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Short AAR, shorter game - 5/2/2005 5:25:34 AM   
JVega

 

Posts: 25
Joined: 5/2/2005
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Hi all. This is my first post ever in these forums and my first AAR ever written for any game, ever.. so have mercy on me, eh? =)

It's written from the point of view of the commanding officer in the field, NOT my view. The character is not supposed to represent me in anyway, I just chose that view to make things interesting. =) The game was a match between me (Jennifer/USA) vs (Dark/Germany), which lasted 10 turns... because I forgot to change the settings from my last 450 point battle versus the AI. Argh! Anyway, I played the game with the intention to write an AAR, and before I noticed the fatal error in my game set up, it was too late, and I had most of the AAR written already. So.. here it is!

btw; if you see any errors in dialogue or from a 'realistic' point of view, please share! I'm always trying to better my writing skills. The exclution of lower ranking soldiers calling the superiour 'sir' was excluded because for the longest while, I wasn't sure if I was gonna have the commander male or female. Anyway:






The Battle of Bamau (by Jennifer Vega)

August, 1945. It's cold and raining. The only light we have is the faint moon light, but even that's not much, considering the heavy rain. It's miserable.

It's just the way I like it.

The small town of Bamau is just down the road. I order the mortars to take position at the bottom of the hill, while I march forth with my rangers. The commands are clear; the raners will take up defensive positions in the city to hold back the Germans. We will fight for every building if we have to and force them into a retreat. Then, we'll charge and take the forest.

In the south, a small cluster of houses half a kilometre away from the town, are our flank guards. Four squads of rangers, keeping a lookout and ready to pounce at the enemy if need be.

The two flamethrower tanks take places in the reserves. I don't want to risk them yet. They'll be handy when we need to torch enemy buildings.

It wasn't comfortable that reports of enemy units coming in before we had even gotten ourselves dug in. A mechanized troop of sorts, followed by two halftracks. They had taken the small patch of forest south-west of the town. I gave command to my rangers to stand by and watch them, but remain undetected. Four squads of rangers are no match to a full army of enemies. We have no real idea how many they are, and I wont risk leaving the city in case they have tanks.

We have anti-tank weaponry, of course, but in the plains we're doomed against tanks. But in the urban territories, we can take them out with point-blank rockets or immobilize them with grenades. Eitherway, we're staying inside of the town and not leaving. Not until we're certain we can take on the Germans on their own turf.

Knowing time is not on my side, I move the machine guns into position, so that they can mow down any one entering from the main road. A secondary machine gun is placed to guard the flank. I send two teams to flank both streets, so that if any tank/truck drives into the city, they get ambushed and destroyed. I do not fear their armored units when in the city.. but I do fear their infantry. I hope they're not packing the SS...

But that thought is knocked clear out of my mind; an artillery barrage hits the town! I count six explosions, but they could very well have been more. The house on the opposite street crumbles messily and smoke rises all over the place. The radio remains silenced though; my troops are well trained. There's no panic.

"Report."

The radio hisses, "No casualties, wounded or killed. I .. can't say the same about the civilians."

I frown and put the radio away, then wave my squad over. We head across the street and duck between the many alleys and buildings, heading over to our troops at the southern edge of town. The Germans know we're here, and that means they're probably on the offense.

I'm proven right just seconds afterwards. The radio starts barking at me; "Men down! Men down! Two mean dead! Pulling back from the edge of the forest! I repeat! Men down! A German vehicle opened machine gun fire upon us!"

"Report! Location!"

"Southern village, left flank!"

"Ranger squads, right flank! Close in if possible, relieve the left flank and open fire! Shoot to kill!"

"Roger!"; the voice of the second squad leader.

I wait, barely breathing. I hear the shooting in the distance. Finally, we hear something;

"Enemy down! I repeat, enemy is down! Single enemy vehicle, armed with a machine gun. We hit it's flank with an anti-tank rocket. It wont be bothering us any more."

"Good job boys!" I grin, "Set up a defensive perimiter. There will be more."

"Also, reporting an enemy sighting in the center forest! It looks like one of the halftracks. Requesting mortar fire upon their location."

"Roger; granted. Contact the mortar squad."

"Roger, over and out."

I whipe a single drop of sweat from my eyebrow. First contact has been made, and I've not even set up my defenes properly yet. My men are still running across the village and setting themselves up. I've already lost two men. I've got a bad feeling about this mission. Real bad.

