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BrotherSurplice

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Posts posted by BrotherSurplice

  1. Something of a long break between entries, but oh well, let's take a peek at the next mission.

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    The mission is a little more sedate than the last one. The scout platoon of TF Thunder has encountered resistance from dug-in enemy infantry whilst reconnoitring along a small valley through which runs an alternate route of advance, Route Echo. Two rifle platoons from A Company have been appointed to clear the enemy out. We must sweep the enemy off the high ground along the valley and then regroup at the far end. I have an hour to complete my objectives.

    The enemy is known to be light infantry, dug in with trenches and bunkers. The size of their force is unknown, as is their quality. This close to the border, it is possible that they are reservists. Given the size of the AO, we may be facing a company, possibly reinforced. No armour is known to be in the area.

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    The valley runs south-east to north-west, Route Echo running along the valley floor. The AO is roughly 1km x 1km, covered in a thick haze.

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    As you can see, to the north-east and south-west the ground rises sharply, the high ground dominating the valley floor.

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    The valley floor is almost pancake-flat, with a small rise covering the start line of my force. At the north-west end, the ground begins to drop, with some form of earthen works in the low ground.

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    My force consists of the scout platoon, made up of three scout teams and their platoon leader, all mounted in Recon Strykers. In ten minutes the detachment from A Company will arrive on the field, made up of two rifle platoons, along with the company MGS platoon. A two-gun section of 155mm howitzers is initially on call for fire support, with a section of 120mm mortars due to be available in ten minutes. Due to the haze, drone or air support is impossible.

    This looks to be an interesting battle. The haze could be a problem, but the Stryker recon vehicles have excellent IR optics and the Syrians . . . well, do not. I think the best thing to do would be to climb the sides of the valley from my start line, gently feeling my way forward. As the briefing suggests, bunkers can be dealt with through precision artillery fire and Javelins. As for the assault on the enemy positions, I am unsure at this point whether I should deal with them sequentially, using one platoon at a time on both sides of the valley, or if I should make a simultaneous attack on both sides of the valley. Or I could do something very different, concentrating both platoons on one side of the valley. But I'm getting ahead of myself. First the reconnaissance, then decide on the assault plan. Stay tuned!

  2.  

    On 4/15/2020 at 6:18 PM, AlexUK said:

    Cool, will be following this🙂

    Grand, hope you enjoy it 😁

    On 4/21/2020 at 1:17 PM, IICptMillerII said:

    Always nice to see another well done, informed AAR on the forums!

    Thks bby ❤️

    On 4/24/2020 at 4:23 PM, Sulman said:

    I'm working through TF Thunder myself. I don't know what it is about CMSF2, but the reworked maps and subtle engine differences add up to a very different experience, imho. Really enjoying it. 

     

    On 4/24/2020 at 7:07 PM, Sulman said:

    I found the mines frustrating in this mission, as I thought they were sub-optimal from a mission design point of view. You can mark them with engineer squads, but this won't stop your vehicles from setting them off.  You can cheese it by crawling along the right edge of the berm opening but this has to be done with extreme care. 

    I put my AFVs on overwatch (you can park them right on the berm - it's dark and the Syrians won't see them - and sent the crunchies on foot. The abundant artillery makes this mission easy though; it can be won without going near the objective. 

    I'm looking forward to the next one, as I found that pretty tricky. 

    Yes, the quality of life improvements from the new engine are really nice. And the presence of actual fortifications makes missions like this much more interesting. I agree about the mines, it was highly irritating that I kept my breach team squatting on top of the things for the whole battle and they only spotted one little patch.

    32 minutes ago, Erwin said:

    Enjoyed reading about this.  CMSF has always been a favorite (well since the 1.21 patch came out way back in the dark ages).  It's so much fun to win using good tactics and with minimal or no casualties.  (Then one plays CMBS and gets very depressed.)

    Thanks, glad you're enjoying it.

  3. Well, it took longer than expected to put this together, but better late than never, right?

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    My basic plan at this stage is to initially make an attack by fire from the berm, driving them up the ramps into positions where they will be hull down and able to engage the enemy static tanks and fortifications. Meanwhile, the breach team will move to the berm opening and begin looking for mines. 1st Platoon of A Company will be first through the breach.

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    My Fire Support Team calls in the Shadow UAV. Hopefully, this will enable us to ID enemy tanks and strongpoints before my tanks go up the berm. Even against an inferior force, every advantage helps.

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    Worryingly, one of my tanks bogs down in the sand. Fortunately, it eventually frees itself. The Strykers are not faring any better, the soft sand reducing their speed.

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    Already my UAV bears fruit, spotting two static tanks and enemy infantry in their trenches.

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    3rd tank of 1st Platoon makes a daring dash across the berm opening, beelining for the furthermost berm ramp.

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    The MGS platoon begins moving up. I intend to use them to shoot up the fort through the berm opening as I make my attack.

