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Fizou

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  1. Like
    Fizou reacted to Kuderian in AAR - A Lesson in Defense   
    Thanks Bil for doing this AAR - always a pleasure for us armchair generals.
    I love the 'Movie' mode shots by the way.  So much nicer on the eyes esp. in 'The Green Hell'!
  2. Like
    Fizou reacted to Bil Hardenberger in AAR - A Lesson in Defense   
    As for an opening turn artillery strike... that could indeed happen, but how would he know what my setup zone actually is and be able to take advantage of it?  I setup right to the boundaries of my setup zone with as much of my force as possible to get as many eyes looking down hill as possible.

  3. Like
    Fizou reacted to Bil Hardenberger in AAR - A Lesson in Defense   
    This will be the final analysis post, if these posts are the appetizer, then after this post I will be jumping into the main course.  I hope these aren't too boring for you.   
    ENEMY AXIS OF APPROACH (AOA) ANALYSIS
    After looking at the map I thought my opponent had three main options for his attack.  I think that he will use the road network for his armor, they allow longs fields of fire and he can clear the bocage lined shoulders with his infantry and armor.  Anyway, that is how I would attack on this map, and I would do it on more than one axis while maintaining at least a third of my combat power for a breakthrough attack, penetration and exploitation at the location he looks weakest: stretch him, identify weak point(s), penetrate weak point(s), exploit.  To find out whether that is what my opponent does or not, you will have to stay tuned!

    AOA 1 (AXIS RED) - to me seemed the most likely AOA - it contains a good road network for his armor, and is the shortest route to my objectives. 
    AOA 2 (AXIS ORANGE) - another highly likely AOA as it also contains a strong road network, however this route would be costly in time and ammo supply due to the length of road he would need to clear.
    AOA 3 (AXIS YELLOW) - a very unlikely AOA in my opinion.  This route is not armor friendly, and it would mean clearing bocage field after bocage field on the way to my objectives.
    The drawback for all of these AOAs is that I will see him coming and can take action to block his path.  
    The following screenshots show the map from his perspective... thought they might help set the scene.
    AXIS RED SECTOR:
    AXIS ORANGE SECTOR: 
     
  4. Like
    Fizou reacted to Bil Hardenberger in AAR - A Lesson in Defense   
    Thanks fellas.
    For some of my philosophy you can read my two part blog post on playing a defensive game:  PLATOON DEFENSE Part 1 and PLATOON DEFENSE Part 2
    A quote from part 1:
    I will, hopefully, illustrate some of the items I have bolded above in this AAR, and hopefully will throw in a surprise or two along the way.
    Bil
  5. Like
    Fizou reacted to Bil Hardenberger in AAR - A Lesson in Defense   
    This is a true After Action report (AAR).  I played this game last year against one of my most skilled opponents (ScoutPL).  The scenario was Green Hell, my goal was to protect the Farm and Cafe objectives, and if possible, try to take the la Madeleine objective.  Simple no?  This was the first time I had played this scenario and the scenario and sides were chosen by my opponent.
    I will give a general overview along with a quick and dirty METT-T analysis, then I'll get right into the action.  A word of warning though, there will be no long range tank fights in this AAR, it will be a tough costly mainly infantry slug-fest for both sides.  I do hope however that I can at least show my philosophy when on the defense.  I will be honest, I struggle the most with the defense, I am very offensive minded and just can't help myself sometimes and overextend, right Baneman? 
    MISSION
    The mission is simple, hold the enemy at bay and force him to waste his combat power on the drive to my objectives, so that when he arrives he will have a spent force.  My main goal is to protect the two objectives in my zone, and preserve my force as much as possible.

    ENEMY
    I have been told to expect German FJ troops in unknown strength, though if I go by the tactical map above I can expect a combined force of infantry and armor.  All I really know is that they should be entering around the a Madeleine objective area... if the tactical map above is correct.
    TERRAIN
    My force is sitting on a ridge-line, so I should have good lines of sight across the entire map.  Whether that means I will be able to spot much is another matter.  The map is also broken up by bocage lined fields.  However they are easily penetrated, so will be easily flanked, also those fields will mask movement wonderfully, for both sides.

