Jump to content

Axis Side - 20 000 point Quick Battle DAR


Recommended Posts

The infantry advance in the town is pretty much stopped cold because of that tank. It has a commanding light of sight down one back alley that cuts my guys off from getting deeper into the town.

Would popping some smoke into the alley help? It might allow you to get a different angle on the tank once you're past the alley. Or persuade DT that he's about to get flanked and force a withdrawal.

Link to post
Share on other sites
  • Replies 390
  • Created
  • Last Reply

Top Posters In This Topic

May not matter. I have had a few AT teams on the move fire when I thought they wouldn't even have a shot at an enemy. Twice in my battle with Broadsword in La Luzerne.

Good luck

Best thing to do in a city fight is run across the street. hopefully they'll fire (usually do if the tanks close) and keep running. If your within faust range this works nearly every time. Less so if the tank is 60-100 meters away and its a zook or faust. Of course if the move order is a little longer it'll work because they'll spot the tank (which is why they wont in a street usually if the tank is farther) and go. In a street its a bad idea - theyre too exposed except for a quick dash.

Link to post
Share on other sites
Would popping some smoke into the alley help? It might allow you to get a different angle on the tank once you're past the alley. Or persuade DT that he's about to get flanked and force a withdrawal.

That is an excellent idea. I often forget that infantry can pop smoke. I actually have one squad on the other side of the alley. By luck one squad made it when the tank was shooting their platoon HQ.

I could mess with DTs head tool. I have been known to pull off before.:) Frankly I would rather kill the tank.

Link to post
Share on other sites
May not matter. I have had a few AT teams on the move fire when I thought they wouldn't even have a shot at an enemy. Twice in my battle with Broadsword in La Luzerne.

Good luck

As you can see I have had trouble getting them to shoot. The action squares here are all on an angle and there are trees and elevation changes. I have another turn to write up but I &ave tried many variations. I hope this time it works.

Link to post
Share on other sites

That AT team failed to fire again! I have never had such trouble with a set of orders before! Here they are turning around and heading back to cover. You can see the orders in the last screen shot above. The spotted the tank just before the turned around and headed back. The time in LOS of the tank was just not long enough.

516Minute112-111-Leaving.jpg

But with a little luck they spot an Achilles turn and fire.

517Minute112-111-DidSpotAchillies.jpg

And then something I have never seen before happens. While the round is in flight they lose site of the TD.

518Minute112-111-Disapared.jpg

But score a hit any way. No hit text telling me what was hit. I checked, the round did not hit a tree. It hit something invisible but solid between and behind the trees. Amazing. Hopefully it is destroyed or there will be HE heading their way next turn.

519Minute112-111-HitSomething.jpg

Here is the squad the squeaked by that pesky Churchill tank.

520Minute112-111-GotBy.jpg

Link to post
Share on other sites

This is officially frustrating. I give that AT team similar orders from last time but with a face command and a 5s pause. This has to work – right?

523Minute111Orders-GoAfterTankAgain.jpg

That squad that slipped past the tank also has a Shrek team. I split them and send the fire teams to positions with good LOS to protect the Shrek team from any pesky scouts there might be. The AT team has a long pause to let the fire teams get into position and then they will have a go at attacking that tank from the other side.

524Minute111Orders-AttackTankFromOtherSide.jpg

I also have a platoon HQ reposition themselves so they can see the approaching enemy and call in some mortar fire if needed.

525Minute111Orders-GetEyesUp.jpg

The Brigade HQ unit has recovered enough to get back into their AFV as well.

526Minute111Orders-BackOnHorse.jpg

Link to post
Share on other sites

The AT guns get orders to setup in the woods with over watch of the bridge and one side of the woods where 5 Company is positioned.

527Minute111Orders-ATGunsPlacement.jpg

Tweaks to the Stug crew and HQ unit. Hopefully I will get to withdraw another Stug next turn.

528Minute111Orders-BackOnHourse.jpg

Link to post
Share on other sites

But score a hit any way. No hit text telling me what was hit. I checked, the round did not hit a tree. It hit something invisible but solid between and behind the trees. Amazing. Hopefully it is destroyed or there will be HE heading their way next turn.

519Minute112-111-HitSomething.jpg

Awesome news - maybe. I spoke with Dungeon Tiger yesterday - in real life - and he said that I destroyed an Achilles and he had no idea where the fatal shot came from. I spent sometime weaving a story about how it was a Panther that caught site of the Achilles between some buildings and then lost sight of it again when it moved past the opening. Usually I am pretty good at getting small bits of information and planting useful miss information in his head but lately he has become better at resisting.