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    The UAV spots some destroyed bunker tanks, victims of the aerial campaign.

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    Shifting its attention to the enemy positions straddling the highway, a few minutes of observation reveals enemy bunkers.

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    3rd Platoon of A Company arrives, and I order them to join the queue of vehicles forming up behind the breach. It's time for the tanks to go over the top.

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    The carnage is wonderful to behold. The tanks of 1st Platoon methodically engage and destroy the tanks and bunkers that they spot.

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    Astoundingly, enemy troops are already fleeing into the desert.

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    The breach team moves up, sniffing for mines.

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    My tanks are having trouble spotting the static tanks in their battle positions, so I call in precision fire missions from my artillery to do the job instead.

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    With the tanks and bunkers that are spotted being destroyed, my tanks now engage the enemy infantry in their trenches, bombarding them with HE and hosing them down with their co-axial machine guns.

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    What I expected soon transpires: Syrian T-55s (mobile ones) are spotted moving up at the far end of the wadi. However, they fail to make use of the concealment offered by the wadi and are quickly knocked out by the tanks on the berm.

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    To try and spot the remaining enemy static tanks, I unbutton my tanks. This swiftly draws a hail of machine gun fire from the trenches, and two heavy DShK machine guns also open up from the watchtowers of the fort. I immediately task one tank each to the offending HMGs.

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    2nd Platoon of A Company arrives, along with the last of my artillery support.

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    More T-55s trickle along the wadi, meeting the same fate as their comrades. One almost makes it to the trenches.

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    Almost.

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    Precision 155mm rounds come in, frustratingly landing in a perfect straddle around the southernmost static tank. Meanwhile, Syrian troops continue to flee in twos and threes into the desert.

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    I call a harassing fire from the 155s down on the trenches either side of the highway, keeping the pressure on.

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    My precision rounds are finally able to hit something, achieving a perfect double tap on one of the static tanks.

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    At long last, the breach team spots a patch of mines and begins clearing.

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    Yet more T-55s filter in and are wiped out.

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    An entire tank company now lies in twisted, burning ruins.

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    While this is going on, Syrians continue to flee their trenches in ones and twos, which unfortunately sends them out of the frying pan and into the fire

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    The next precision shoot once again performs a perfect straddle of the southernmost static tank. I need to kill this tank, and my tanks are seemingly unable to spot it.

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    The patch of mines is partially cleared.

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    Airburst rounds begin to burst over the Syrian trenches, for now coming in at a slow, steady pace. Just enough to keep the infantry that hasn't already fled nice and rattled.

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    The last of my precision rounds are once again defeated by this blasted (or rather, un-blasted) static tank. I have no choice now but to lead the assault with my tanks, instead of leaving them on the berm as I had previously planned. The tanks will go through the breach first, as I am confident that they will be able to safely engage any static enemy tanks that decide to open fire. The Strykers will follow shortly after and make their assault on the fort.

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    More intact static tanks lie in wait on the north side of the fort too, their deep fighting positions allowing them to escape the ire of my Abrams.

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    Moving up to the berm opening, 3rd tank spots one of the dug-in tanks and engages it.

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    As the tanks line up, the MGS' move into position. Bunching up like this dangerous, but I'm confident that for now, we are safe.

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    Meanwhile, I am putting my fire plan into action. I will be pounding the fort with two 155mm sections, one section placing its fire across the whole fort complex and the second section targeting the barracks building. Judging from the amount of Syrians that I've seen fleeing into the desert, I am confident that there aren't many men left in the trenches astride the highway. Consequently, those trenches will only receive fire from the remaining 155mm section. When my units can get eyes on, I will be hitting the trenches north of the fort with the 120mm mortars.

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    155mm shells rain on the fort and trenches.

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    Syrian conscripts flee the terrifying barrage and are mown down.

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    The time has come, 1st Platoon of B Company inching their way through the minefield.

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    Amazingly, no mines are set off and the tanks are safely through.

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    As the tanks spread out and push towards the trenches, the breach team makes one last effort to spot more mines.

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    The fort continues to suffer.

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    There is a nearly catastrophic friendly fire incident, as an MGS spots enemy infantry and in his zeal, shoots an Abrams in the back. Luckily, it only fires a HE shell and the damage to the Abrams is minor.

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    It is now 1st Platoon of A Company's turn to risk the minefield. Two Strykers manage to squeeze through . . .

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    While all of this is going on, the 120mm battalion mortars pepper the trenches north of the fort. Chaos ensues as Syrians flee the field and are mown down.

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    The other half of 1st Platoon traverse the minefield safely.

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    Their fields of fire now safely clear, the MGS platoon starts firing on the fort HQ.

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    The two Abrams attacking down the highway continue to hunt for the southern static enemy tank, inching ever closer. The other two Abrams take up position in front of the fort HQ, watching the northern trenches just in case any of the other static tanks try to be heroic.

