survivors were left to surrender.

The screen below shows the starting positions of the 15th Mot. Rifle Regiment. The grenadiers are supported by 2 companies from the 1/36th Panzer Battalion (3 – Pz IIIL & Pz IIF) and an Assault Gun company (Stug IIIG’s). Initially, 2 battalions of the 29th Artillery Regiment (3 batteries each of leFH 18 105mm Howitzers) provide indirect support; a third battalion ( 150’s) is scheduled to arrive around Turn 4.



My plan is straightforward: each battalion will attack on a frontage of 3-4 hexes with two companies in the line and 1 company in reserve. 1st Battalion is on the Volga, 3rd Battalion is in the center with the 2nd on the left.

2nd Co. 1/36 Pz Batt. will provide mobile flank support and guard against a Soviet flanking movement (although I really doubt the Ai will be that aggressive in this scenario). 1st Co. will directly support the1st Battalion’s push along the along the river. The grenadiers will lead the way in the congested terrain to identify targets and, more importantly, eliminate AT assets before the tanks are rolled in. The Stug’s will support along the center of the line.

The 6 batteries in the south-center of the map will move under the infantry umbrella – when a battery becomes “unavailable, I will load them up and move them to the right. There are only 3 SdKzf 11 units to move 6 batteries, so this will take some shuttling. (What’s up with that? There are usually plenty of vehicles for everybody that needs to ride.)

1 company of Pioneers will accompany each infantry battalion. The grenadiers will move slowly to locate the mines that I certainly expect to find. The engineers will move in to clear the minefields under the cover of smoke while the infantry helps nail down any defenders. As soon as the mines are clear, the pioneers will move into the line and lead the assault.

Post #: 1
Re: Into the City - 11/26/2009 6:41:26 PM   
Rake

 

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I have chosen to attack on a narrow front (approx. 11-12 hexes) in order to bring maximum firepower against the prepared positions.  More units mean more shots for disruptions and, hopefully, a couple of units left over for the assault.  This also means that there are fewer units returning fire.  When moving adjacent to undisrupted Russian units, I will try to save AP’s for Opp fire – Russians disrupted during their phase are guaranteed to be disrupted for mine. 

  The tightness of the attack does increase the likelihood of being subjected to more concentrated indirect fire, but that’s a risk that I’m willing to take.  Most of the terrain is covered and I fully expect to be in the first line of prepared positions within the first four to five turns.  Once I’m in the city, the buildings offer good cover.  Morale is okay, the grenadiers base is a 6, the Pioneers are 7’s. 

  Victory conditions require 800 points for a Minor and 1200 points for a Major.  Objective VP’s total 1000 with the Grain Silo totaling a full quarter of those points.  Obtaining a Major Victory will require capturing the majority of the VP’s and destroying a number of Russian units.  Two and a half hours (25 turns) seems like plenty of time but it will be a slog through the city and fortifications.





< Message edited by Rake -- 11/29/2009 12:31:01 AM >

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RE: Into the City Turn 1 - 11/26/2009 6:47:45 PM   
Rake

 

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1st Batt. moves up into the orchards on the right.  Two minefields are found and the pioneers are moved up.  They will begin clearing the mines next turn.  I’ll smoke the hex between the two easternmost mines (the one on the riverbank is a “2” strength minefield).  This will provide cover for 2nd Ko. to move near  the 50-point VL and for the engineers to move into the mine hex on the river.  3rd Ko. will push ahead 1 hex with a pioneer unit moving up adjacent to  the center mine hex.  MG units move up into the main line with the grenadiers.

  In the 3rd Battalion sector, 10th Ko. will attempt to spot and provide overwatch while 9th Ko. moves across the open area to the woods on its left – smoke will help here, too.  I only have 12 smokes for the game, so they can’t be squandered.  Still, I’ll likely use about half just to get into the city.  The rest I’ll try to save for selected strongpoints.



2nd Batt. will move toward contact with the left flank of 3rd Batt.  2nd Ko. tanks move up along the edge of the road running NE toward the city to spot along the valley and provide flank coverage.   Artillery is directed at the city hexes that I can see… there are three, including the 50-point VL and the two hexes to the SE.  Smoke is targeted to the hex between the mines.




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RE: Into the City Turn 2 - 11/28/2009 5:28:54 AM   
Rake

 

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Turn One movement draws Opp Fire from an IP in the hex SE of the VL.  With smoke in the hex to the south, 3 grenadier platoons and Pz III move adjacent, saving AP’s for use as Opp Fire.  The Soviet infantry unit in that hex ix disrupted.  There is also an AT gun in the hex.  3 Russian units fire from the VL (a bunker hex).   Next turn’s artillery will concentrate on these two hexes.
 
