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Crécy

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  1. As said: "I expect a disastrous game from myself and a quick defeat due to an early cardinal mistake. I usually lose in CMBN and usually I fail to conduct an effective attack, or defense for that matter." I haven't played CMBN that much and it's the only Combat Mission I have played so every game is a learning experience. If you can point out some great tactics guides or something like that, please do, I would be happy to get them and improve my playing and understanding from the game. StuGs on the field are behind a hill which is not visible from the screenshots. And that Forward Observer Team is a detachment from a penal battalion which explains their doomed advance . M10 is visible because it's on a hill and I have troops on a fairly high hill as well. Ripppe chose difficulty and I presume it's on hardest.
  2. [Game started at 1400. I'll just mark the time as I'm not updating after every turn. And that hill in the 'north' is not in the north but in the west...] Time 1403 Quiet turn as these first turns are. Troops are moving forward. First enemy sighted (some infantry, a sherman and a firefly) mostly by the forward observer team at the hill in front of the 1st Company positions. Nothing can't be said yet where is Ripppe concentrating his forces. As said 2nd and 3rd company will move until contact. 1st Company is moving slowly forward as well to react quickly if necessary.
  3. True. And that reminded me that my AT capabilities are quite low considering I have no Panzerschrek teams. Have to rely on StuGs and panzerfausts plus on limited support of the 88s... That's certainly true . If everything else fails at least werfer barrage will make it a night to remember.
  4. Hello everyone! I'm new to the forums (not even a lurker) and was lured here by Ripppe's careful campaign to make an AAR from my point of view from our current Combat Mission game. It's a quick battle with a medium map, 1h 15m long and with too many units. Now, I won't make minute by minute updates. Mostly because it would be too tiresome and there'd updates where nothing major happened. I decided to make this AAR after we started so no screens from OOB but it's roughly like this: -1 Panzergrenadier battalion 1 Company HQ Team XO Team Forward Observer Team 1 Platoon HQ team 1 Squad 2 Squad 3 Squad [*]2 Platoon HQ team 1 Squad 2 Squad 3 Squad [*]3 Platoon HQ Team 1 Squad 2 Squad 3 Squad [*]4 Platoon HQ Team 1 Section (MG) 2 Section (MG) 3 Section (Mortar) 2 Company 3 Company -Sturmgeschütz brigade (understrenght) -2 Flak Battery 4 x 88mm gun (Flak 36) -Nebelwerfer Battery Initial plan First thing I decided was to leave that hill in the North alone, even though it does provide an excellent overwatch position but it's also susceptible to artillery fire and risk of getting cut off too easily. Second thing I decided was to not head for the objective town immediately but concentrate 2nd and 3rd companies south of it while 1st company will act as a reserve. Thus I will have more firepower in a smaller space and if Ripppe sprinkles his troops thinly on the whole front or keeps objective town and the hill as his main objective I will cut his forces in half through the center and wheel behind him in the north-west. Second and third company will advance until contact and then, after assessing the situation, goal is to launch the attack first. Swiftly and decisively before Ripppe has time to react. Speed and aggressiveness are the keys here. One mistake was to take the flak battery as they can't be moved and the starting ground doesn't really provide any good firing lanes. I'll use them to A) cover 2 Coy's flank and watch the approach on the hill in the North beside the water and watch over the hill in the south-west which can't be seen from that screenshot. In the end I expect a disastrous game from myself and a quick defeat due to an early cardinal mistake. I usually lose in CMBN and usually I fail to conduct an effective attack, or defense for that matter, but I shall try my best.
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