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    1st Platoon begins their assault on the fort. I have decided that I do not want to push my luck with the minefield any more. Thus, I will assault the fort with only 1st Platoon. This is risky, but throughout the battle, the enemy troops have been fleeing at the slightest provocation. I judge that the enemy is severely rattled. As long as I handle 1st Platoon carefully, they should be able to take the fort.

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    At long last, the Abrams spot the dug-in enemy tank, and it is obliterated at virtually point-blank range.

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    The commander and loader unbutton and mow down more fleeing Syrians.

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    Fireteams of 1st Platoon hurl themselves forward, as the rest of the platoon lay down suppressive fire on suspected enemy positions. Fire from enemy RPG and machine gun teams within the fort is taken as the fireteams close with the trenches.

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    The rest of the platoon closes in.

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    The platoon occupies the trenches, trampling over mangled corpse piles that are all that remains of the previous occupants.

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    The tanks close in and begin blazing away with their machine guns.

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    A DShK HMG in the middle of the fort tries to take a crack at one of my tank commanders but is quickly taken out.

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    A Syrian squad attempts to flee and is swiftly cut to pieces.

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    3rd Squad of 1st Platoon tries to flank around through a hole blasted in the fortress wall, but are stopped by a squad of Syrians hunkered down in the fort HQ. However, the return fire of my troops is effective and the Syrians either run or surrender.

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    A fireteam from 2nd Squad dashes through the gate into the fort, making for one of the gatehouses, taking heavy fire all the way. A Syrian team in the gatehouse tries to spring a point-blank ambush but are immediately gunned down by the intrepid team. The team begin to take heavy fire from all angles and are pinned down.

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    The question of how to save this fireteam is swiftly answered, as the Syrians surrender. I am rewarded with a total victory! Despite some mistakes and missteps, this is probably the best outcome that I could have wished for, with no casualties or vehicle losses whatsoever.

    There are actually a surprising amount of Syrian units still left in the field, with several teams in the fort and a few left in the northern trenches. Some of the static tanks have also survived the carnage, their deep fighting positions shielding them from the ire of the Abrams on the berm. However, this cuts both ways as their contribution to the battle was . . . minimal, to say the least. Not a single enemy tank, static or otherwise, did so much as fire a shot throughout the entire battle. But then, I can't say that I didn't expect that. The optics of the T-54/T-55 series aren't fantastic at the best of times, and at night, against the most modern, most powerful main battle tanks in the world? The outcome never really was in doubt.

    So, as mentioned this is the absolute best outcome that I could possibly have got. However, some mistakes were made. For starters, I failed to adequately sweep the minefield. Fortuna was kind to me in this instance, and the few vehicles that I risked got through unscathed. But the minefield prevented the ingress of my remaining Stryker platoons. If the enemy in the fort had been less badly shaken, the one platoon that did go through would likely have had a very bad time of it. Unfortunately there was very little I could actually do about this, as my breach team were sitting on the minefield for virtually the entire battle, and still only managed to spot one measly patch of mines.

    Secondly, the timing of my fire support left something to be desired. Ideally, my men should have been dismounting from their Strykers just as the last shells were impacting the fort and trenches. However, due to the slow passage through the minefield, the barrage ended long before that. This accounts for the surprisingly stiff resistance that I received from the Syrians still inside the fort.

    I failed to keep track of the enemy infantry. What I should have done was keep a tally of the enemy infantry fleeing the trenches and spotted within the fort. This way, I would have known that the trenches astride the highway were unoccupied when the time came to make my assault, and the 155mm battery could have been used elsewhere. I also would have had a decent estimate of enemy troops within the fort itself, as opposed to the big fat question mark that was the answer to that question as I closed in.

    Lastly, timing in general. I had one hour with which to complete this mission, and I used up every minute. I spent too long trying to clear the minefield, spent too long sitting on the berm shooting up fleeing Syrians and spent too long waiting for fire support to come in. The end result was that my final assault was made with dangerous haste. I'm not sure what I could have done to improve this, beyond simply more experience with the game and more thorough planning.

    I'll try to keep some of these lessons in mind as I go forward. For now though, on to mission two! Stay tuned!

  4. Right, let's get cracking.

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    Our first mission is a nice simple one. The invasion of Syria is beginning and TF Thunder is leading the charge. Our target is an old fortress watching the Syria-Iraq border. My forces for this mission are a mech-heavy company team from my battlegroup.

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    Our mission is to occupy the barracks and HQ building of the border fort and to secure the border crossing by destroying the Syrian forces garrisoning the crossing point.

    The enemy is a reserve infantry battalion, dug in and supported by static T-55/T-54 tanks. The enemy positions have little to no depth, companies in line and platoons in line. They have mined the only crossing point. The battalion is lightly armed and likely to be poorly trained and led. Their tanks are a serious threat to my Strykers but pose little threat to my tanks. The mines will need to be cleared and the Syrian tanks will need to be eliminated or neutralised before I make my assault on the fort.

