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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
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      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them

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Found 12 results

  1. I want to avoid confusion from the start of the original thread to this one, since it's technically a different scenario. Much is the same, but I'm doing it anyway! SITUATION Thanks to the successful battle and crossing of the canals near Pryvitnoe by 2nd Battalion, we have been tasked with exploiting the gap in the Ukrainian lines. We have one final barrier to cross before the total colapse of the Ukrainian defenses occurs on the southern flank: the river Dniepr. Ukrainian forces are dug in deep alon the major crossings near Kherson and 1st Battalion has encountered stiff resistance further north of us. Intelligence has identified a weak spot by the town of Prydinprovs'ke. This will be a tough one, since there is only one bridge in the area. We'll have to force a river crossing. Thankfully, the Ukrainian units have only just arrived and not had time to dig in properly. MISSION Our job is to cross the Dniepr and move troops further north to further stress the fragile Ukrainian defense. Thus, we have two main objectives for this engagement: 1. Cross the river and penetrate the enemy lines and continue to Kherson 2. Eliminate the defenders on the river crossing for follow on forces to continue at speed 3. Minimize casualties. It should go without saying that sacrificing too many of our boys will reduce the effectiveness of our crossing, and no one wants to write those letters. 4. Destroy SAM battery. Elements of the 208. SAM Brigade are in the area of operations. Take the site and destroy any equipment you can find. FRIENDLY FORCES Our 2nd Battalion, 18 Motor Rifle Regiment has the following assets in the area: - Reconnaisance platoon - ATGM platoon - Grenade launcher platoon - 2 combined arms companies - 3 platoons of BTR-82 mounted infantry (amphibious) - 1 platoon of T-72B3 tanks Support assets are as follows: - 3 platoons of 2S3M2 152mm howitzers, a total of 18 guns on call for this crossing - 1 platoon of 2S7M2 203mm howitzers, a total of 4 guns on call from the divisional resources. We're lucky to have these, so use them wisely. - 1 flight of Mi-24PN gunships from frontal aviation ENEMY FORCES Enemy forces consist of elements of the 28 Mechanised Brigade that our sister battalion previously faced at Pryvitnoe. These guys are tough, so be careful! PLAN There are three crossing points that we have identified. The first, and most dangerous is the bridge leading into Prydinprovs'ke. This is a long and wide open approach so should be considered only a last resort until the overlooking areas are cleared. The second and primary crossing point is Landing Zone Boris, across from the Dachas at point Elena. The dachas provide decent cover for the approach to the river and point Boris is a fairly flat area also covered by trees. The final crossing point is to Landing Zone Vasiliy. There is a narrow path up through the area, but it may be an unexpected direction. Tactical map to show the locations in the briefing. The objectives have morphed somewhat. Russian forces gain points for sending troops off-map on objective G, for destroying Ukrainian units, minimising own casualties and finally destroying the forces that are at the SAM site before they can evacuate. My plan is much the same as before. EXECUTION 1. Company (1-я pота) will approach the dachas along the western path through the woods in column. Upon reaching the buildings, they will deploy in line formation and prepare to cross the river. 5. Platoon (1/5-й взвод) will take position along the axis of the bridge to provide fire support. 1. Company will clear the riverbank and advance into the town proper to provide cover for the tanks to cross the bridge. 2. Company (2-я pота) will also approach the dachas along the eastern path through the woods in column. Upon reaching the buildings, they will also deploy in line formation and prepare to cross the river. 5. Platoon (2/5-й взвод) will advance alongside 1. Company and take positions near the dachas to provide fire support to the crossings. 