10th Ko. moves up discovering two additional minefields.  It will take another turn to move the pioneers up.  I’ll lay smoke this turn in front of 9th Ko.and they’ll move across the open area to their front next turn.  2nd. Batt. continues moving to the east while the tanks probe the woods along the left flank.



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RE: Into the City Turn 3 - 11/28/2009 5:46:37 AM   
Rake

 

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I’m very lucky with Opp Fire and artillery before this turn.  The 45mm AT gun in the IP and all of the units in the bunker hex (50-point VL) are disrupted, with some reductions.  Both hexes are assaulted forcing retreats  and the destruction of the AT guns in the IP and the Infantry gun in the VL hex.  A pioneer unit reduces the minefield hex adjacent to the river while two others move up to clear additional mines.  

  The tanks on the left find a couple of AT guns… They’ll withdraw while awaiting grenadier support from 2nd Battalion to spot for artillery and make the eventual overrun.  The new Matrix concealment for AT guns makes it rather difficult to spot these things.  It’s often necessary to attempt to move a unit (hopefully infantry) into the hex to gain a spot.  Once the hex containing the AT gun is ID’d, it qualifies for indirect fire in the next turn no matter whether the gun is spotted or not.

  Off to a good start.  I’ve captured a VL in a bunker hex and moved into the cover of the city at a cost of 3 SP’s, 1 Pz III to the AT gun and 2 grenadiers  to Opp fire.  The Russians have lost the 45mm AT, a 76mm IG and 9 SP’s of Rifle and MG.

Screenshots will return on Turn 5 after I catch up

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RE: Into the City Turn 4 - 11/28/2009 4:47:25 PM   
Rake

 

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Russian Turn 3 fire is largely ineffective with 1 platoon from 10th Ko. suffering a disruption.  I’ve been lucky so far in that overstacked hexes haven’t hurt, yet.   1st Battalion continues the push along the riverbank.  The river road is so far only defended by mines.  Opposition is light in front of  2nd Ko. and more Russian rifle units are disrupted.  3rd Ko. consolidates their gains and presses on into the city.   3rd Battalion moves into the edge of the city the engineers begin to clear a path through the mine belt along the southern perimeter.

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RE: Into the City Turn 4 - 11/28/2009 7:37:31 PM   
TAIL GUNNER

 

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Can't see the pictures dude....they all look like this:




Attachment (1)

< Message edited by Juggalo -- 11/28/2009 7:39:26 PM >


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RE: Into the City - 11/28/2009 11:20:00 PM   
Rake

 

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quote:

Can't see the pictures dude....they all look like this:


Okay since I've been able to see them all along, I need some help...  are they available now?

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RE: Into the City - 11/28/2009 11:29:19 PM   
TAIL GUNNER

 

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yes, all of them except the one in your 2nd post.

nice graphics you've added!

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RE: Into the City - 11/29/2009 1:07:55 AM   
Jason Petho


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Absolutely stunning.

Well done, Rake!!

Keep up the good work!

Jason Petho


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RE: Into the City - 11/29/2009 5:35:08 AM   
Rake

 

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Thanks guys.  I'm still playing with the graphics; I'm not yet completely satisfied.  The AAR should get better, too, once I get caught up...  The game is through Turn 6 & I'm almost done with the Turn 5 report.  The screens will go a LOT faster once I decide on how I want to do the graphics.

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RE: Into the City - 11/29/2009 10:38:16 AM   
sapper32


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Nice enjoying this keep it comming

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RE: Into the City Turn 5 - 11/29/2009 8:43:45 PM   
Rake

 

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1st Battalion presses on, 2nd and 3rd Ko.’s in the lead, the 1st still in reserve and uncommitted.  The plan is to keep the reserve companies uncommitted until they’re needed for the push toward the northern VL’s.  Known Russian defenders in this sector are mostly disrupted and reduced.  Return fire on overstacked hexes finally catches up… 2 platoons from 3rd Ko. are disrupted and one suffers two SP losses.  One platoon from 2nd Ko. is also disrupted.

  3rd Battalion encounters opposition along its front including 2x Rifle and a MG in the 50-point VL.  Two of the three known defenders are disrupted as are the two units in the rubble hex on the battalion’s right.  During the Russian phase, one Rifle unit in the VL rallies and another enters the bunker.  This hex may be tough to clear in the next German phase.