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    The AO is roughly 1km x 1km and the terrain is not complex, a flat desert dominated by a few key terrain features.

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    Most important is the border berm, running north-south. This completely blocks movement and (obviously) provides concealment. The only opening lies south of my start line where a highway cuts through the berm and as previously mentioned, has been mined by the Syrians. Luckily for me, however, some kind souls have built ramps sloping up my side of the berm. This turns a previously onerous obstacle into a ready-made hull-down firing position with excellent sightlines and fields of fire. This is an advantage that I will be making great use of.

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    The fort dominates the Syrian position. The buildings provide cover and concealment for infantry and provide clear sightlines across the entirety of the Syrian half of the AO. The buildings are likely to be occupied by Syrian HQ units and rifle squads. Care will have to be taken when occupying this objective, as while the Syrian reservists are no match for my riflemen in a firefight, they may be able to inflict casualties by lying in wait inside the buildings and setting point-blank ambushes. Much of my fire will have to be concentrated on this objective.

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    Behind the Syrian positions, a dry Wadi leads north-west to south-east. This could provide shelter from observation and direct fires. The Wadi would be a decent place for a quick reaction force to reinforce the Syrian positions. It will have to be placed under observation as I make my attack.

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    The conditions are fine, with clear weather, warm temperature, dry ground and a light wind coming from the west. Helpfully, the Syrians are also being hit by a moderate E-warfare effort.

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    My troops consist of A Company (a Stryker rifle company), reinforced by an armoured platoon from B Company. On the field at deployment, I have 1st Platoon of A Company, 1st Platoon of B Company, the Mobile Gun System Platoon and the Company HQ Platoon. The Company HQ Platoon has a breach team of engineers for clearing the mines at the berm opening. The 2nd and 3rd Platoons of A Company will gradually reinforce, arriving in approximately ten and twenty minutes, respectively. Our fire support is extensive. Along with the two 120mm mortar sections (two tubes to a section) of the battalion artillery, we will have an entire 155mm howitzer battery (three two-gun sections) available when they have completed their counter-battery missions. Also available to me is an RQ-7B Shadow UAV for observation.

    I have a powerful force, my fire support is extensive, the terrain gives me a great advantage and my enemy is of poor quality. If I keep things simple and sensible, there should be no question of victory.

    The next instalment will be much sooner than this one was, as I have already played the mission, taken my screenshots and made my notes. Watch this space!

  5. Good morning/afternoon/evening everyone. This will be an AAR series, covering my playthrough of the US Army campaign of Shock Force 2: 'TF Thunder'. I briefly dipped my toe into this campaign in Shock Force 1, but only as far as the first mission. This will be my first proper playthrough of a Combat Mission campaign, and I'm sharing it all with you! So, without further ado, let's get into the campaign briefing.

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    The ground invasion of Syria has begun. After a three-day-long aerial bombardment, NATO forces are pouring into the country from all sides; The US Army from the East, the British Army from the North and South, NATO forces from the North and the US Marines from the coast. I am commanding a battalion of Task Force Thunder, a Stryker Brigade reinforced with armoured units. I have under my command two Stryker rifle companies (A and C), an armoured company of M1A2 Abrams tanks (B), an armoured infantry company in Bradley IFVs (D) and an armoured engineer company also in Bradleys (E). This is a fast and powerful combat force, equipped with the best fighting equipment on Earth and manned by some of the best soldiers on Earth. And in the finest American tradition, the battalion is liberally supported by artillery and airpower. Our brigades mission is to slice Syria in half, striking from East to West along a route designated 'Route Lightning', with our limit of advance being the important Syrian city of Hims (also known as Homs).

    My enemy will initially consist of Syrian reservists and militia holding the border. These units are poorly trained, poorly led and poorly equipped. As we push into the interior of the country resistance will stiffen, varying from the still poorly equipped but slightly better led and trained regular units, to the elite, well-equipped units of the Republican Guards currently around Hims. Also, scattered throughout the country there will be pockets of paramilitary, special forces and other irregulars, many of which are well trained, motivated and equipped. There will be tough fighting ahead.

    Speed and force protection is the name of the game for this campaign. Our mission is to neatly snip Syria in half as quickly as possible, but our last objective is a tough urban target. Replacement of casualties and destroyed vehicles will not be happening. Taking too many casualties early on will make our mission exponentially more difficult. I will have to carefully balance aggression and caution to complete this campaign successfully.

    In the next instalment, we'll take on the first mission. Stay tuned!