Good news always bring me up tho'. Gunfire is heard again, both distant and nearby, followed by two radio reports; "An enemy armored car approached and opened fire! We returned fire and hit with an anti-tank rocket right on it's front! The car is out and the crew is dead!" -- "Enemy halftrack entered village on the western road! We hit it's flank with an anti-tank rocket! The halftrack is out, we don't know if the crew is alive or not!"

Good. Good! So far, so good. The death of those two men still rests on my concience but I can't let that distract me.

"Southern squads, head west and try to take over the forest. Keep your guard up! Do not let them flank you!"

- "Roger."

"If you see the enemy, lay low and make them come to you! Make them play your game, don't play theirs."

- "We got it, we know it, you don't have to tell us. Movin' out!"

I nod to my self. The defenses are ready. When the Germans come a knockin', we'll be ready. I retreat with my own squad back across the street and park in the building next to the machine gun nest. Now it's to dig down and get ready. In the distance I hear artillery fire, and then reports from the right flank being temporarily pinned down. I grit my teeth; that means the left flank has to slow down. I cross my fingers and hope that no enemies come in contact with them now.

I wait...

and I wait...

Finally, a report; "We're pulling back! They're battering us with a steady artillery barrage! We can't remain! I repeat, we're pulling back! Rest of you, go on without us!"

"What!? You son of a--, left flank! Report!"

- "We're right at the targets. We'll take them on your command."

"The Germans will spot you once you take the edges of the forest, I bet... even if they don't, the chance is to great. You have to be ready for them."

- "With all due respect, we were born ready."

"And you're gonna die ready tonight unless you shut up and do as I tell you! Wait for the rest of the right flank to make a rearguard, and then report to me! Then, and only then, will you move in and take those targets! I cannot risk losing my southern flank before the Germans have diverted their attention fully onto the city, you hear me!?"

- "Alright, alright! We're holding our positions and setting up guard until they get here."

He grumble to my self. Commanding a company of rangers is a love-hate relationship. In my humble opinion, they're the best of the best. They do their job and they do it right. But for me, some one that hasn't proven herself yet, their respect is a rarity. Some one will end up dead before too long because of this.

A couple of minutes pass, before I get another report; "Right flank in place. Left flank has green light."

"Right!", I reply, "Left flank, go go go!"

- "Roger! Moving out!"

Again, there's silence, until reports come back to me that the forest hill is ours, which effectively makes the north/south road our property. Well, it would... if the German's hadn't dropped that damn half-track right next to it. It's obvious we have to deal with that halftrack before we can make any other kind of advances.

"Flame squadron, report."

- "Flame squadron, in reserve."

"I need you two to move out. Take the western road out and head for the center hill. We spotted an enemy halftrack there and I need you to destroy it and occupy the hill."

- "Uhh.. roger. Won't we get infantry support?"

"No. If things get hairy, pull back immediately. Do not put yourselves in unnessisary danger. I'd like to have you around if the Germans assault."

- "Roger that, moving out."

I put the radio away again and sigh heavily. It isn't until I take a good look out the window when I realize my error; the horizon is red. It's dawning. ****.

I grab the radio again, "Flame squadron! Stop! Pull back and take your place in the reserves again! Dawn is here and we cannot risk having you out in case they have tanks!"

- "Roger. Thank God. Moving back to reserves as we speak."

"Right. The rest of you, dig in the best you can. We'll hold this town until HQ says otherwise. May God have mercy on us all if they're packing howitzers."



-----Technical-----


Right, the battle was fairly short because I was stupid enough to forget to increase the turn ammount. We got 10 turns, when we could've done with up to 20 or 30!

Anyway, my plan was pretty simple. First I'd set up a southern flank with four squads of Rangers. These guys are sneaky bastards and pack anti-tank weapons in every squad, which means that planting them in a forest next to a road and close to a victory point, means they get to really piss off the Germans. :) We saw an example of this when a halftrack and an armored car were destroyed next to the small village. I was hoping for further battles when I took the forested hill, but no such luck thanks to the turns. I had plans of moving one of the two squads (the "Left flank" of the south flank) over the ridge and place them in a forest alongside of it, so I'd know of the Germans before they'd have a clue about me, AND I'd be able to ambush them. :)

The main plan wise, I didn't think I could take Dark on head to head. I'm not too sure about my skills in SP:WaW yet, so I decided that even if this was a meeting engagement, I would try and force him to play it on my terms. I immediately took Bamau, flooded it with my troops, set up guards alongside of the road and put them into ambush positions. I also placed four squads of soldiers on the edge of town. That way I was hoping I could exchange fire with Dark before he'd have the luxury of using Bamau's buildings for cover. If he'd push me out of the edge of town, I'd fall back, set up a new round of ambushes and wait... if he'd push me back again, I'd repeat until either he'd run out of soldiers (assaulting a town is extremely hard on you casualty wise) or I'd run out of moral and would have to fall back.