    TROOPS
    I command Baker Company, with a weapons company (Dog) in support.  I will get into my initial plans for this battle in a future post.  Initial deployments are shown below.. Baker is spread across the entire ridge-line and Dog has been broken up evenly to support Baker's Platoons.


    TIME
    I have 1 hour and 20 minutes to hold off the enemy.  That is a long time, but will also mean that ammo supply could be the deciding factor at the end.
  6. Like
    Fizou reacted to Mord in Mord The Prophet or How I Became God Emperor of Dune   
    Hold your applause. Please turn your attention to today's date. Now, please turn your attention to all the new Steve threads. Now, please turn your attention to the dates of the quotes I posted above. Now, please re-return your attention to all the new Steve threads and note their dates (there will be a quiz later). Now, please turn your attention to what I am saying right now. Oops! Hold on a sec..Hey, you in the back, put your pants on and sit down, this is a family friendly forum (can't take Kettler anywhere. Oh wait, that was Bil Hardenberger...jeez he seems so refined when he's analyzing tactics). Ok. So, anyway, please re-return your attention to what I am saying right now. Ready? Yeah, THAT'S right!  I Mord, modder extraordinaire, King of the Portraits and all around badass, called that s***! NAAAAAILED IT! BULLSEYE! Hole in one!
     
    It's good to be the king.
     
    That is all.
     
    Mord.
     
    P.S. You may applaud now.
     
  7. Upvote
    Fizou reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    For this game we wanted to show as much as possible, and yet provide an entertaining and challenging game.  We decided that each of us would take two nations, and some UNCONs and Fighters and duke it out man on man, steel against steel (or Chobham as the case may be)... the only constraint was that whoever chose the US would also have to field the Syrians as the US does come with some advantages (Javelins etc.).
    I gave Baneman first choice and he went with his own folks, the UK and partnered them with the German Army.  He suggested that I, as an American should take the US, so what choice did I have?   
    As for force purchases we adhered to the following:
    These constraints will apply to EACH nation we choose (purchase must be 50-50): Light troops - one platoon of mounted recon (or light armored recon) or two platoons of dismounted recon Armor - either two tanks (1st class: M1, Leo, or Challenger) or one platoon of second class tanks (anything Syrian, Leo 1 (Canada) Infantry - either one company (mounted) or two companies dismounted troops Artillery - whatever comes with our purchased units, plus:  one battery of medium howitzers (one from each nation) UNCONs - will let George select and deploy for us No air We then sent our purchases to @George MC who provided a gorgeous map for us to fight on, and he set us up.. George also selected and setup the UNCON force for us and deployed them.. neither of us knew the force composition or the locations of our irregulars.  George identified key objectives for us also and really this game could not have happened without him.  So, THANKS GEORGE!!!
    I will get into the details of my force pick and what I suspect Baneman is bringing to the party in a later post... should be interesting, this is a Meeting Engagement with the following forces arrayed against each other:
    BANEMAN - UK and German - UNCONs including some Technical (gun truck) support) ME - US and Syrian - UNCONs including some Technical (gun truck) support) The next post will have some pictures.    I will show some map highlights and include a topo map that I am using to track the action in this battle. 
    I will run through my METT-T analysis as quickly as I can in order to get to the action... the first of those posts will probably go up tonight.
    Bil
  8. Upvote
    Fizou reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    Here it is folks.. the time has arrived for the CMSF2 BETA AAR.  I will be adding to this thread later today,, but wanted to get the thread started. 
    My opponent?  My nemesis from the CMFB  BETA AAR, Baneman ,agreed to a rematch.  I really do owe him a more thoughtful game than I gave him the last time.  For those of you who are unfamiliar with that game, Baneman beat me rather soundly.  Hope that doesn't happen again!   
    This game is well under way, we have completed 16 minutes of action, so there are a lot of turns to come in relatively quick succession and the Blood Board™ is filling rather alarmingly.  
    For those of you who were following my "Lesson in Defense" AAR in the CMBN forum.. sorry about not updating that thread for a while, but I can really only do one of these at a time, and this one takes priority.,  Once I started this game it took up my full attention.
    More anon.  Bil
     