  6. 27 minutes ago, StieliAlpha said:

    I have a much simpler reason: I never really understood the nature of the Campaigns. This heading forward on narrow lines of support and the culmination on key points. I am probably more the “advance on a broad front and see what you can do” type. 😃

    Advancing on a broad front is a little difficult when you have the Mediterranean Sea to your right and an untraversable ocean of sand to your left (or vice versa if you're in the Axis).

  7. On 09/06/2018 at 6:59 PM, Sgt.Squarehead said:

    The definition of terrorism has been twisted beyond all recognition by the media in recent years.....Hitler (accurately) used the term "terrorist' to describe both Commandos & Resistance/Partisan forces. 

    I would be more than happy to both play and write scenarios for any of these Unconventional Forces were they made available to me in the CM engine.....Small units blowing big units to pieces always makes me smile!  ;)

    Actually, in academia the definition of terrorism is fairly well defined; it refers to violence committed by non-military actors against non-military and/or civilian targets, with the direct victims not usually the ultimate target. So Commandos and Resistance/Partisans attacking military targets are emphatically not terrorists. Quelle surprise, Hitler was wrong.

     

    A helpful source is attached.

    The Revised Academic Consensus Definition of Terrorism.pdf

  8. And now the end is near,
    And so I face the final curtain . . .

     

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    The time has come for the final assault. The Scimitars trundle forward and start pelting the buildings of the East Yard with 30mm HE.

     

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    Unfortunately, there is some fratricide as a cannon shell bursts on a tree next to my Javelin men, wounding one. Another mistake, I should have pulled the Javelins back by this point.

     

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    The APCs of the Command Troop and the leader of the Support Troop zoom up and start hosing down the objective with their machine guns. The scouts charge forward in their Spartans, machine guns blazing as they go.

     

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    Sound the charge!

     

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    As my APCs close on the objective, an enemy MMG section rises from their trenches on Point 225 and begins shooting up my APCs.

     

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    The armour of my APCs is mostly proof against MMG fire, but one enemy team lands a hit that damages the optics and tracks of one of the Spartans. He is spooked and begins to pull back, but fortunately not before dropping off his dismounts. I retask some of my APCs and tanks to suppress the MMG teams.

     

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    The Support Troop spot a knocked out BMP-1 in a keyhole position. So that's what the Apache was shooting at! It is fortunate that the BMP is knocked out, as this would be a perfect position to ambush my scouts as they go in.

     

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    Two scout teams pour fire into the objective, while the other two teams hurl themselves across the bridge.

     

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    The amount of lead flying around is truly awesome, even this little attack making a brilliant spectacle. However, I am taking almost no fire. Where are Rinaldi's men?

     

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    The enemy weapons platoon HQ makes an appearance, taking potshots at my scouts as they cross the bridge. Fortunately, he misses all his shots and is taken under fire by the APCs.

     

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    The first evidence of the enemy positions is uncovered, as my scouts trample over the remains of a rifle squad.

     

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    In the next building, almost an entire rifle squad is found cowering on the floor, terrified and helpless.

     

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    The ensuing slaughter is horrifying to behold.

     

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    My scouts bound through the East Yard, pouring fire into every unsecured building before advancing. The base of fire continues to suppress the enemy machine guns on Point 225. But apart from the enemy rifle squad, all we find is empty buildings and bodies.

     

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    A brave little BMP-1 rolls forward from the reverse slope of Point 228 and puts a few 73mm shells into the ground before my scout teams. Fortunately, his fire is ineffective.

     

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    Honour thus satisfied, his fear overwhelms him and the BMP withdraws.

     

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    My opponent has known for a long time that the game is up and he requests a ceasefire. I accept and am rewarded with a Total Victory. Hurrah for the 9th/12th!

     

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    I am chatting with Rinaldi as I take these last few turns, and the reasons for the lack of opposition are revealed to me. Rinaldi's men have been routing from the field ever since the first Apache strike. As can be seen from the victory screen, almost half of his force has abandoned their positions and fled the battle. One of the BMPs that withdrew behind Point 228 was actually abandoned by the crew, as the panic spread through the enemy C2 network.

     

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    The only enemy troops still left on the field are one of the MMG teams on Point 225 (the other fled) and the brave takfiri of a BMP behind Point 228. Rinaldi had told me earlier that some of his men had routed from the Apache strikes, but I had no idea that his situation was this bad.

    My elation at this victory is tempered by the knowledge that my opponent was essentially helpless to stop the near-total disintegration of his force from a single helicopter strike. Nevertheless, I am pleased that I managed to lose only one vehicle and take only three casualties. Things could have gone so much worse for me.

    I plan on doing one more post after this one, where I shall make, in effect, an AAR of this AAR, analysing what went well, what went poorly, what I did correctly, what I did wrong, etc. I'll finish with observations gleaned from the battle. Also, now that it's all over @Rinaldi can come in and give some input from his perspective. Stay tuned!

  9. In the last entry, things were not going well for the 9th/12th. I suffered my first casualties and the enemy managed to escape unmolested (again). But over the next few turns, I feel the pendulum swinging in my favour once more . . .