2. Company will then advance past the buildings and threaten the SAM complex before continuing to Kherson. The reconnaissance platoon (Разведка) will advance through the dried creek to the west and prepare for their own crossing to the west of the bridge. They will form a distraction for the enemy, to disrupt the enemy defence as 1. and 2. Companies cross the Dniepr. They will then continue to cut off any Ukrainian movement to retreat to Kherson. The weapons company will deploy among the manoeuvre elements and provide a base of fire for each crossing. Once the main body is across the river, fire support elements will mount and make their own crossings. Once the area is cleared of heavy weapons, the tank platoons will storm across the bridge. FIRE SUPPORT Fire phases will be divided into three phases: DYNYA (melon) will initiate fire plans, with all batteries firing at designated targets with the objective of destruction. When the order to cross is given, fire missions will shift to phase YABLOKO (apple). Fire missions during this phase will be aimed at suppressing enemy ability to fire or manoeuvre to protect our assets as they cross the river. As our forces make landfall, fire missions will shift to phase GRUSHA (pear). Fire missions during this phase will be designed to cut off the defenders from reinforcements as they are run out of their positions. The organic 120mm mortars will be on call to strike targets of opportunity, and will be providing smoke for the crossing at fire phase YABLOKO. Upon fire phase GRUSHA, the mortars will fire on zones 112 and 113 to suppress defenders attempting to contain the landing of the recce platoon. 2 of the 3 2S3 batteries will be tasked with striking target zones 211 and 212 respectively, until fire phase GRUSHA corresponding with the crossing attempt, after which they will shift their fire to focus on zone 213 as forces approach the shore. The final 2S3 battery will be firing on zone 111 until fire phase GRUSHA, after which it will shift fire to zone 112. The 2S7 battery will be firing in support of the main crossing effort and will hit zones 211 and 212 until fire phase YABLOKO. The heavy guns will then shift to suppressing forces in zones 112 and 213 to prevent further reinforcements from engaging the landing. The pair of Mi-24s will be given free reign of the opposite bank, hitting any targets of opportunity the pilots can find. ---- And in a twist of fate that I'm sure will make @Haiduk happy - the bridge is actually a railroad bridge now! And for those interested in a play-along, I've attached the scenario to this post! There is no AI at the moment - H2H only, and I haven't a clue if it's balanced! An der Schoenen Blauen Dnjepr.btt
  2. Time for another adventure in Southern Ukraine! Best read while humming Strauss. We return to the same AO at dusk the day of the invasion. The Russian advance has been amazingly swift. By the end of the first day, Kherson is already under threat of Russian forces. The Ukrainian defence is in shambles and is prepared to make another heroic stand at the small town of Prydniprovs'ke just to the west of Kherson. From the briefing: SITUATION Thanks to the successful battle and crossing of the canals near Pryvitnoe by 2nd Battalion, we have been tasked with exploiting the gap in the Ukrainian lines. We have one final barrier to cross before the total colapse of the Ukrainian defenses occurs on the southern flank: the river Dniepr. Ukrainian forces are dug in deep alon the major crossings near Kherson and 1st Battalion has encountered stiff resistance further north of us. Intelligence has identified a weak spot by the town of Prydinprovs'ke. This will be a tough one, since there is only one bridge in the area. We'll have to force a river crossing. Thankfully, the Ukrainian units have only just arrived and not had time to dig in properly. MISSION Our job is to cross the Dniepr and move troops further north to further stress the fragile Ukrainian defense. Thus, we have two main objectives for this engagement: 1. Cross the river and penetrate the enemy lines and continue to Kherson 2. Eliminate the defenders on the river crossing for follow on forces to continue at speed 3. Minimize casualties. It should go without saying that sacrificing too many of our boys will reduce the effectiveness of our crossing, and no one wants to write those letters. FRIENDLY FORCES Our 2nd Battalion, 18 Motor Rifle Regiment has the following assets in the area: - Reconnaisance platoon - ATGM platoon - Grenade launcher platoon - 2 combined arms companies - 3 platoons of BTR-82 mounted infantry (amphibious) - 1 platoon of T-72B3 tanks Support assets are as follows: - 3 platoons of 2S3M2 152mm howitzers, a total of 18 guns on call for this crossing - 1 platoon of 2S7M2 203mm howitzers, a total of 4 guns on call from the divisional resources. We're lucky to have these, so use them wisely. - 1 flight of Mi-24PN gunships from frontal aviation ENEMY FORCES Enemy forces consist of elements of the 28 Mechanised Brigade that our sister battalion previously faced at Pryvitnoe. These guys are tough, so be careful! PLAN There are three crossing points that we have identified. The first, and most dangerous is the bridge leading into Prydinprovs'ke. This is a long and wide open approach so should be considered only a last resort until the overlooking areas are cleared. The second and primary crossing point is Landing Zone Boris, across from the Dachas at point Elena. The dachas provide decent cover for the approach to the river and point Boris is a fairly flat area also covered by trees. The final crossing point is to Landing Zone Vasiliy. There is a narrow path up through the area, but it may be an unexpected direction. --- And finally, the map of the area: Coming next, initial disposition, further briefing, and terrain reconnaissance. I also just realised that it is not highway E97 that leads here - bah, I'll fix it tomorrow