  2nd Battalion has finally reached the fray and the outer ring of defenses on the left.  7th Ko. (on battalion right)  is spread out a bit more than I’d like due to the minefield and roadblock hexes northwest of the 50-point VL.  5th Ko., on the left, prepares to assault the AT gun in the trench hex while the panzers provide overwatch.  6th Ko. is in reserve.

  Along the boundary between 2nd & 3rd Battalion’s, two Stug platoons locate some T-34’s in the center of the city.  One Stug incurs a SP loss and disruption during Opp Fire, but no further losses during the Russian phase.




  One battery of 105’s has been shifted to the east (just outside the screen) and another is unavailable and will be moving as soon as the transport returns to load up.

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RE: Into the City Turn 6 - 11/30/2009 12:56:18 AM   
Rake

 

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Situation at the end of the German phase is shown below.  Russian 5th Turn fire causes little damage, 1 disruption and 2 SP’s eliminated.



MG fire disrupts the remaining units in the VL to 3rd Batt’s front – units in the adjacent hex and the AT gun in front of 2nd Batt. were disrupted by artillery.  3rd Battalion assaults and eliminates the defenders in the 50-point VL and in the adjacent hex to the NE and two platoons from 5th Ko. eliminate the AT threat while moving into the trenches in front of the 2 VL’s on the left.    In 1st Battalion’s sector, 3rd Ko. assaults push back the defense and 2nd Ko. moves relatively unmolested (one platoon was retreated from Op Fire) along the riverbank – a patrol from 2nd Platoon captures an unoccupied pillbox in the 75-point VL. 

  Fire from the Stugs eliminates the T-34’s in front of 10th Ko.

  Engineers continue sweeping the mines and blocks, but are lagging behind the attack.  They’ll soon be needed to assist with assaults on the heavier defenses. 

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RE: Into the City Turn 6 - 11/30/2009 1:04:37 AM   
Rake

 

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SP losses at the end of German Turn 6:




Russian point losses are 148 to 39 for the Germans. Total VP's are at 284, 216 points shy of a draw



< Message edited by Rake -- 11/30/2009 1:07:02 AM >

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RE: Into the City Turn 6 - 12/2/2009 6:36:28 PM   
cw58

 

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Wow, your screenshots look great. I didn't know what I was missing, glad you got that worked out

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RE: Into the City Turn 7 - 12/3/2009 12:53:25 AM   
Rake

 

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Just a 2D screen this turn to show the overall situation as not a lot has changed, position wise.  City movement and assaults do not make for a rapidly changing situation.

 

Russian Turn 6:
Russian Rifle unit rallies and reoccupies 25-point IP in center.  Artillery fire causes one SP loss to 2nd Ko. but no other damage is done.  Several units are spotted while withdrawing to the north.

  2nd Ko. assaults hex to SE of 25-point building hex driving the defender into the VL.  The remaining 3rd Ko. platoons occupy the hex south of the VL which was vacated by the Russians during their phase.  Unfortunately, it took all AP’s of the units adjacent to disrupt the MG unit in the VL, so none have been save for Op Fire on this target.

  Assaults by 3rd Batt. push back the Russians across the line.   Most Russian units suffer SP losses but none are eliminated.  The units in front of 3rd Battalion are severely weakened; I don’t believe any have more than 2 SP’s remaining.

  2nd Battalion assaults the IP (25-point VL), driving out the MG unit.  Additional fire drives the Russian into the village hex SE of the 50-point hex in the center.  The 75-point VL contains a pillbox with Rifle and MG defenders – neither is disrupted and this target may require some work to reduce. 

  T-34’s in the 50-point VL have taken 2 SP losses to fire from the Pz III’s of 1st Co. of 1/36 Pz Battalion.  The other known unit in this hex has one or two SP’s remaining; with luck, these will be the only units in the VL and the hex will fall to an assault next turn

  The battalion of 150mm artillery (highlighted in screenshot) has finally arrived well to the west.  The transports will spend several turns hauling the guns to positions on the southern edge of the city.

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RE: Into the City Turn 8 - 12/5/2009 6:08:46 PM   
Rake

 

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Russian artillery (Turn 7) is ineffective, mostly due to being plotted north of my positions.  I guess the AI thinks I should be moving faster – it could be right.  The Stalinists have reinforced several of the southern VL’s and even counterattacked 2nd Battalion with two platoons which were immediately disrupted and dismissed.  Russian fire disrupts the command platoon of 3rd Ko., the only damage done this turn.