     

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    My Javelin men take aim at the enemy ATGM team. The missile pops out of the tube and howls skyward like a bloodhound let off the leash. I believe in you, little missile!

     

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    I never asked for this.

     

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    The missile plops into the berm at the foot of Point 228. If the enemy doesn't kill the rest of my Javelins, I bloody well will when this is over. Fortunately, my Scimitars have spotted the ATGM team and a hail of 30mm HE bursts all around them. No casualties are caused, but the terrified gunners flee, leaving their weapon behind.

     

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    Suddenly, as the turn comes to a close, another enemy ATGM team takes a shot at my Scimitars! This time, however, the offending team is spotted. If you look closely, you can just about see the missile speeding towards my tanks.

     

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    Fortune is with me, as the enemy missile is fired short and crashes into the hill crest in front of my armoured troop. The turn ends a second later, and I rub my hands with glee as I mark the enemy weapons team with target orders from all three tanks.

     

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    I breathe a sigh of relief as the cannon shells evenly distribute the enemy gunners about the road and buildings. My Scimitars withdraw behind the slope of my hill, having at last avenged their troop HQ tank.

     

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    Time is ticking on, and I need to start prepping for my assault on the objective. Confident that the threat from enemy ATGMs is now minimal, I move the Scimitars forward again, to a position where they can overwatch the East Yard. I also move the APCs up to my withdrawing scouts. The exhausted sleuths eagerly embark their battle taxis, glad at the chance for some rest before the final effort.

     

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    I now begin to soften up the objective itself. Remember the building that the enemy platoon HQ team entered earlier? Well, so does my Javelin team . . .

     

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    This time, their aim is true and the roof of the small hut is stoved in. If anyone is in there, I would not want to be them right now.

     

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    I move my tactical air controller forward and call in my Apache once more. This time, I will focus his attention on the East Yard and Point 225. He has little ordnance left after the first attack run, so this strike will likely not be as devastating as the first. But any fire on the objective at this point is welcome. It will take four minutes for the strike to come in, and I estimate that it will take around two to four minutes to be completed, so I call the strike in with eighteen minutes left on the clock. This should leave me with ten to twelve minutes to make my assault. If the enemy has been suppressed, I am confident that this will be enough time to clear the yard. Now all I can do is wait . . .

     

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    As the turns tick by, one of my Scimitars picks up an unidentified contact in a trench on Point 228.

     

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    I am leaving nothing to chance, so I subject the contact to a twenty-second burst of HE from my tanks. There was something in that trench and whatever it is will now be severely discomfited.

     

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    The gunship arrives over the objective and subjects the western edge of the yard to a rocket strike.

     

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    It then follows that up with a burst of cannon fire . . .

     

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    . . . and then hits the eastern side of the yard with cannon fire too.

     

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    The gunship has hit those buildings with cannon fire twice now, so I reckon that there's something in there. I order my Javelin teams to hit the two buildings with missiles.

     

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    The gunship makes its last run a spectacular one, as it hits a spot in the western edge of the yard with a cannon burst. This spot promptly explodes and begins burning. I immediately guess that he has found and knocked out a concealed BMP-1.

     

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    The Apache returns to base, ammunition well and truly depleted. The dust begins to settle over the East Yard once more, and quiet descends across the AO. There is a pregnant pause. It is almost time . . .

  10. This is beginning to really irritate me now.

     

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    With my Javelins in position on the forward slope of my hill, I am swiftly rewarded with the sight of an ATGM team perched in the bushes atop Point 228. I expect the Javelin teams to use their launchers and wipe the enemy team off of the face of the Earth, but instead, the idiots start plinking away with their rifles! I hurriedly give the team that has spotted the enemy a 'target' order on the offending ATGM.

     

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    The AT operator finally puts away his rifle and takes aim with his launcher. I anticipate the thunk-whoosh of the missile launching, but all I hear is the chatter of incoming machine gun fire. Before he can fire, the Javelin operator is critically wounded by the next burst from the enemy MMGs. My first casualty, and all because the stupid bloody Javelin men decided that it would be a splendid idea to use their rifles instead of their honking great missile launcher. This is exceedingly frustrating.

     

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    The offending MMG team and his platoon HQ are spotted on the edge of the berm.

     

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    Another enemy ATGM team is spotted making a run for the East Yard. All of my vehicles are currently behind the slope of my hill, so once again I am unable to do a thing about this.

     

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    The round of frustration isn't over yet, as one of my withdrawing scouts is shot in the back by another burst from the MMGs. My second casualty, and this time I have no one to blame but myself. I should have used the hunt or slow command, but I wanted to get the teams back to their APCs without exposing the APCs too much, and also these scouts are exhausted from creeping forward all the way from my start line.