  3. Introduction A while back there was a post on the BFC Battle for Normandy forum announcing a new project by @choppinlt “Operational Level Game Announcement”: http://community.battlefront.com/topic/109632-operational-level-game-announcement/. He and his team have been working away on the project ever since. The have a system designed and they are testing mockups now. You can read about it in full here http://dogsofwarvu.com/forum/index.php/board,36.0.html but this AAR is for but one small battle in one mocked up campaign. To read about the overall campaign from the US perspective you can check out this thread: http://dogsofwarvu.com/forum/index.php/topic,3111.0.html. The battle in question takes place on turn 7. In a previous turn someone used ASL to determine the outcome of a campaign battle. This time it is CM’s turn. Read about it here http://dogsofwarvu.com/forum/index.php/topic,3111.msg14998.html#msg14998. @Mad Mike and I are fighting this battle out: Notice the second battalion of the 116th (2/116) on the right edge of the map. The battle of St. Andre de l’Epine You can read about the setup for the order of battle and such here (I just tried to not read the German info too closely). http://dogsofwarvu.com/forum/index.php/topic,3613.0.html Here is a summary of how we prepared for the battle: @Mad Mike chose the map Hill 192 (http://www.combatmission.lesliesoftware.com/BattleForNormandy/Maps/HILL%20192%20expanded.html) @choppinltdetermined the forces for both sides and sent us screen shots of the force selection in CM @Mad Mike setup his forces and after a little back and forth with @choppinlt handed the map off to me I chose my forces, again with @choppinlt ’s help. I missed a few things and asked a bunch of questions. I then setup the deployment of the forces – this is using the scenario editor we have not started the game yet. This is an important step since I have a battalion of infantry and two companies of tanks plus some supporting engineers and a 200m strip of land for setup zone. After looking at the map what I decided to do was: i. Two companies would push forward along two avenues but not so far apart that they could not combine to exploit success on one avenue and failure on the other ii. I determined that the setup area is too small for everything to arrive at once. If the enemy has artillery that could be used (not during setup but later) I just don’t want my forces to be that concentrated. Heck 200m depth is too little for that many forces at any rate. iii. I divided up my forces so that F Co is on the left and E Co is on the right and each has tanks in support. G Co is in reserve and the weapons company, H Co, had its resources divided between the three other companies. iv. Then I set things up so that battalion recon and one platoon of each company plus the company HQ started on the map. v. The rest of the companies plus a platoon of tanks arrived after 5 minutes vi. Additional tanks arrived after 10 minutes vii. The rest of the tanks arrived after 15 minutes along with the engineers viii. The rest of the infantry arrive after 20 minutes ix. The rest of the forces – including an AT gun platoon that I am not sure what I am going to do with arrive later @Mad Mike and I sent the file back and forth a couple of more times to tweak things as per the discussion. We loaded the scenario and started playing. Forces 837 men (6% casualties is 50 men) 2nd Infantry Battalion 116th Regiment Lt Col Madison Pioneer Platoon Lt. McKee AT Platoon E Co Cpt. Rost 1st Platoon Lt. Moustakis 2nd Platoon Lt. Dubbins 3rd Platoon Lt. Cudlipp 4th Platoon Lt. Ogden F Co Cpt. Bova 1st Platoon Lt. Turner 2nd Platoon Lt. Salberg 3rd Platoon Lt. Hillard 4th Platoon Lt. Keller G Co Cpt. Salder 1st Platoon Lt. Grow 2nd Platoon Lt. Weire 3rd Platoon Lt. Krumin 4th Platoon Lt. Youmans H Co Cpt. Palmer 1st Platoon Lt. Reece 2nd Platoon Lt. Castro 3rd Platoon Lt. Cooper 747th Tank Battalion A Co Cpt. Donavan 1st Platoon Lt. Tubb 2nd Platoon Lt. Denney B Co Cpt. Fry 1st Platoon Lt. Wynn 2nd Platoon Lt. White 121st Engineers B Co. Cpt. Edward Humpheries 1st Platoon Lt. Dunlap 2nd Platoon Lt. Sanchez 3rd Platoon Lt. Blair The Mission The US infantry, and their tank support, need to advance up to 1000m with 6% casualties or less. If my forces manage to advance 300m into the defensive area it will be considered a success and if they can make it 400m they it will be exceeding expectations. In order to track my progress I added touch lines Able (200m past the line of contact), Baker (400m past the line of contact), Charlie 600m, Dog 800m and Easy 1000m. The edge of the setup zone is 200m a head of the line of contact.