So, either I did destroy his Achilles and he thinks there is an operational Panther in the town. Or he is messing with me and the Achilles is OK and he knows the Panther in the town is messed up. The thing is, he has no real way of knowing that the Panther's main gun is broken so he has to at least accept that it is a possibility it was a Panther. I will not spend time assuming the Achilles is destroyed but I can hope:D

Link to post
Share on other sites
  • 3 weeks later...

There is almost an exciting moment early in the turn. My Shrek team finally gets a bead on that Churchill tank.

529Minute111-110-TakingAim.jpg

I expect a beautiful explosion only my heart sinks when they decide – “nah this is too good we need more of a challenge” as the run off back to cover.

530Minute111-110-NahTooClose.jpg

That tank has been a sitting duck for, how many turns now, and I cannot finish it off. Grrrrrr! I think what happed is that the tube guy was bringing up the rear. Any time I have seen this move work with no pause the tube guy arrives at the way point first. While he is waiting for his partner it is enough time to commit to firing and he will take the shot. This time, for whatever reason, the loader was leading the way and therefore when the tube guy got there it was time to go.

Now this was too close. Spotting rounds for my 150 land right near the lead infantry in town. Way to close for comfort. No one is injured by several teams are suppressed.

531Minute111-110-WayToClose.jpg

More bad news, another Churchill tank is sneaking out of town and threatening my infantry entering town.

532Minute111-110-SneakingOutOfTown.jpg

Clearly this tank is going to be a problem.

533Minute111-110-Havoc.jpg

Link to post
Share on other sites

Now that the Stug crew is back where they belong that last Stug can withdraw to the woods.

536Minute110Orders-Withdraw.jpg

I have decided that the Panthers need infantry along too so trucks arrive to pick up the rest of the platoon that never quite made it to the farm complex.

537Minute110Orders-LoadingUp.jpg

I tried to call motar fire with 5 Company’s mortars but the cannot fire in the woods. The will redeploy behind the woods.

538Minute110Orders-MortarsRedeploy.jpg

I have had enough of this pesky Churchill tank so I now have two Shrek teams going after it. And they have pauses at their targeting way point this time too. I really hope they can get the job done this time.

539Minute110Orders-RightSide.jpg

The attack from the other side.

540Minute110Orders-LeftSide.jpg

Link to post
Share on other sites

Finally that Churchill in the town has been dealt with. But not without cost. As the turn begins the Tank shifts to its left and the AT team that was attacking it from my right is caught by the tank as they move into position.

542Minute110-109-ATTeamCaught.jpg

On the plus side that means the team attacking to the left get a better chance. This time they do not disappoint. One shot, one hit. The tank is not destroyed but the crew bails out.

543Minute110-109-ATHit.jpg

And my squads in the nearby buildings waste little time gunning them down as they flee. Only one crew man is left standing as the turn ends.

544Minute110-109-TakeOutCrew.jpg

Over in the woods disaster strikes. Geiger’s squad that was attacked by a Churchill tank leaving the town are nearly hit by a 150mm spotting round. Yikes that round is way off. Totally by luck, probably because they were taking cover from the tank attack earlier no one was hurt. But their morale was shaken and one the dust settles they run away shaken.

545Minute110-109-ToClose.jpg

Unfortunately they are out of the fire and run right into the pan. That Churchill tank has moved to flank them and they run right into it as they flee the artillery. Given what they have been through they have every right to want to give up. But they do not.

546Minute110-109-OutOfFireIntoPan.jpg

Link to post
Share on other sites

Two solid hits from their grenades while under MG fire.

547Minute110-109-FightingThePan.jpg

They actually end the turn in good order. Not sure what the next turn will bring because that thank is still on one piece.

548Minute110-109-AnotherHit.jpg

Nothing much changed at the Orchard or the Farm – there was a small pistol duel at 20 paces with a tank crew at the far. Nothing a full platoon of infantry cannot handle easily.

Link to post
Share on other sites

Having that Churchill tank running around back there is not good. Since Geiger and his men are in good order and right there they decide to try to finish the job. Their platoon mates come to help.

549Minute109Orders-AssaultTank.jpg

Given the fact that twice now tanks have left the town and attacked the infantry’s flank there, it is time to do something about it. I am sending 1 Platoon back into the woods. They have a Shrek team and several Fausts so hopefully with some careful scouting and positioning they can protect the flank. The artillery barrage that has not arrived yet was supposed to prevent that from happening.