     

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    I creep my three Scimitars forward and subject the location of the ATGM team to a few bursts of 30mm HE. The time for conserving ammo is gone. Unfortunately, before the Scimitars get into position, I spy the ATGM team crawling away to safety.

     

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    This time, however, Instead of leaving the Scimitars in one location, after about twenty seconds of fire I pull them back and relocate. Then I roll them forward again and give the location of the machine gun a similar pasting.

     

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    The enemy AT platoon HQ is spotted running for the East Yard, and I have a pretty good idea of what building they ran to. A future target for a Javelin missile, perhaps?

     

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    The ATGM team on the hill is spotted again, in an alternate position. Thankfully, the Javelin team elects not to open up with their rifles this time! I order the team to target the enemy ATGM. Second time's the charm?

     

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    This time though, I'm going to be more careful. I send the Scimitars forward again, to a position where they can see the berm. If that MMG team reveals themselves again, they'll be in for a rude shock . . .

    This has been a highly irritating and frustrating few turns. By the quirks of the game and my own mistakes, I've suffered my first casualties of the game. This is not an auspicious start to my first proper engagements with the enemy. Hopefully, however, the next few turns will be better. Finger's crossed . . .

  11. 11 hours ago, Sgt.Squarehead said:

    Worth playing to their strengths if you can point them at the BMPs.....They'll do a much better job on them than infantry in buildings.  Point Target attack runs are swift(ish) and usually brutally efficient with NATO choppers.

     

    It would be a good way to smoke out the BMPs, but I need every gun, missile and rocket softening up the objective. The Apache has such little ammo left, I need to be sure that it will be spent well. Also, the buildings aren't exactly tough. In other games, I've seen 60mm mortar rounds tear right through them. I'm confident that they are no defence against the weapons that my Apache carries.

  12. 2 hours ago, Kozlice said:

    https://www.globalfirepower.com/armor-tanks-total.asp

    Now, I know that only T-90's and Armatas were OP's subject, but in general, I wouldn't say that red hordes meme is dead; and, while surely liked by many on this board, I don't think your statement of US having a quantitative advantage over Russia is entirely accurate (even if you realistically half the number of Russian tanks in active service, as some other sources suggest). 

    Did you really just use GFP as a source?

  13. 4 hours ago, Sgt.Squarehead said:

    Cool AAR, enjoyable read.....Has the Apache expended all of its ordnance yet? 

    Cheers. No, it still has some munitions left.

     

    1 hour ago, Bil Hardenberger said:

    I bolded the part above... it is a very good idea to slow down and re-analyze, I do this all the time.  Let the situation develop a bit the situation could become a little clearer. 

    Excellent use of the available tools in the game to help with the analysis of what you are seeing in-game... nice to see someone taking that lesson and running with it.

    Looking forward to the next post.  Keep those vehicles hull down and use terrain masking whenever possible!

    Bil

    Yes, that little bit of re-evaluating was quite helpful. Cheers Bil, and yes, I really must take better care of my vehicles. I've done this in other battles too, left my vehicles exposed in one spot for too long. Even the mighty Abrams can be greatly inconvenienced by a lucky Sagger hit.

  14. Gosh
    Fungling
    Darn it

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    I knew that I'd kept that Scimitar exposed for too long. I knew that I hadn't checked the lines of sight of my other units on the hill. I was just thinking 'my Scimitars are pretty vulnerable there, I'd better pull them back soon'. Then whoosh! Crack! Bang! The Troop Leader's Scimitar is a smoking wreck and no one even saw where the missile came from. How very irritating. The only saving grace is that the whole crew escaped with only minor wounds. I think that the missile was launched from a trench on the eastern slope of Point 228, so I spray the offending trench with machinegun fire from my Scimitar and APCs.

     

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    Shortly after the Scimitar is knocked out, one of my APCs observes a couple of men from a Syrian infantry platoon HQ moving through the East Yard. As expected, this means that Rinaldi has likely emplaced his infantry platoon inside the East Yard.

     

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    Happier news from my left, however, as the enemy ATGM team under attack from my scouts suffers a casualty.

     

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    Meanwhile, the two scout teams on my hill are nearly able to get eyes on the objective.

     

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    More intel comes in, as the first enemy ATGM team is seen withdrawing and an ATGM platoon HQ is spotted. So, Rinaldi does indeed have the whole ATGM platoon in support. There are three other teams out there, somewhere.

     

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    The first enemy ATGM team unmasks once more and an MMG platoon HQ is spotted. So, along with his infantry platoon, Rinaldi has both an ATGM platoon and an MMG platoon.

     

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    Amazingly, a BMP-1 zooms by as well, making a beeline for the far side of Point 228. Sadly, my Scimitars are pulled back and my Javelins are not yet in position, so I am unable to punish this risky move.

     

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    The MMG team spotted earlier suffers a casualty as it comes under fire from my forces on the hill and is forced to hide once more.