  4. A Brutal! DAR

    I've always enjoyed reading AARs and DARs on these forums, so I figure'd I'd try my hand in it. I'll be playing the scenario Brutal! as the Russians. Things are going well for the Russian advance to Kiev. The highway E50 holds the key to the advance of the 32nd Motor Rifle Brigade as it continues its charge past Ukrainian defences. The 3rd Tactical Group Battalion has the task of capturing a small town known as Zhorstokyy that lies on a stretch of E50 to allow the rest of the brigade to continue its advance. Intelligence tells us that elements of some Ukrainian BTR infantry units have taken up hasty positions in the town overnight, though their strength and exact composition are unknown. Aerial reconnaissance has given us an idea of the layout and size of the city. Of particular note are the tall buildings in the centre of the city at location (1). These appear to offer fields of view on all approaches to the city, and hence a good location for an observation post. Location (2) has a complex with good firing positions overlooking an open field to the east of the town, as well as some limited vision towards the southern bridge. Position (3) has some tall apartment buildings that command the fields to the west of the town, but offer limited vision to the south. The battalion reconnaissance platoon and 1st company's 2nd and 4th platoons are currently in the area of operations. Using the limited information and forces available, my initial plan is to set up observation posts to reconnoiter Ukrainian defensive positions in the town. 1st Company, 2nd Platoon under Lieutenant Aushev will advance in column formation to covered positions in the complex to the south of town and set up an observation post on the tallest building. 4th platoon under Lieutenant Yavorskiy has been split into a few sections. Two MTLBs along with two machineguns and a grenade launcher will take up defensive positions to foil any Ukrainian movement in the west. The other MTLB will be cross-attached to the reconnaissance platoon with a machine gun, forward observer, and a grenade launcher. Lieutenant Strygin's reconnaissance platoon will advance to the edge of the road in the forest and dismount to provide a base of fire and an observation post to survey the east side of the town. My current thought is to brute force my way across the bridge at location (1). It is the most obvious route, but it is also the most covered. Advancing across open fields to the west is dangerous with any ATGM threat, while the crossings to the east may prove difficult for tanks to traverse. Hence, the bridge at location (2) is a secondary objective. Location (3) is the suspected OP, which will be hammered by the 120mm mortars I have in support, as well as suppression fire from my vehicles once the lead starts flying. I will be keeping a close eye on the apartments at location (4), though if things go to plan, they won't play a significant role in the battle until I can level them with support. Finally, the suspected positions at location (5) make me nervous, though hopefully 4th platoons weapons and MTLBs will be able to dissuade them from moving. Strygin's scouts dismount and enter the forest to set up their observation posts as 0900 passes. Just on time! I hope this will be enjoyable! I am open to comments, criticisms, insults, or whatever.
  5. I fancied a little break from doing video AARs for a bit so here's a text and pic During Action report! AjarmanG and I are squaring off in a meeting engagement at Noville, north of Bastogne or just off the eastern edge of the map of Bil and Baneman’s beta AAR: We’ve played a few games so far and I’d say we’re fairly evenly matched, but something that came up out of our last Meeting Engagement was that there was an initial rush for position and then the game pretty much stagnated. So we put this one together with an eye on keeping things fluid: we’ve got 2km2 of rolling countryside to manoeuvre in and it’s a foggy dawn to boot. Flush with an unanticipated appreciation for the US Army after winning our last game with them, I plumped for the Americans. Thinking about it now, I won that game mostly because of P51s which are going to be useless here and I really wish I had squads full of Mp44s riding Tiger tanks instead of Garands on Shermans, but hey ho. This is a different kind of battle to that which I’d usually want to fight- usually I’d be looking to take and hold chunks of key terrain and exploit them to get my opponent to fight on my terms. That kind of approach doesn't really work when the opposition can walk right past your positions without you ever knowing. So its time to wheel out the standard backup plan, which is pretty simple: Stage 1: Find the enemy Stage 2: Kill him I can quickly split the map into two sections: an arc through Cobru, the centre hill and Noville which is all close suburban, urban and forest terrain: and then a big arc around the outside of that from deployment zone to deployment zone is which is full of wide open spaces: Gut instinct took