    LINKED CONTENT MENU:
    OVERVIEW & SCENARIO PARAMETERS MAP ORIENTATION SCENARIO BRIEFING METT-T - MISSION METT-T - ENEMY METT-T - TERRAIN METT-T TROOPS METT-T TIME INITIAL SETUP, ORDERS, & INTENT MINUTE 1 MINUTE 2 MINUTE 3 MINUTE 4 MINUTE 5 MINUTE 6 MINUTE 7 MINUTE 8 and 9 MINUTE 10 MINUTE 11 MINUTE 12 MINUTE 13 MINUTE 14 MINUTE 15 MINUTE 16 TACTICS & BATTLE PLAN DISCUSSION MINUTE 17 MINUTE 18  
  9. Upvote
    Fizou reacted to A Canadian Cat in [Released] Rittersprung (H2H only)   
    I am sure I see some variation in size as the game progresses. But I happen to have hundreds of turn files archived on a back up drive. When I get home tonight I can actually have a look at the files sizes and comment...
  10. Upvote
    Fizou got a reaction from A Canadian Cat in [Released] Rittersprung (H2H only)   
    Guess it has always gone so smoothly I never really thought about it before. The save files have been increasing from the beginning. File 60 is 90MB and file 102 is 120MB (I have seen this big save files before). I have contacted helpdesk and sent the file to them. Hope it can help for the future.
    The CTD occurs at about 50% and sometimes around 70%. Thanks again for your aid.. this really is the best community, for content and for friendly and helpful members.  
    I really enjoyed the scenario and think we were not to fare from a cease fire. Im pretty sure my German opponent would take Sevenig town, he was well on his way with only scattered Infantry resistance left. His assault was slowing down in general as the US artillery took its toll (I got good use of the TRPs). Most panthers still active though with only one Hell cat left. Well end it as a draw, looking forward to the next battle.   
  11. Like
    Fizou reacted to rocketman in [Released] Rittersprung (H2H only)   
    AFAIK the computing of the turn is always done by one of the players in a PBEM. The other one goes to save immediately. Does the CTD happen at the same point in the computation of the turn? Take a look at the savefile - is it much larger than the previous ones? I had one playtester complaining that the save was almost 120 MB which it shouldn't. I don't know if BFC are interested in having a look at saves that causes CTD, I hope so. Try reaching out to tech support. One more thing to try; for one turn both players issue no commands at all. Maybe the crash is associated with something like that (wild guess though...). 
    Edit: one more thing, there was a Win 10 update recently, maybe that effed things up? 
  12. Like
    Fizou reacted to rocketman in [Released] Rittersprung (H2H only)   
    I'm gald you both enjoy the scenario but a CTD is most unfortunate.
    The scenario was tested to its end and I got continuous feedback and made incremental changes. Nothing that should cause the crash. There are no reinforcement due that turn either.
    Since it is a H2H scenario try to redo the previous turn. Did you or your oppo plan a lot of movement/combat previous to the crash? Try playing the turn on lower graphics settings and with no other programs running. If it still crashes, send me or someone else the turn to see if it crashes on other PCs. Have you or your oppo had problems with large scenarios before? There is always the risk of a corrupt save file also and that would necessitate going back a few turns.
    I really hope that you'll find a way to proceed now that you've played for so long. Let me know how it works out and what the solution was if you find one.
  13. Like
    Fizou reacted to rocketman in [Released] Rittersprung (H2H only)   
    It has been a long time in the making, and was previously known as the project "Man of the Our", but is now "Rittersprung H2H".
    Scenario description:
    After being severely decimated in the battle for the Hürtgen Forest, the 28th Infantry Division was sent to the rear to rest and refit. The 112th Infantry Regiment got located in the tri-country area of Lieler-Ouren-Lützkampen, spanning Luxembourg, Germany and Belgium – a six mile stretch of land on both sides of the Our river where the Siegfried Line had its westernmost fortifications, now occupied by the Allies. The 28th ID had just about recovered 100 % strength, with replacement units getting basic combat training, when the Germans launched their massive attack in the Ardennes on december 16th 1944. The crossing of the Our at Ouren would be an important part in the German advance and it was upon the 112th IR of the 28th ID to protect it as long as possible.
    It is 10:30 on Dec 17th and the 112th IR was engaged in combat with German forces on the 16th and throughout the night. The morning fog has lifted but it is still misty from the cold and the wet ground. Visibility is reasonable but it is hard to make out units in the mist. Units in Lützkampen and Harspelt were swept aside on the 16th. Sevenig town was also attacked by a green force of Volksgrenadiers but was able to hold on. The Volksgrenadiers suffered a lot of casualties and many prisoners were taken. They are now presumed to be hiding in the woods west of Sevenig.
    Semi-historical scenario which is aiming to capture a “what-if” combat based on units and turn of events that happened in the opening days of the Ardennes offensive.