To help me with this plan, I had two tanks in reserves, each equipped with a flamethrower. Should the Germans gain the upper hand and my rangers would need support, I'd have two tanks to torch with. Furthermore, the tanks STILL had their tank guns, so if the Germans would show up with tanks as well, I could actually have a fighting chance.

The downside was that this was all very expensive, and the only piece of artillery I got was a tiny mortar squad that came with my ranger company. The most it did was pin down his halftrack on the hill... I don't think I damaged it at all.

Once I had taken the hill with my southern flank, and realized he wasn't too eager to attack the town, I steamed out my flame-tanks at his center hill. My plan was to destroy his halftrack, grab the victory points and then fall back. My hopes were that this would make him fall back from the right-most flag to retake the center, and then would try and assault the 'undefended' southern flank of my village. Of course it wasn't undefended.. my soldiers were just hiding right behind the front walls. :)

BUt that didn't go, because the time run out. So .. we excused ourselves with the 'dawn' issue.




Anyway, that was FUN! The next battle has already begun; a 12000 point slugfest! We're barely on the 2nd turn and already things are looking grim for both sides. Anyway.. I hoped you enjoyed!

-Jenn

_____________________________

Post #: 1
RE: Short AAR, shorter game - 5/2/2005 4:36:51 PM   
Poopyhead

 

Posts: 612
Joined: 3/17/2004
Status: offline
Welcome JVega! Nice write up. 12000 points next! Good luck.

_____________________________

Astrologers believe that your future is determined on the day that you are born.
Warriors know that your future is determined on the day that your enemy dies.

(in reply to JVega)
Post #: 2
RE: Short AAR, shorter game - 5/3/2005 4:24:41 AM   
JVega

 

Posts: 25
Joined: 5/2/2005
Status: offline
Thank you! :) I'm glad ya liked.

(in reply to Poopyhead)
Post #: 3
RE: Short AAR, shorter game - 5/3/2005 6:19:01 AM   
Riun T

 

Posts: 1848
Joined: 7/31/2004
Status: offline
Hey Jenn,liked the post, next time give more reference to the details like time,vis in hexs,and ground placement of victory hexes.I understand u did say it was raining,but I mean more for tactical reasons.[ the difference between a light drizzle and a full blown thunderstorm is easily understood in hexes of vis.] and u mentioned only once in five differant Flanking actions against you the compass direction as south of the forest??? how much of the map is forested?and u also said something about "a rise" ? was it south of the forest? was it close to the town?how far away from your positions were you giving return fire too?and how far would u designate any of your covered retreats to successfully negotiate? and to what retreating cover?. You had two flame tanks,how far back in hexes did u position them,to call them the reserve?..... PLEASE don't think I'm just knitpicking your post, DEAR,, hoping with the name Jennifer that your a lady,young or old I'm delighted to think that there are women interested in wargames of the ww2 era,and would hope that u take my comments as to say that old vets like myself tend to take away from all the glamourous story telling and look at it more like a maintanence checklist with things like condition of ground,availablety of logistics, line of sight and obstacles to the objectives. more statistcal report than story. Keep up the fight and keep postin glad to have ya RT

< Message edited by Riun T -- 5/3/2005 6:22:07 AM >

(in reply to JVega)
Post #: 4
RE: Short AAR, shorter game - 5/3/2005 10:34:43 PM   
JVega

 

Posts: 25
Joined: 5/2/2005
Status: offline
Thank you! I was actually hoping for a response like this. =) I'll make sure to pay more attention to all these fields, although I must admit, there was one thing I couldn't really answer. And that was the rain. I had NO idea it was raining until I heard the raining ambiance and saw the rain in the picture in the upper right corner. Yes, I'm a bit new at this.

And in case your interested, I'm gonna answer the questions you had (and make sure you wont -have- to the next time I write! :)):

1)How much of the map is forested?
Almost the entire map, actually! There's one big clearing in the middle, and the town was tree free, but otherwise, it was just huge fields of forest. South of the forest meant the very south of the map, just outside the forest (the only field 'outside' of the forest).

2) Where was the rise?
Right at the southern edge of the forest, it made a little hill that stretched six hexes away from the VP flags; which are on the far leftmost edge of that hill. From the town, it was about.. 15(?) hexes down, travel wise. Since the smaller town/collection of houses is on the eastern-most part of that tiny hill, the main road leads right past it.