one look at the map and said “Go right.” The darkness and the fog make the wide open spaces over there an area I can exploit for manoeuvre rather than the deathtraps I’d usually see them as, so going right isn’t as daft as it might sound- though I might be changing my mind about that pretty quickly. If I'm fast enough and can push round the right with some tanks and mechanised infantry I can hopefully catch my opponent in the flank as he moves from his deployment zone into Noville. If I’m too slow to catch him (much more likely), then I’ll be behind him, which should upset him some and maybe get to snack on some HQ elements, on-map mortars or unlucky stragglers. Whatever happens I want to be in his face (or behind his back) giving him a good kicking instead of sitting back and handing him the initiative. There’s always the possibility that he’ll push the same flank and we’ll end up with a messy knifefight as we run into one another, but I’m confident that I’ll come out of that fairly well: my Shermans will be at their best against German armour up close (read "actually have a chance") and anything lighter than a tank should get shredded by all the halftrack mounted .50cals I intend to bring with me. My biggest worry here is having to really get stuck into streetfighting. This is an area where I’ve struggled against AjarmanG in the past (damn Oosterbeek!) and chances are he’s going to have time to set up shop in Noville no matter what I do. I’m currently thinking I’ll have to wait until it gets lighter and my tanks can engage enemy positions from outside panzershreck range before I try to wrinkle him out Fallujah style. Assuming I have any tanks left by then- we’ll see. Speaking of tanks, I always agonise over how many to take. In the end I could only afford to bring along six Sherman 76s- more would be better, but at some point I'm going to have to knuckle down and clear out Noville and for that I'm going to need plenty of manpower. The tanks are going to be beefing up a mounted armoured infantry company led by a recce platoon as they go for that right hook straight off the bat. The rest of my force is a dismounted armoured infantry company that’s going to be tabbing into Cobru to set up or push from there as things progress- I can't just let him have that village. In an ideal world, an occupied Cobru would be the anvil to the right hook’s hammer, but unfortunately Noville is in the way. Planning beyond the basics seems fairly redundant here- exact details will depend on exactly what circumstances I find myself in. Best case scenario: I manage to isolate, envelop and destroy helpless pockets of enemy troops out on the right flank and AjarmanG will find it tricky to manage to defend his inevitable position in Noville from two sides. Worst case scenario, that open ground out there really is the deathtrap it usually is... Should be fun whatever happens!
  6. o he's back, and from a holiday no less, so I thought I'd see how Gnarly's fairing in the days of old... For those that don't know, Gnarly and I have been regular opponents in the modern theater (our last battle is immortalised in the DAR found here: http://www.thefewgoodmen.com/thefgmforum/threads/cm-bs-dar-gnarls-vs-artemis258-art-stay-out.23531/ ), and our last battle left the results... triumphantly unsettled. He claimed to have taken the field after the remainder of of my forces fell back the next day, I claim my Glorious Russians (what were left) used his burnt out tanks as BBQs and the the crew's helmets as vessels for the consumption of beer and vodka... The heavy casualties simply meaning more liquour for the ones who were left. War is hell. So, we return to another time, and another country. Just inside Holland, Winter 1944, where US and German forces both move towards a strategic crossroads on the edge of a forest... FORCE SELECTION In my last little bout with Gnarly, I completely misinterpreted his preferences in force selection. Instead of the infantry-heavy wave of Ukranian conscripts backed up by a few aging IFV's I wound up facing off a company of Armour, which I was barely able to stop (with two tanks... *giggle*). Now, on the Western front 1944, it is not ageing soviet cast-aways that he has for toys, but the very best of German military engineering! So, knowing what I'm coming up against, I have a somewhat bastardized armoured task force-y...thing. The split force-wise is about 40/60 infantry and armour, maybe a bit more in the tank department... Also Bazookas. Lots of bazookas. I didn't realise every halftrack had one stowed, so during set-up I was the Oprah of Bazookas. You get a bazooka, you get a bazooka! Infantry To make up the core of my foot-sloggers, I've taken two platoons of armoured infantry (2nd and 3rd) from Dog company, 2 Battalion. @ platoon is mounted in a mix of M3 and M3A1 halfies which (with one exception) are packing 50's on them.... those tracks will be great for hosing down buildings or Hannos when the time comes... To help out with the city fighting 2nd Platoon (which will be tasked with the main assault) has been joined by a flamethrower team and a breach team - two things Ive been really loving in the Aachen campaign is the ability to kill it with fire and to make new entries... Flamethrowers in particular came out with RT but I've seen little use of them on the Eastern front. Anyway... 