     
    It can be downloaded here: http://www.thefewgoodmen.com/tsd3/uncategorized/rittersprung-h2h/
    Enjoy, and all feedback is very welcome.
  14. Like
    Fizou reacted to banned in CMFB CTD when computing turn   
    I can try loading it.
  15. Like
    Fizou reacted to Mord in Afrika Korps or Early War?   
    Well, it's damn near unanimous! If given the choice between Afrika Korps and Early War Europe,  Fulda Gap would win!
     
    Mord.
  16. Like
    Fizou reacted to rocketman in AT gun crew seperates from the gun/gunner (bug)   
    I have a series of saves that I think illustrate the case well. I will PM a dropbox link to @Vanir Ausf B
  17. Upvote
    Fizou reacted to Rinaldi in DAR - BrotherSurplice v Rinaldi; "Bier u. Brezel" CM:SF   
    Turns 6-9
    Surplice continues to wage an aggressive defense - divining what I have in mind, he begins to piss some mortars down near my ATGM teams, critically wounding a team member before I am able to displace the rest to safety.

    This is the story all over the front; with mortars landing dangerously near any infantry maneuvering - a different German mortar fire mission interdicts the surviving infantry from the first failed armoured thrust, causing several casualties and forcing them to ground. However, before that, they have a couple of notable successes: working closely with their remaining BMP they are able to knock out in quick succession a 20mm Wiesel and a MILAN team - both of which have demonstrated themselves to be threats. 

    Knocking a hole in a wall with its 30mm, a BMP-2 exposes a Wiesel 20mm, which is knocked out by infantry RPG fire

    The BMP in turn knocks out a MILAN team
    The surviving armour also has success; it takes a couple of minutes to be made aware of the location (relayed through the accompanying company commander) of the Wiesels in the wooded copse but once appraised of the situation a section of T-72s sends some HE down range. As you recall from the last update I put quite a bit of stock in this little stunt and am quite relieved it works. As the dust settles on the target area, one of the tanks is able to see a German crewman scurrying away from a destroyed Wiesel. A second is seen beating a speedy retreat from the area.

    A T-72, inset, opens up on the known position of a Wiesel, which it is aware of but cannot identify presently.

    It works. A Wiesel, thinly armoured, is destroyed by the HE fire. A surviving crewman is seen bailing. 

    A second Wiesel is seen beating the retreat, an HE fired at it by an observant T-72 unfortunately misses.
    The steady erosion of Surplice's anti-armor assets is something that I will need to number crunch on. He has by my estimation lost 6 or 7 TOW wiesels; with at least 5 destroyed to the direct front of the T-72s. I'm not too familiar with Bundeswehr TO&E, but I would hazard a guess that he has between 3-4 TOW wiesels remaining. A few more knock outs may allow me freedom to maneuver again. 
    For now, despite the constant pounding from mortars, its time to launch the bulk of the Mech Group forward with support of the surviving two Shilkas. With the only spotted hard threat being a single 20mm Wiesel, I'm confident I can get this attack back on track.

  18. Upvote
    Fizou reacted to c3k in Book recommendation: Panzerkrieg volume 1 by Jason D. Mark   
    I've ordered (direct from LeapingHorseman.com ) all of Jason Marks books; a total of 10-12. I cannot recommend them highly enough.
    If you have any interest in this subject matter (and why else would you be here?), you'll enjoy the Leaping Horseman products.
    They are well worth the price.
  19. Upvote
    Fizou reacted to Rinaldi in DAR - BrotherSurplice v Rinaldi; "Bier u. Brezel" CM:SF   
    I hope so - since my style is a blatant imitation of his own. Hopefully @Bil Hardenberger takes that as the compliment it's meant to be.
    We have an action packed first turn; and as I suspected it's ugly. The Battalion's lead elements deploy into a swathe of fire.
    -----
    Turn 1 (0705-0706)

