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sid_burn

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sid_burn last won the day on February 17 2019

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    Good Morning Destroyed Arnhem

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  1. Yeah its one of my favorites from F&R. I could see it turning bad for the Germans quickly if they lose any of their tanks as they are lacking in real infantry strength,
  2. The assault on the second objective (Waldburg) has commenced. It actually ends up being relatively quiet as well. We do lose our first and only Tiger to a T34. A panther quickly gets revenge. With that last obstacle, a rather uneventful march onto the last objective occurs. The occasional Russian takes a pot shot, but it doesn’t do much given the presence of the tanks to cover. Sadly, organizing the attack on Waldburg and making sure it is clear takes up the rest of my time and the game ends. We achieve a respectable tactical victory.
  3. Here is the plan going forward after the capture of the first objective. Likewise, Panzerschrek teams have been sent out into the woods to screen for any tanks waiting in ambush. The small village on the route to the 2nd objective is cleared easily. As expected, there are some Russian infantry there, but they don’t put up much resistance; a lack of any AT weapons means they are taken out quite easily as the tigers and panthers go to work. The tanks also find and destroy a T34 waiting in ambush
  4. With the threat of the T34s gone, the tanks return to shooting up liberating the village and the Panzergrenadiers are dismounted to storm the buildings. On the road to Konigsberg, our Stugs run headfirst into some T34s. 3 T34s are destroyed for the cost of 1 Stug. The 1 Stug, after seeing some soviet infantry in the tree line retreats back to a hull down position and watches the road for a bit. (After a bit of time I eventually just move it down the road and leave it there to get the obj and catch any incoming soviet forces).
  5. Hello, I just recently finished the scenario Snow for the Hungry (part of fire and rubble). I didn't want to do too in-depth of a rundown on it (it is a great scenario and I recommend it to anyone). So I figured I'd do this miniature AAR. I'm just going to briefly recount my match in a few small posts. 2 platoons of understrength Panzer Grenadiers and a group of about 7 tanks (3 tigers, 2 stugs, and 2 panthers) are going to try and relieve Konigsberg. As part of it, we have to secure the road leading to the city and clear out some Soviet units along the way. There is a heavy blizzard going on that enables us to move in relative safety and take the objectives in detail. Here is the plan:
  6. This man survives a direct penetration from a Panther at fairly close range (300 meters or so) and doesn't even button up. Order of Lenin for this man. Posthumously of course.
  7. The only time I adjust for wind is when I decide to break some in front of people I don't want to speak to anymore.
  8. Hello, In light of recent events (I do hope this thread remains as non-political as possible) and also given that Steve has expressed interest in expanding Black Sea to cover the current conflict, I think it is worth having a discussion about whether Russia might be over modeled in CM. Just a few suggestions to kick off the thread: 1) Steve has said before that in WW2 CM titles things like inefficient slave labour is modeled by having German armoured vehicles suffer catastrophic failures, I think you could bring this to Black Sea by having a chance for Russian tanks to have no ERA or Russian vehicles having low supplies. 2) High-end Russian vehicles such as the T90 may need to be made rarer to represent Russia's reliance on older vehicle models. 3) Typical Russian soldiers should have severe morale and leadership penalties. I think your average Russian unit needs to be set to green and negative leadership. Then more "elite" units like the VDV can be set to Regular (but they should clearly still maintain the leadership issues). Just want this to be a friendly thread where we discuss ways to improve the simulation .
  9. With some assistance from @Sgt.Squarehead we manage to unjank the bridge (well somewhat) and so are able to properly finish out the game. We are instantly rewarded with the last firefly spotting and killing the immobilized Tiger tank. It takes a solid 5 hits to the front before the crew bails out and the Tiger is declared dead. Later, while attempting to mate with the burning corpse of a halftrack, the firefly spots and kills the PZ3 (I did say I only managed to somewhat unjank the bridge). With the shermans positioned on the bridge and able to provide some fire support on the occupied parts of Bridge West, we are ready to launch a limited counterattack. However, before that begins, a few para squads use their last rounds of ammo to take out yet another flak vehicle An attack is then launched on the occupied buildings while they are put under tank fire. My attack is led by John Frost himself, along with a mortar squad and a few cobbled together HQ squads. While the Germans are suppressed, the shockwaves from a tank round cause the building to collapse The Paras then breach into the left building; a single sniper kills the two Germans occupying the building. Nothing much happens for the next few turns and I decide to end the game on that last effort. The final disposition of forces: The Germans took quite a beating and their corpse piles are seen on every part of the battlefield (of course my losses were quite severe as well). The real heroes were the first two Shermans, who took out about 50 men total and numerous vehicles Overall, a great scenario, I do wish that maybe they made it a bit easier to navigate the bridge. Even with the helpful navigation tip, the sheer number of wreckages and the inability to push burning vehicles can make it difficult to properly get the tanks into town.