3rd platoon is dismounted, and will form a blocking/base of fire element (at least initially) and so doesn't receive AS much love as 2nd. They do however get something - in this case, a heavy machinegun team toting a M2HB of their own. Armour The real toys! The base of my armour is (naturally) a platoon of Shermies. Knowing I'm likely to face Panthers, Bengal Tigers or Tiger 1's, two of the five are carrying the 76mm gun... The other three are bog standard M4A3s with the 75, and all have wet stowage. I also wanted something special to play with, so I have an additional M36 Tank Destroyer... a real glass cannon that will support 3rd Platoon. Artillery There isn't much left for this unfortunately, so aside from each platoon's 60mm mortar the only additional indirect support will be from a platoon of 81mm mortars somewhere off-map. I'm hoping the direct support will more than compensate for this though! The Plan Infantry movement in red, Armour in Blue, TD in green The plan of attack is pretty classic. 2nd platoon, along with it's specialist teams, halftracks and the three 75mm armed shermans, will move to the central-west edge of the village and secure the forest there. That will give them cover and clear lines of fire into the village if Gnarly comes from the south-east, or a nasty close quarters surprise should he try to do the same. I'm counting on the HE from the tanks and 50's from the tracks to turn the tide in any event, while the heavy concentration of bazookas and close terrain will allow me to open any tin cans I come across. Meanwhile, the two 76mm Shermies will rush up to the edge of a small rise on the North/South road and overwatch the whole approach to 2nd platoon's objective. In particular, they can pop any armour that tries to use the treeline as cover, or hose any infantry that comes their way. The rise makes for a great hull down position and they should be there in the first few seconds of the turn. 2nd platoon and the tanks wait to move off On the eastern side of the map, 3rd platoon and their emplaced .50 will occupy overwatch positions on the south-eastern approach to the village... the woods here are dense enough to conceal my positions till I fire, and the slope allows me to hide most of my infantry squads out of the way if the return fire gets to high.... also I can fall back to a lovely sharp reverse slope position if armour shows up, letting it close enough to give them a bazooka to the face. The road that crosses NE-SW is hidden pretty well by the same woods, and is sunken below much of the hills as well... this gives me a good spot to rush my Jackson down to where it can cover that road (and thus the village) from enemy vehicles, as well as allowing it to back up slightly and cover the SE should Gnarly bring his tanks from there, though I suspect he'll prefer the better concealment offered by the SW corner... 3rd platoon with the M36 on the other side of the map This should be good. I like the map, and the choice of three different deployment areas ( I could go any combination of either corner and/or the middle) makes things interesting...
  7. Hi Guys This is the first video in my new DAR versus Rinaldi. I don't confess to be a tactical genius but I enjoy playing the game... Im not one of those guys who knows the stopping power of a Sherman 75mm at 678 yards. I play the game by the seat of my pants and see how things pan out. I hope you enjoy the DAR and please be sure to like and subscribe. As you can see from my first video Im having some issues with sizing for YT videos. I have a 21 inch (non-widescreen monitor) and trying to get the image to fill the screen in YT has been a pain... I failed in this vid but will hopefully rectify it in coming turns. Any advice appreciated both in gaming and hosting on YT. Thanks for reading.
  8. Hi Forum! I recently found a user made scenario I had been wanting to play for some time. So I thank Seinfledrules for it. The Scenario is AD into Lithuania. I must admit, I have been oogling it for some time now so when a bit of extra time was presented this weekend who was I to refuse.. So without further stalling: Situation July the 9th 1944, following the capture of Minsk our unit is driving into Lithuania, operating on a road on route to Vilnius. Our Companys lead tank is suddenly hit and brews up in an explosion. After contacting our head quarters the situation is made clear to us: It has been deemed possible for our company of T-34s and attached infantry to attack; Orders are to clear the village of Pilpakiai of German defenders, and see to it that the rest of our forces can advance along this road to Vilnius. Mission Our orders are to Seize and Occupy the Village of Pilpakiai and a farm complex near