    The Armor group immediately launches itself forward, in a wedge – an attempt to protect the vulnerable BMPs behind the bristling armor. It doesn’t work; a BMP is hit almost immediately, seconds after the battle kicks off – the rifle squad tumbles out with only a couple of casualties but are understandably in a state of panic and will be out of the battle, I imagine, for a few turns. As the formation surges forward, a T-72 is struck by an ATGM, and then just as they begin to identify targets and exit the kill-zone, a second T-72 is destroyed. Then, we begin to engage, knocking out exposed enemy light skins and putting fire down on an identified threat battle position – including an offending Milan launcher – as the first furious minute comes to an end.
     
    The Mech Group meanwhile starts off with a bang also. Despite best efforts to nestle my BMPs and ZSUs in good cover while other elements move, a BMP-2 and an enemy TOW carrier spot one another as soon as the battle begins…

    …with both aiming and firing in the same instance; missiles reaching out to one another across the open plain.

    The result: A mutual kill. Though my enemy gets the better deal; as the TOW impacts the BMP, its sympathetic effects knocks the nearby ZSU out as well. This is why you don’t attack from the march, everyone.

    About halfway through the turn the pre-planned fires are brought to bear; and immediately rip into TAI 22, 23, KT3 and TAI 21. The lone SU-25 also burns over the field, coming around to engage unseen targets behind TAI 21. I was unable to conduct battle damage assessment (BDA), however. If it’s hit anything, I remain unaware of it.

    122mm Rocket Artillery saturates the target zone, hopefully killing or otherwise pinning further threats to the Armor Group's advantage.

    Point fire from regimental mortars strikes at prominent buildings in TAI 21, buildings with what I estimated to have the best field of fire in the area. 
    Enemy fire from positions in front of the Mech Group seems anemic. The majority of the damage done to both groups comes from TAI 22 and 23, which is encouraging as these positions are getting the hardest hit currently. A key-holed 20mm weapons carrier wreaks havoc on the Scout and ATGM platoon as they race down the road to try and seize a few forward buildings with better fields of fire. A BMP is out-and-out destroyed and two are immobilized; and as the turn ends the two wounded BMPs are bringing their cannons to bear on the offending Wiesel. The dismounts are nervy but responding to orders, and are making good their escape to the desired buildings.

    A BMP is struck by a burst of 20mm fire as it begins to peel off a road.
    It’s a hairy start, but one to be expected given the terrain. I would have been less surprised if I wasn’t confronted immediately by a furious amount of enemy fire. It could have – should have – been much worse.
    Situation 0706
    As said: It was ugly, but it worked. The bulk of the Armor group has gotten through the most dangerous ground and is now in a position to begin engaging positively identified units. The weapons teams were able to successfully peel off from the formation and were in the process of establishing SBF positions by the end of the first minute.

    The weapons platoon begin dismounting early in the first turn, they will be setting up MMGs to provide support to the Armor Group's advance in the minutes to come.
    With overwhelming artillery fire landing directly to its front, I remain convinced that the Armor Group’s best chance of minimizing losses lies with its ability to advance swiftly. The formation will halt for the next minute to engage targets and ensure the formation remains intact, then plunge onwards to TAI 22 and 23.

    The thought process is simple: The sheer amount of fire makes me believe the enemy has no depth to his current positions, punch through and the chance of taking fire will decrease significantly. The situation and plan for TAI 22 & 23 in the immediate future. Note the destroyed enemy vehicles; primarily weapons carriers and light skins – in line with templated enemy forces.

     
  20. Upvote
    Fizou reacted to c3k in DAR - BrotherSurplice v Rinaldi; "Bier u. Brezel" CM:SF   
    I have no idea what all this Mett and TAI talk is all about, but you've got some cool red arrows! (And who doesn't like tai food?)