550Minute109Orders-RedployPlatoonToWoods.jpg

Link to post
Share on other sites

I think Geiger's team "break and recover" being so quick is to do with the fact that the element that shook them was "friendly fire". I'm sure troops recover faster and more completely from friendly fire suppression (at least if it doesn't cause casualties) than they do from enemy activity that causes suppression.

Link to post
Share on other sites

I had not been watching for that so I will take your word for it for sure. They already had their heads down and in craters from a previous bombardment when that round came down. So they did have pretty good cover considering. They were shaken and started running away. Sadly for them they ran right into that tank. But they were brave and stared down the barrel of the tank's gun and kept on fighting.

An excellent moment for sure. I have watched the next turn and their heroism continues.

Link to post
Share on other sites
I had not been watching for that so I will take your word for it for sure.

I won't claim any testing for surety, but it's certainly something I think I've noticed. Though how the clever little pTruppen know that 150mm whizz-bang was (putatively) friendly, I'm not sure :) Perhaps they deduced that since they weren't all condensing vapour and bloody chunks at that point that it must've been as friendly as that sort of shell ever gets...

An excellent moment for sure. I have watched the next turn and their heroism continues.

Looking forward to seeing how they fare against that armour!

Link to post
Share on other sites

Geiger’s squad continues to perform heroically. Literally staring down the gun barrel of the Churchill they continue their assault.

553Minute109-108-AnotherGrenade.jpg

Destroying the tank and forcing the crew to bail out and try to cut them down in a hail of bullets.

554Minute109-108-CrewBails.jpg

That last part does not go smoothly. They take two casulaties.

555Minute109-108-AndTakesOnSquad.jpg

But they do manage to take out the crew men with the Sten Gun before they run off. I cannot complain about their performance. They have had a rough couple of minutes.

556Minute109-108-Loosing.jpg

Their platoon mates are coming to back them up. That crew will not last much longer.

559Minute109-108-LeavingTown.jpg

Link to post
Share on other sites

There is a bit of excitement this turn at the other entrance to the town. My infantry screen there spot and engage a scout car. That would be a bit of a scary fire fight but there is a good chance with their automatic weapons they can come out on top, except…

551Minute109-108-ScoutsAtOtherTownE.jpg

… that immobilized Churchill is too close and can provide fire support for the scouts. Rats I did not back the infantry spotter of far enough.

552Minute109-108-HEToo.jpg

The team that was sent to finish off the dismounted Churchill tank were caught in the open by a Stuart. It finished them off quickly.

558Minute109-108-StuartArrives.jpg

Fortunately a third Shrek team did the job. That tank is not going to be remounted.

557Minute109-108-FinishOff.jpg

Link to post
Share on other sites

A totally unexpected surprise wonders into the view of my Stug on the ridge above town. An Achilles breaks cover facing away from the Stug.

560Minute109-108-Surprise.jpg

Direct hit.

561Minute109-108-Hit.jpg

And a second round to finish the job.

562Minute109-108-FinishOff.jpg

Over at the farm the 95mm Churchill breaks over and picks off some of my men.

563Minute109-108-ChurchillAtFarm.jpg

The Stug that I thought would protect them did not spot the enemy tank. Not a big surprise with all that foliage.

564Minute109-108-StugBlind.jpg

Link to post
Share on other sites

Two Shrek teams move to get a view on that Churchill tank at the farm. On the left a team takes a position so that if the tank moves forward they will be ready. On the right a team moves to the edge of the barn yard to get a view on the enemy tank from the side. Meanwhile the Stug moves back.

565Minute108Orders-Farm.jpg

Infantry catch up to the Panthers.

566Minute108Orders-Panthers.jpg

The newly remounted Stug makes a break for the town.

567Minute108Orders-Stug.jpg

Several squads will open up on the Stuart.

568Minute108Orders-Stuart.jpg

Another Achilles has wondered close to town. Since it is an opened topped TD my guys might get lucky. At the very least I expect it will scare off the TD.

569Minute108Orders-Achillies.jpg

Link to post
Share on other sites
  • 1 month later...

All in all it is a fairly quiet turn. I now have armour in the town.

570Minute108-107-OperationalArmourInTown.jpg

One platoon of infantry is taking up positions to protect the right flank of the town.

571Minute108-107-FlankProtectionPlatoon.jpg

More HE and MG fire from the immobilized Churchill and that scout car cause problems for my scouts at the other entrance to the town.

572Minute108-107-ScoutCarReverse.jpg

And their luck finally runs out.

573Minute108-107-He.jpg

The infantry escort for the Panthers are ready go to. The plan will be to disembark one truck and move ahead of the tanks and then swap so the infantry can move fairly quickly and not get tired.

574Minute108-107-FormingUp.jpg

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...