the road to Vilnius. We are ordered to deploy, assess and attack where it is deemed necessary. As everything is assembled total combat time is calculated to arround 45 minutes. Execution The enemy is at unknown strength, orders from HQ is that a two wave attack is best adviced so that our company of tanks can act as support assets for the infantry company. The enemy is most likely defending the T intersection and Village to deny us road access and has praobably deployed several antitank and machinegun assets in the surrounding terrain with a good field of view on the road. Accounting for the German Doctrine it can be assault guns covering the road. So be prepared for the tanks to engage armor. Our company of Tanks has seen some losses. We are likely not receiving any reinforcements and so are the Germans,we do however need the infantry to have a reserve in case the Germans are reinforced. Enemy force composition is unclear, estimating the size of the Village and the Germans will to defend and based on the previous month asses that the enemy fields atleast a half strength infantry company (we assume full strength though), light fortifications (foxholes at best, if any) and AT and heavy machineguns overlooking the road. We will make no attempt to splitt forces. The enemy is defending the village so most of them vill be centralised arround the objectives. The infantry attacement is well motivated for an assault and is likely to stay in the fight once commited, that is, if it is not strained or pummeled before the enemies main line of resistance is found and engaged. Our Forces Consists of: 3rd Company HQ: Galimov Regular, Rested, Good Command, Ok 1st platoon HQ: Salamatin Regular, Rested, Good Command, Good motivation, Ok 1st Medium Tank: Chalov Regular, Rested, good motivation, Ok 2nd Medium Tank: Kapitonov Green, Rested, exceptional motivation, Ok 2nd Platoon HQ Tank: Aushev Regular, Rested, Good Command, exceptional motivation, Ok 1st Medium Tank: Ryleev Regular, Rested, Ok 2nd Medium Tank: Gamzulin Regular, Rested, Good Command, exceptional motivation, Ok 1st Company INF HQ: Terekhov Regular, Rested, exceptional command and motivation, Ok Sniper Team: Parshin Veteran, Rested, exceptional command, Ok 2nd Platoon HQ: Novozhilov Regular, Rested, good command, exceptional motivation, Ok Sniper Team: Asafyev Veteran, Rested, negative command, good motivation, Ok 2nd Squad: Dudarenko Green, Rested, good command, Ok 3rd Squad: Kagantsev Regular, Rested, good command, good motivation, Ok 1st platoon HQ: Skuratov Regular, Rested, Exceptional motivation, Ok Sniper Team: Petrukhin Regular, Rested, good motivation, Ok 2nd Squad: Nazarov Regular, Rested, exceptional motivation, Ok 3rd Squad: Kalyugin Veteran, Rested, exceptional command and motivation, Ok Map Top View: Map Tilted View, Top: Until next post // Cheers
  9. I've wanted to fight Ithikial since I first discovered his YouTube channel about 2 years ago. Now, I am going to do it! The map we're fighting on is a river crossing. There are three objectives in a valley between two prominent hills. Both hills have objectives on them as well. I am in command of a reinforced company of German Panzergrenadiers: SLIM's Battalion 75mm AT Gun Opel Blitz Attack Company Scout Team Sniper Team 3x Pnz Grn Platoon Weapons Platoon 2x HMG42 Section Med Mortar Section Support Company 1x Pnz Grn Platoon Pz VG Panther (Early) Jpz IV (Late) StuG IIIG (Late) The Attack Company's job is to conduct my main infantry operations. The Support Company contains my armor, and one platoon of infantry meant for close support of the tanks. (If CMBN had infantry riding on tanks, that's what they would be doing.) Initial Plan: Secure VP Chateau, and estabish supporting weapons. The Battalion HQ, Weapons Platoon, AT Gun, and supporting assets will seize the Chateau to use as an O.P. I do not know what the LOS range is, the prevailing weather conditions are Light Fog and Rain. The intent is to establish mortars and guns in positions from which they can observe the enemy side of the river. Conduct Combined Arms Attack to secure Road Bridge, Town, and Rail Bridge. The Tanks and Infantry will advance from North to South, securing the Road Bridge first, then pushing into the town. The Rail Bridge is considered a secondary objective, and won't be attacked unless the situation permits. Await further developments. I don't want to plan too far ahead. I've marked the hotel as a Destroy Objective, but I don't know if I have enough firepower to turn it into rubble. It is so marked because I would rather destroy it than fight for it. If I can ignore it safely then I will do so. [P.S.] This battle will be slow going, me and my opponent live on almost exact opposite sides of the globe, so it's likely we will have a turnover rate of 1-2 per day, barring Real-Lifetm incidents. I'll leave this thread here for future posts. This is my first attempt at a "normal" DAR structure, so any comments or criticisms are welcome Also feel free to yell, "You're doing it all wrong!" That's fun too.