  10. So I decided to load it up and try it out. It seems your strategy really worked, they are able to move normally again. Still dipping and weaving, but it seems like using the hunt command helped them to avoid being destroyed. Looks like I can finish the AAR properly. Thanks!
  11. No someone recommended I try that, but the issue I see is that they will still need to dip and weave around the wreckages, which will be difficult with the German vehicles guarding the bridge exit. I may load it up and try that though to see if it works.
  12. At this point in the game, the situation is, to put it lightly, bad. My infantry are largely out of ammo and are being overrun. The tanks are hemmed in on the bridge of magic and can't get in to support. As a sign of the desperation, my men have begun lobbing satchel charges at individual enemy soldiers (1 satchel charge = 1 kill) Sadly, my advance down the bridge, in addition to being largely blocked by the vehicles, is also now opposed by not 1, but 2 Tiger tanks. Sadly, my advance down the bridge, in addition to being largely blocked by the vehicles, is also now opposed by not 1, but 2 Tiger tanks. Although my remaining Sherman gets a valiant flank shot off, it dies shortly after to the Tiger's 88mm. Thankfully, one Tiger does run over a mine, which immobilizes it. Another vehicle (which I guess the Germans had kept in reserve) also drives over a mine and dies. I believe after I ended the match that it was a wirbelwind but both the vehicle and human corpse piles are starting to add up. With no vehicle support for my paras, German infantry start to stream onto objectives largely unmolested. At this point, my men are largely out of ammo and I'm forced to wait for more reinforcements, which show up somewhat later. My reinforcements come in 3 waves; the first wave comes and includes 1 firefly and a bunch more 75 shermans. I decide to wait for one more firefly to challenge the Tigers, which I get shortly later. I'd like to tell you that this resulted in a glorious rescue of the British Paras...but sadly the bridge kind of stops this. I move up the two firefly shermans, and while one dies to the Tigers, the other one gets a kill. So where is the problem? Simply put, the other firefly can't move beyond this point It gets stuck here and won't move any further. It appears to be stuck in the place and the tank jitters a lot. I have also noticed many of the other Shermans on the bridge and are also starting to weirdly jitter when trying to move. I've also noticed the turns are taking extremely long to load, which I figure is due to the game trying to calculate the tanks moving while stuck (thanks to @Sgt.Squareheadfor the tip to fix this). Some pictures of the carnage so far.
  13. Welcome back, let's continue the AAR. When we left off, the Germans were launching an infantry attack from a new direction supported by halftracks. Note, I've now finished the game, so this post is going to be the first of two, since I figured I would just wrap up the AAR now. My men have begun picking off some of the infantry, but the bulk are making it into cover under the watchful eye of their 20mm halftrack. Its even fired a few rounds and wiped out some men. Thankfully, as the halftracks close in, the PIAT teams begin to do some work. It costs the PIAT user his life, but he scored two kills. Back at the Bridge West Objective we have a spot of real bad luck as a panzerschrek knocks out an AT gun. The action largely dies down as the infantry being supported by halftracks don't launch a direct attack, instead they fan out into buildings and into a nearby forest area for cover (likely to launch another attack later). With about 1:30:00 left we get the first units of the Irish Guards arriving to help liberate Arnhem. The force consists of 2 75 shermans and 3 stuarts. The shermans are immediately told to open fire on a PAK gun emplacement that had been spotted earlier by the infantry. I was super paranoid that the PAK would instantly take out a tank as it was deployed and possibly looking directly at my tanks spawn area, but that turns out not to have been necessary as the PAK gun is spotted almost right away by the tanks and stuarts with a predictable result After the AT gun, the tanks make their presence known by taking out another 20mm halftrack And then another The Stuarts are moved to the riverbank to hopefully support the bridge objectives, while the Shermans are sent along the bridge. Sadly on the of Stuarts is killed by a PZ3 However, its companion tank quickly gets revenge when the PZ3 advances; 2 37mm take out the tank frontally. On the bridge, the Shermans begin doing some damage. First to go is the hated wirbelwind Then a stug is hit a few times, it survives, but it also drives off. Next to go is a PZ4 that had been advancing up. Now for the appearance of the Bridge of Magic. A PZ4 begins driving around the bend, although forced to retreat by the Stuarts once, it claims one However, as the PZ4 drives around the bend something odd happens... Its transported up onto the bridge in front of the 2 Shermans This happens again later with a 20mm halftrack which teleports up to beside the Sherman And results in a collateral that kills both the 20mm halftrack and a 75mm halftrack behind it (note this happened much later on in the match, just wanted to showcase the bridge jank now, since it becomes important later on). One of my shermans is lost when trying to advance up the bridge and it decides to twist its body around, which exposes it to a side shot from a PZ3 For reference, the move order it was given here was a short "slow" move a few meters in front of it (not salty, I swear).
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