3) How far away from your positions were you givin return fire to?
The very next hex. =) When my rangers flanked the first halftrack, they were in the very next hex. The second armored car was one hex away. The ambushed halftrack in the western part of town were hex-to-hex like the first one. :)

4) How far would you retreat, and to what cover?
I'd only retreat one hex, unless absolutely FORCED to retreat further. I hate losing ground and I'm very bad at accepting that sometimes, retreat is the best way to continue the battle. This HAS cost me a battle or two, and I'm trying to change my attitude. :) And the cover? In the city, my plan was to never retreat more than one square, and then ambush the enemy once he'd pursue. That way I'd try to limit my own losses and maximise the enemy's. With Dark (the enemy General) and his damned SS troops, I thought I needed every chance I could get to beat off his elites.

5) You had two flame tanks in reserves. How far away were they?
Not far, actually. Right next to my mortar team, which was three hexes east of the town. I positioned them so they'd be able to reach the west of the town within a turn. They were my 'reserves', without being like.. on the other half of the battlefield. Far away enough to be completely safe from harm, but ready to jump in when the city fighting got tense.



Thank again for the comment and good advice! I appreciate it. :)

But as an update; the 12000 point game is off. For some reason not a single one of my units could move (he was on assault, I was on defense) but could shoot just fine, and... well, we went a bit overboard with artillery. Believe it or not, but 50% casualties in the first three turns, with the armies spread out. It was a glorious bloodbath, but a bit over our heads. =) And it's a really scary sight to see when you load up your turn in a PBEM game and see your entire central defenseline gone.

_____________________________


(in reply to Riun T)
Post #: 5
RE: Short AAR, shorter game - 5/4/2005 5:13:50 AM   
Riun T

 

Posts: 1848
Joined: 7/31/2004
Status: offline
Hi Jenn, it sounds to me with how promptly u responded that u had already had the mental picture of my questions in mind during the battle, cause your answers are right on line. "WATCH OUT " joint cheifs of staff we have an up and coming tactician and stratigist, but I agree that its probably a bit premature on the experience of SPWAW by email or PBEM games against a human opponent. About my question on retreat distance and cover, as u get better at recognizing which units u have that have a greater abbility to zone in fields of fire with the heavy hitting weapons of the squad which are most effective at the middle to max range of their weapons,so watching in your case since the visablity was only one that u can try to make sure that the direction and destination of the platoon isn't observed by the enemy so your retreat doesn't have to predictably just head toward the closest set of VH's and be under called artillery the whole time. You stand a better chance in the beginning by making the platoon into a sideways "w" for advance and a "v" for retreat.and watch how far u think the enemy can see U,later u'll see some of the squads in the platoon will become more familiar with some kills and experience and better at reconnaissance,your light machineguns will become more effective and the mortars more accurate. U've got the right ideas, Keep applyin them and posting any other questions u can PM me LATER RT

(in reply to JVega)
Post #: 6
RE: Short AAR, shorter game - 5/4/2005 7:29:06 PM   
IBTyrone


Posts: 432
Joined: 7/29/2003
From: Kentucky, USA
Status: offline
quote:

ORIGINAL: JVega

But as an update; the 12000 point game is off. For some reason not a single one of my units could move (he was on assault, I was on defense) but could shoot just fine, and... well, we went a bit overboard with artillery. Believe it or not, but 50% casualties in the first three turns, with the armies spread out. It was a glorious bloodbath, but a bit over our heads. =) And it's a really scary sight to see when you load up your turn in a PBEM game and see your entire central defenseline gone.


Hey Jenn.

Welcome to the forums! There was one thing I noted in your post that I wanted to highlight. Regarding the 12000 point battles, there is a built-in limit of 100 formations and 400 units per side, so if you get into more large-scale battles, the formation/unit limit may trip you up. You might want to start a little smaller and work your way up. Just a heads up.

BTW, I enjoyed the AAR. Keep up the good work!

(in reply to JVega)
Post #: 7
RE: Short AAR, shorter game - 5/5/2005 1:19:26 AM   
JVega

 

Posts: 25
Joined: 5/2/2005
Status: offline
Thanks! :D

Hehe, that actually happened. I had 12000 points to spend and ended up with 4000 points to spare! I bought nothing but elite soldiers and the most expensive of tanks/artillery, too! :)

We're going for a smaller game again. Hopefully that means a new AAR soon, that's longer than 10 turns!

(in reply to IBTyrone)
Post #: 8
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