  10. NOTE: noone should share this info with sublime, nor his info with me. (check his side of the story) this is my first time doing DAR so it might not be on the same standard(long ,tidy and with perfect english) of the previous DARS ( maybe) but tactics/strategy will be presented clearly comments are welcome,aswell as advices ----------- ---------- ---------- ---------- ------------- BATTLE: Medium MAP: LARGE BLUE PROBE Time: 1hour Clear rarity:standard EW:no TURN: ZERO,deployment INITIAL PLAN: 1) 3 platoons of abrams tanks will pierce Sublime's defenses.they will move on the extreme left (from US perspective). 2) 350 shells (120mm) will fall on the key surrounding woods that have line of sight and are a danger to the US schwerpunkt , in addition 300 60mm shells will fall on distant key areas on the map 3)abrams platoons will advance at full speed untill the very end of Russian side of the map, in column of three. however one Abrams tank will take the nearby position that is covered by a barn, to help neutralise potential russian armour/atgm teams in the corridor that is being engaged by 8 other abrams tanks (corridor is as i said,on the extreeme left) 4)after they reach destination,they will eliminate any/every russian and slowly prepare to advance on the village/town to the east, untill then Infantry will catch up and kill wounded russian soldiers laying in the woods/fields 5)at the same time as 4) ,infantry MMGs and javelin teams will take up the positions on the hill to try to offer some support to the Abrams platoons 7)after this,major objective,town/village will be assaulted,details are unclear Whole plan is to strike fast and hard,from the very beginning , no matter the cost. this battle will be decided in 5 minutes now that doesnt mean there wasnt careful planning and micromanagment,far from that. its simple plan,and thats its advantage. do what the enemy doesnt expect you to do,as napoleon once said (Screenshots will be posted soon,and everything will be clear as day because of simplicity and the speed at which everything will unfold) Videos: might be used aswell COMPOSITION: INFANTRY: 1 x US infantry company (3 platoons) + Fire support ,HQ etc ARMOUR: 1 x Armoured company (3 platoons,9 tanks,no aps) (some deleted to fit it 3x3) SUPPORT/ARTILERY: 7x 120mm Artilery 3x 60mm Mortar 14 TRP markers 90% of the troops are regular/high+0, some veterans
  11. First black sea quick battle! Med size forces meeting engagement!I'll be the Ukrainians rushing headlong into the evil invading Ruskies. OUT OF MY PRECIOUS HOMELAND YOU RUSSIAN DOGS! *ehem* Custom rules in effect: APS on only 20% of eligable vehicles (rounded up)Map: Force TO&E: 1 depleted Mech rifle battalion (-1 company) in BTRs, with a platoon of Oblats attached! This gives me two companies of infantry supported by,-Some arty (bought some extra too! all off map, 2*3 tubes 120mm mortars, 1*3 tubes 81mm mortars),- Battalion support from an anti-tank platoon (Skiffs and recoilless rifles, re-enforced with two 'shturm' tank hunters) and a grenade launcher platoon (they say happiness is a belt fed weapon, but if that belt is 30mm HE then I think you should keep that 'happiness' in the bedroom)-And a Recon platoon (Irish Mine Detectors) - to which I've attached two RPG-7 teams in the hope of catching something big and scary unawares. Pictured: One Irish Mine Detector Each company command also as a Pvt Ivan with an Igla to scare away nasties and shoot down drones (do iglas work on drones?), and 1st Company get the shiny BTR-4E's instead of those crappy mobile tin targets the rest of the poor sods have. My strategy? Strength through numbers! I expect the game will appeal to the bloody-minded likes of c3k. Basic SOP is that 1st company with it's fancy taxis will be my assault force while 2nd company will form a blocking force on my right flank - securing the swampland which offers decent cover for my enemy's advance. The anti-tank platoon will be scattered at opportune positions on my side of the map, though the recoilless rifles will run down the left flank and (hopefully) secure that bridge from vehicle advance (though I don't expect them to last long). Grenade launchers will again be scattered, with at least two supporting 2nd company on over watch of the swamp. The idea is sort of 'bite and hold' - seize the major objective as quickly as possible, then defend it to the last man. I want the fighting up close and personal, where the Russian technological superiority (in terms of spotting and engagement range) is negated and my numbers count for more. If forces allow and the Russian attack is sufficiently bloodied I may consider pushing across the river with my reserve force, but given their technological superiority I doubt it. Each company will keep a platoon in reserve of it's main advance phew. 8,000 points buys a lot of Ukrainians! THE PLAN - Blue is 2nd Co. Red 1st CO. and Green supporting assets (namely AT and tanks) the crosses represent positions for the Skifff AT launchers, the rest are tac symbols. Why no tac symbols for the Skiff? Because they're complex to draw, and there are lots of them.Not shown are the scouts because I forgot, but basically there is a section and an rpg team pushing ahead of each main element, and a section scouting ahead of the recoilless rifles on the north flank. My intention is to push these scouts across the river into good OP's to ID and maybe even ambush the incoming Ruskies, maybe force them to slow up. Expected life expectancy upon making contact with the enemy: 30 seconds. CHARGE! Scouts forward! Your bravery will be remembered!
  12. It's been a while but I got inspired to do a full AAR with a narrrative for the latest battle between Mord and myself. I figured I might give a DAR a go, rather than waiting until the end, so hopefully this is entertaining. The basic background to this battle is: 1) I am defending with British Airborne Troops (no armour); 2) Mord is using SS troops (I think) and I told him to pick pretty much whatever he wanted except for Tigers. That's it. Now on with the show....
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