     

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    The loss of my Scimitar and all the enemy forces revealing themselves rattles me, and I make what may prove to be a very hasty decision. I elect to go with Axis 1; I will assault the East Yard by making a frontal attack with my scout platoon over Tweedledee, with my remaining forces in a support by fire on the hill overlooking the objective. I made this decision because I was becoming concerned with the remaining time available to me and because the BMPs now in position on the reverse slope of Point 228 would make an advance along the main road or an assault on Point 228 too risky. I begin pulling the scouts on the left back to their APCs.

     

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    Meanwhile, the scouts on the hill are able to identify the burning vehicle behind the toolhouses; it is indeed a BMP-1, knocked out by the rocket strike from my Apache.

     

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    The first MMG team is spotted making run for it, heading for the more solid cover offered by the berm. Whether this a panicked flight or a deliberate move is unclear.

     

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    Another BMP-1 is spotted moving for the cover of Point 228, this time from behind the East Yard. Frustratingly, my units are still not in a position to take advantage of his vulnerability.

     

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    The redeployment of forces from my left to my right is in progress. My scout platoon is far too small to make an attack with anything less than full strength and I want my other two Scimitars on the hill. From now on the Scimitars will all act as one unit. If any other ATGMs take a pop at one, I want the other Scimitars to see it.

     

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    The redeployment is nearly complete. The Javelins have finally dismounted and are heading for the overwatch positions currently occupied by my scouts. The rest of my force is on the reverse slope of my hill, hidden from the enemy (hopefully). They are very tightly packed though. If Rinaldi has mortars, now would be an excellent time for him to use them . . .

    Well, that was an unpleasant few turns. One of my most potent units was taken out at almost no cost to the enemy. Many enemy units revealed themselves, with me unable to actually do anything about it. There are at least two BMP-1s, probably more, now safe and sound on the reverse slope of Point 228, in an excellent position to launch a counterattack. Also, my concerns about the time remaining are actually pretty unfounded. I still have thirty minutes left, over half the time allotted to me. I have committed myself to a course of action unnecessarily early. It's time to slow down, take a few deep breaths, and re-analyse the situation.

    My mission has not changed; I still need to occupy the East Yard and inflict casualties on the enemy. I've inflicted a few casualties on the enemy, but nothing decisive yet and obviously the East Yard is yet to be occupied. My picture of the enemy is much clearer now; I know that his rifle platoon is highly likely to be positioned in the East Yard, and I know that he has an MMG platoon and an ATGM platoon scattered about Point 228 and behind the berm. Importantly, a look at the editor gives me some good news; the ATGM platoon is actually made up of only one section, with three teams, as opposed to two sections each of two teams as I had first assumed. I know that he has lost a BMP-1 and has at least two others behind Point 228. If he has his full complement of BMPs, that means that he started with seven; three for the rifle platoon and two each for the weapons platoon and anti-tank platoon. It is still possible that my enemy has mortar support, though I feel that if he had them, he would have used them by now. I still do not know if the crossing points are mined. The terrain remains the same, largely. The most important things of note are the discovery of a partially covered route to the objective and my understanding of the slopes of the hill overlooking the AO. Bar the loss of one of my Scimitars, the situation of my own troops has changed very little; no casualties have been taken thus far and ammunition expenditure has been low. I have thirty minutes left to complete my mission, over half of the initially allotted time.

    So, apart from my picture of the enemy and the loss of a light tank, little has changed from the beginning of the match. I haven't really hurt the enemy yet, but I still have a decent amount of time left to finish the mission. I am still going to commit to option one for my plan of attack; it allows for the best concentration of force and is the least vulnerable to a counterattack from those BMPs behind Point 228. For the next few turns, however, I am going to continue trying to shape the battlefield. With my Javelins in overwatch, I should be able to splatter any weapon teams that reveal themselves. I'll periodically unmask my Scimitars and APCs, in an attempt to try and provoke some movement or counterfire from my enemy. When I decide that the enemy has been sufficiently weakened, then I'll make my final assault on the objective.

  15. On 10/03/2018 at 10:50 AM, Combatintman said:

    Of course if you lose this battle you will have to resit this year's semester ;)

    And ... as I've said before ... this is a toughie - inspired by your AAR I played it again two weeks ago against the AI and came second but still enjoyed playing it.

    Feel free to PM me about assistance with your degree by the way - I am not a graduate but have spent a fair whack of time waving guns at people in both cold and hot places since 1984 with the British and Australian armies.

    Shouldn't joke about that, I'm already resitting my third year :P

    Yes, I can see how this battle could be a challenge. I'm still concerned about how I'm going to make my final assault on the objective. Thank you for the offer of help, I'll keep it in mind.

    16 hours ago, Sgt.Squarehead said:

    @BrotherSurplice  Are you at King's College by any chance?

    No, I attend the University of Wolverhampton.

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