  1st Battalion. swings left to attempt to isolate what’s left of the southern VL’s and cut off reinforcements.  1st Ko. (reserve) moves up along the river into the line and will take 3rd Ko.’s place in the line.  3rd Ko. will assist  3rd Battalion with the reduction of the Russians in the center and become the reserve company after those units are eliminated.

  The Russians in the 25-point VL (in front of 1st Battalion) manage to hold on until nearly the end of the turn before disrupting.  The Germans lack the AP’s to surround the hex and assault from multiple directions, so the commies are able to slip out the back door with minimal additional losses to 3rd Ko.’s assault.


   
  3rd Battalion’s assaults (in the center) manage to capture the stack to the SE of the central 50-point VL, but the survivors of the assault on the hex to the south of VL rout to that hex.  Again, the Russians withstand much of the German fire, so there aren’t sufficient AP’s remaining to make the assault on the VL this turn.  At the end of the turn, the only undisrupted Russian units in the center are a MG unit in the VL and a leader in the adjacent hex.  Pioneers press forward to eliminate the minefield and lead the assault in the upcoming turn.  The central panzers dispose of the Russian armor, allowing the Stugs to shift west and aid 2nd Battalion with eliminating the defenders of the pillbox in the 75-point VL.

  Mostly movement and housekeeping in 2nd Batt’s sector on the left.  Infantry fire against the pillbox offers slim chances of success, although a lucky shot from the adjacent Pz III manages to disrupt one of the defenders.  Two platoons of 5th Ko. flank the pillbox to isolate those defenders.  The Stugs should provide the firepower to reduce the pillbox next turn.  The separated platoons of 7th Ko. are rejoined with the elimination of obstructions; 6th Ko. remains in reserve.

  Battalion HQ’s are moved up across the board and the mortar units from the heavy weapons companies are brought forward.

Total victory points are up to 424; should have a "draw" secured in the next turn or so.


< Message edited by Rake -- 12/5/2009 9:27:59 PM >

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RE: Into the City Turn 9 - 12/5/2009 10:27:48 PM   
Rake

 

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So much for cutting off the center; a company of T-34’s arrives to bolster the defense.  Russian artillery fire disrupts a Schützen unit and a MG unit in the well-overstacked hex to the south of the 50-point VL.  The MG unit rallies in my turn but I’d have liked to have the infantry unit for the assault.  One of the pioneers in the minefield hex is retreated (also suffers an SP loss), but rallies to start the German phase.  Glad there were two engineer units in that hex… those mines needed to go!  Another Shützen unit, from 1st Ko., is disrupted in the hex next to the T-34’s. 

  More mine hexes are discovered; they’re really affecting the German avenues of attack.  The pioneers are there to clear them, but the schützen units are delayed or diverted.

  Bad news in front of 2nd Battalion: the disrupted rifle unit in the pillbox rallied during the Russian phase…  The good news is that, although it took every shot, the Stugs managed to disrupt both units.  The rifle unit in the adjacent trench (orchard) hex was disrupted by artillery and two Pz III’s use the opportunity to overrun the hex and drive the defenders off.  One platoon from 5th Ko. completes the isolation of the pillbox and the follow-up assault captures the occupants.  7th Ko. rushes through the opening and scouts the center ahead of 3rd Battalion. 

  6th Ko. stays in reserve, but shifts toward the regiment’s left flank.  In trying to keep up the tempo of the attack, the defense and obstacles have pushed 2nd Battalion to the right of its intended axis of advance.  I plan to correct this as soon as 3rd Battalion catches up in the center.


 

In the center, MG units are brought up in close support of 3rd Battalion and disrupt the remaining units in the pillbox hex.  A pioneer unit moves into the mine hex NW of the pillbox.  After 3rd Ko.’s assault drives off the units to the NE of the pillbox, another pioneer unit moves up to encircle the VL.  Assault by half of 10th Ko. combined with two platoons of Pz III’s assures the capture of the VL.

  1st Battalion is stymied by the appearance of the Russian armor and the minefields to the north.  They’ll await the pioneers to clear the mines and some assistance dealing with the tanks.

  All known Russian units, except for the T-34’s, are disrupted. 

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RE: Into the City Turn 9 - 12/5/2009 10:30:25 PM   
Rake

 

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<<<------- Oh boy, I got a gold star

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Post #: 20
RE: Into the City Turn 9 - 12/5/2009 11:31:09 PM   
junk2drive


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I've got a whole string of them and it doesn't get you much, lol

Enjoying your AAR. Good job on the graphics.