    In a bit of seriousness, I'm enjoying this. The approach and the graphics are very much on a Bil Hardenberger level. 
  21. Upvote
    Fizou reacted to Rinaldi in DAR - BrotherSurplice v Rinaldi; "Bier u. Brezel" CM:SF   
    Situation
    Threat forces are advancing south rapidly, sprinkling light forces in their wake to secure their Lines of Communication (LOC). An opening has appeared for a counterattack and command has strained every nerve to concentrate an appropriately sized force to strike the enemy in the rear, cut their LOC and severely disrupt their offensive.
    ----
    As promised - my opponent from Sabres at Dawn  and myself are back at it. I have allowed my opponent to select the scenario and sides,  and he has selected NATO. This once again puts me in command of the OPFOR forces, this time on the offensive. I have a defeat to avenge so I'll be putting my back into it. 
    Expect my METT-TC and Order of Battle analysis later today.  Naturally, I template an entertaining match and an inevitable victory  
     
  22. Upvote
    Fizou reacted to Rinaldi in DAR - BrotherSurplice v Rinaldi; "Bier u. Brezel" CM:SF   
    I'm aware of the bug - I'm not sure if this NATO map is pre 1.32; at any rate if I can get a surrender it will all be academic. I certainly have the means to as well I believe...without further ado:
    METT-TC analysis
    Mission:
    A key crossroads at the hamlet of FAFRIN is the main effort. Securing passages to MAERITE and an abandoned Army COMPLEX are also targeted areas of interest (TAI), but the pursuit of these secondary and tertiary objectives are not to interfere with the main effort.
    Desired end-state is to have friendly forces on the crossroads arrayed in defensive positions oriented south, ready to pass additional units through my positions for a general expansion of the attack.
    Enemy:
    The precise unit is unknown, however intelligence templates threat forces to our front consist primarily of light infantry from a German unit. I expect the unit will ultimately be supported by mortars and plentiful anti-armor weaponry.
    The probability of an enemy quick reaction force (QRF) is high; and I suspect it will consist of heavy, mobile threats. I also would be more surprised if the arrival of a QRF does not coincide with the threat forces gaining priorities from heavier fires, such as 155s.
    Finally, while command is confident the SAM network that is covering this effort will hold, I am not. The possibility of NATO airpower intervening at some point needs to be considered and on my mind at all times.
    Terrain:
    The battlescape is almost table-top flat. Almost.

    01 - Demonstrating the flatness of the terrain generally
    There are key complexities: The terrain is broken in places by sunken fields, orchards, and small villages (consisting primarily of one-storey houses). The most notable terrain feature is a dried river bed that bisects my avenues of advance and hampers horizontal communications within my battalion – it is, however, passable to vehicles. Terrain is predominantly rural and many small stone walls separate plots of land.
    The sunken fields and the resulting berms dividing them create potentially deadly threat battle positions (BPs). The smattering of built up areas are less of a threat but may also provide many potential battle positions. The squat, flat houses will be difficult to target over the high crops and stone walls and may frustrate my attempts to identify shooters and place effective direct fires on them.

    02 - A typical berm caused by the sunken fields and orchards

    03 - The muddy riverbed
    I have identified 3 pieces of Key Terrain:
    1.       KT1: The dried riverbed – as stated, it bisects my axes of advance and currently separates my armor and infantry.
    2.       KT2: Seizing the paved passage over the river bed will ensure a link up between my forces without the risk of losing much needed fighting vehicles to bogging.
    3.       KT3: The sunken fields – a large rectangular swathe of them will offer good fields of fire over most of my targeted areas of interest. The KT offers good cover and decent concealment. It will need to be put under serious indirect fires to minimize the threat of anti-armor weaponry. KT3 also offers another advantage to my enemy: it is a well covered and decently concealed area to concentrate any QRFs that arrive.
    4.       TAIs 11, 22 & 21: Are all key terrain unto themselves; being the most built up areas on the map as well as my three most important objectives. The handful of two storey buildings on this map may as well be mountains for the fields of fire they provide the enemy – and for once in my life I am worried about enemies on rooftops; an otherwise suicidal move. They are almost certainly to be occupied for that reason alone. Given that these areas of interest all sit astride good roads, I strongly suspect that they are objectives for my enemy as well. They will have to be factored into my fires plan to frustrate anti-armor fire coming from them.

    04 - The big picture and what I've identified as areas of interest and key terrain.
    I'm still mulling over my opening moves; next time we'll take a quick look at the exact forces I've been handed to accomplish my mission, and how I intend to use them. The terrain is what I would best described as "fire-swept" and I definitely need some time to consider how I can turn the sight lines to my advantage, rather than my enemy's.
  23. Upvote
    Fizou reacted to Rinaldi in DAR - BrotherSurplice v Rinaldi; "Bier u. Brezel" CM:SF   
    The first orders have been given, and I'm while I'm waiting for it to be bounced back to me, its time to finish my METT-TC analysis and look at my Scheme of Manoeuvre.
     
    ----------------------------------
    Troops Available
    Assigned to this attack is a Mechanized Battlegroup consisting of a Guards Battalion (-), task-organized with a Guards Tank company, and some self propelled anti-aircraft artillery (SPAAG). The battalion is not  concentrated, and we are attacking from the march. In approximately 20 minutes I can expect the trail elements of my force to arrive in the battle zone.
     
    Fires consist of rocket launchers and organic regimental mortars. Air support is available in both rotary and fixed-wing variety and I should have priority from all available air forces in approximately 15 minutes. Currently, a single SU-25 is available.
     
    This is the full Monty, a doctrinally appropriate force with an appropriate allocation of fire support to accomplish my objectives. Command has given me every tool I need to effect decision at an acceptable cost. Let’s have a look at my forces in detail; currently on the board there is:
     

     
    Time:
    It is now 0705 hours. I am expected to be on objective and ready to repel threat counterefforts no later than 0905 hours local. This gives me 2 hours to accomplish my objective.
     
    Civilian Considerations:
    ROE Green. There are no restrictions placed on me in this mission. I may place fires promptly and with whatever effect I desire on any and all positions.
     
    Opening Moves
    As mentioned previously, my battlegroup is attacking from the march, with the battalion being limited to three main axes – the paved roads at the right edge of the battle zone. The battalion is advancing with an armor heavy group on the open ground, using the top two roads. A mech heavy group is stationed in the built-up area directly across from Fafrin.
     
    These dispositions naturally limits my opening options, and forces me to basically launch my armor group into the attack immediately. The other option is to stew in the open and make myself an easy target – simply not acceptable. The mech group has the advantage of affordable cover to deploy in but has no MBTs to support or lead its advance across the open ground. I am also extremely worried about walking into a kill sack formed by mutually-supporting fires from TAI 11 and 21.
     
    The goal therefore is to unite my two forces or place them in a position to effectively support one another. Based on these considerations, my opening moves will be as follows:
     
    Armor heavy group advances immediately to attack TAI 22 and 23, with company weapons peeling off to establish support-by-fire. Mech heavy group establishes battle positions to it immediate front and attacks-by-fire TAI 11 and 21.
    Once the armor-heavy group has cleared TAI 22 and 23, they will swing towards TAI 11. From there, I anticipate they will be able to put effective direct fires on both TAI 11 and KT3. The cross-attached infantry will leave behind weapons and anti-tank elements (at the very least) at TAI 22 in anticipation of enemy counterefforts. The mech group will advance with the balance of its force to assault and secure TAI 11, leaving behind weapon and anti-tank element to support/attack by fire positions that threaten the advance.
     
    The desired end-state is to have the battalion now concentrated in and around TAI 11 with ample ability to interdict any enemy counterefforts. From there, my next steps cannot be properly anticipated – I will have to see what the enemy has done to me by then.
  24. Upvote
    Fizou reacted to Aragorn2002 in Book recommendation: Panzerkrieg volume 1 by Jason D. Mark   
    You're welcome. I would recommend ordering it directly at https://www.leapinghorseman.com/
    It ain't cheap, but it is worth every penny and by ordering it directly we can support the author as much as possible. His books on Stalingrad are second to none and his research is unmatched.
  25. Upvote
    Fizou reacted to Bud Backer in CMFI Rome to Victory Beta AAR Teaser ScreenShots!   
    So I know you guys are really not particularly interested in any of this stuff but I thought I might post some WIP Beta shots from the upcoming CMFI Rome to Victory module. You know, cause I have nothing else to do and no one will ever notice this stuff anyway but I need to put it somewhere...  
     
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