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RE: Into the City Turn 9 - 12/10/2009 1:51:05 AM   
V22 Osprey


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Very nice AAR and again nice job the graphics.Hey, how big is your computer screen?I notice your unit info box is very small compared to the rest of the screen, meaning your screen must be huge!

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RE: Into the City Turn 9 - 12/10/2009 6:33:43 PM   
cw58

 

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And another question for you; what graphics program are you using to add arrows and such to your screenshots? Those look really cool!

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Post #: 23
RE: Into the City Turn 9 - 12/12/2009 2:32:43 AM   
Rake

 

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quote:

Original: V22 Osprey

Hey, how big is your computer screen?I notice your unit info box is very small compared to the rest of the screen, meaning your screen must be huge!


I've got a 24" monitor that I run in dual mode with my laptop (16" screen).  I dabble in photography on the side, which means that I've become somewhat proficient with Photoshop... I'll open the main PS work area on the large monitor and move all the tool panels to the smaller screen.  I'll often have so many panels open that it's hard to see what I'm working on if everything's in the same place.  

This likely answers the next question...

quote:

Original: cw58
And another question for you; what graphics program are you using to add arrows and such to your screenshots? Those look really cool!


I've gotten pretty decent with some of the Photoshop tools, but in photography, I don't often use paths, shapes, layer styles and a bunch of other tools that program provides...  I thought that doing an AAR would give me an opportunity to mess around with some of this other stuff.  I'm still playing, but I'm happier with the way things look in the later screens than I was with the earlier ones.

BTW, it will be a little slow (with the AAR) for the next week...  out of town funeral earlier this week, out of town office party this weekend, busy work week coming up.  I'll try to get anther turn posted over the coming week and should have more time to finish up over the holidays. 

Glad you guys seem to be enjoying it  


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RE: Into the City Turn 9 - 12/12/2009 2:45:47 AM   
scottintacoma

 

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Rake,

Out of town Funeral? Are you in Law Enforcement. We had at least 20 thousand Officers/Troopers/Sherifs in town for a memorial earlier this week.

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Post #: 25
RE: Into the City Turn 10 - 12/19/2009 5:17:01 PM   
Rake

 

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It’s been a few days since I’ve been able to play, so most of this is from memory.  The screen is (as all have been) end of German phase.  Not much has changed beyond moving forward, so I haven't added the graphics

  Every gun in the Russian arsenal must have been available…  artillery fire seemed to go on forever!  Not much damage was done, four or five units were retreated, one lost 2 SP’s and an engineer was disrupted, but recovered at the start of the German phase.  Russian fire was totally ineffective, no new units appeared and one was spotted retreating towards what I expect will be a hornet’s nest as I get closer to the Grain Silo.




  1st Battalion’s advance is still delayed while awaiting removal of the minefields to its front.  A lone MG unit is found in the riverfront VL (Bunker) hex by the pioneer unit moving into the adjacent mine hex and the engineers are promptly disrupted…  I know better than to move the engineers next to a hex that likely contains enemy units without first moving up other, less critical troops to spot and draw opp fire; this was a silly mistake  As it is, I’ll have to divert another pioneer platoon into the hex to clear the mines unless the platoon rallies.  1st Ko. disrupts the VL defenders and they’ll likely be driven off next turn, but the mines are still in the way.

  3rd Batt. continues to eliminate resistance in the center.  All but one of the infantry units stacked with the T-34's are eliminated.  Panzers are moved in to deal with the Russian tanks, but have little effect this turn.  One platoon of T-34’s  is disrupted, but the other is unaffected after three shots from the Pz III’s.

2nd Battalion crosses the railroad and encounters another line of defense.  These defenders are quickly disrupted and should also be pushed back.  All known Russian units on the map are disrupted, save for one of the armor platoons.

Most of the German artillery has repositioned and will be firing next turn or the following turn at the latest.  The Germans also still have 12 available air attacks (one has been called but hasn’t yet appeared), but the Russians have been falling back too quickly to call in air support.  I’ll likely hold off in using it until reaching the open spaces around the Grain Silo.

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RE: Into the City Turn 10 - 2/13/2010 9:28:49 PM   
jjdenver

 

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Hi I'd like to read your AAR but all of your screenshots show "CONTENT PROTECTED BY OWNER" and no image. Why is this?

Thx

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