c3k Posted February 19, 2015 Author Share Posted February 19, 2015 I belive you guys are doing a fantastic AAR, and I thank you for this. But I have to tell that in my opinion the deployment zones were not correct and, even at the cost of being gamey, the map should have had a bit more of depressions to avoid direct first minute contact. Yes! I am going to have some harsh words for the guy that came up with this one! 0 Quote Link to comment Share on other sites More sharing options...
Pelican Pal Posted February 19, 2015 Share Posted February 19, 2015 This map is actually cut by a couple hundred meters. So on the full sized one C3k should be deploying on the other side of a wooded valley/in a wooded valley. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 19, 2015 Author Share Posted February 19, 2015 Shhhhhhh! Next he'll figure out it was my fault. I took a beautiful map, hacked it, and created a new battle. I spent, uh, 2 minutes adjusting for balance. Okay, that's a lie. All I did was hack it apart. The original is very good. Kharalyk. 0 Quote Link to comment Share on other sites More sharing options...
DasMorbo Posted February 20, 2015 Share Posted February 20, 2015 I took a beautiful map, hacked it, and created a new battle. I spent, uh, 2 minutes adjusting for balance. Okay, that's a lie. All I did was hack it apart. The original is very good. Kharalyk. You are not only guilty of reckless commanding (and tank driving) but also of reckless hacking! 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 22, 2015 Author Share Posted February 22, 2015 I've been the holdup (traveling with an Atom powered laptop: not conducive to CMBS play). That holdup is over. I'll post an update this evening, sometime between dinner and Walking Dead. Of course, many of my men could be considered "walking dead". Ken 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 (edited) Turn 4 27:00 to 26:00 Let's start with a recap. A lot of my guys died. I got one of his BTR's and missed a shot at a Khryzantema. Here's the turn start... It went downhill from there. Bode Miller downhill, that is!! Fast, wild, unpredictable and possibly in contention for...something... I'd be lying if I didn't say that didn't give me some satisfaction. Ahh. But that was not what destroyed my Brads. Something else lurks out there, like a shark, biding its time and looking for prey... More... Edited February 23, 2015 by c3k 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 Turn 4, continued... Well, sitting smug after that last one was nice. It was Blue 3, my Abrams, which did that. I may let them live... But then, the smooth water was broken by a fin! Or a Russian. It seems this my be the shark which has taken a few bites out of my hide. A gun draw! Mano a mano! But teams of men using machines, instead. Who's going to be quicker??? Arrggghh!!! His shark squirts out some ink! Or something. Popping smoke is a pretty good idea. That should increase his survival odds. NOT! Harpooned! Or something. Whatever. He blows up. A laugh. Blue 3 heaves a sigh of relief. Killing two antitank overwatch units really helps me out. The rest of the weapons that DMS has are still a threat. Oh, and I heard a jet last turn. Like a typical US commander, I have no antiair. I'll send a memo to the USAF later. That's how they prefer to engage in battles, via memo. More... 0 Quote Link to comment Share on other sites More sharing options...
Skwabie Posted February 23, 2015 Share Posted February 23, 2015 Well done c3k! Brave heart is proud of his descendents! 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 Turn 4, which just keeps giving... A few seconds after that last hit (which whited out my screens), I got another spot. Right near the BTR I killed last turn (or two ago)... Yeah, no. Not a good idea. Never, never, never, always avoid previous kills. By definition, you're near a kill zone. I almost felt bad about this one. Bwa-ha-ha! 3 kills, all by Blue 3. Positioning is key. One unit (like DMS' tank), can kill a lot of enemy. So, a summary is in order: A hard spot? Yes, that's where he is: between a rock and a hard place. Hope it's a hit. My plans: The various desiderata near my HQ (blood circle) move towards the orange circle. I need to seal off that area. The Brad in the orange will move forward, slowly. He'll die, but may get some first. The yellow circle needs some firepower. I'm moving IanL in there, and circling Blue 2 nearby (blue arrow). The other 2 blues move clear of the smoke and gain good vantage points. I hope they can isolate the river valley. I need to keep DMS from getting anymore squirters through. My in-town squad has split. One team goes high and covers front, one team goes left and covers the road. I get out of the Humvee deathtrap and follow in trace of my one surviving sniper team. I'll be on the bottom edge of that orange circle, leading from the rear. Ken out. 2 Quote Link to comment Share on other sites More sharing options...
herr_oberst Posted February 23, 2015 Share Posted February 23, 2015 Wow, serious see-saw turns. Great fun to read. Thanks again for putting on this show. 0 Quote Link to comment Share on other sites More sharing options...
agusto Posted February 23, 2015 Share Posted February 23, 2015 Yeah, that is a very bloody game. If things keep exploding at the current rate this game will be decided within the next 5 to 10 turns. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 Yeah, bloody and fast. Any mistake equals death. This is, admittedly, a fast and loose battle. I certainly would not ordinarily rush Brads filled with men into exposed locations. I was hoping it was an ATGM weapon lasing them, not a tank. I gambled, they lost. The proper way would be to infiltrate some spotters into position, sit there for 5-10 minutes, gaining spots, then slow move via cover/concealed routes to get Javs/Brads/Abrams into sniping positions. Gain firepower dominance, then expand that dominance into other locations. Instead, I'm rushing. Yeah, a gamey bridge rush. But not as gamey as DMS'! Ken 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 Biggest developments so far: 1. I hear jets. DMS has air support, since I don't. That means I need to stay under trees or tight against buildings. Or, just accept losses. Hmmm.... 2. DMS has crossed the bridge. Totally unexpected, and very rapidly. Really a nice move. I'm reacting to that by pushing into the orange circle I put in my last pix. 3. Losses. Err, a bit more than I anticipated at this point. Sorry, men. I'll do better with the next batch. I still have enough. I think. The bridge battle will eat up bodies. I've got two squads left. So far. 4. My advantage: I have 3 Abrams. 5. His advantage: He has a lot more tracks left. I count about 5. If each one has a squad, then I'll be working hard to hose them down. I still have not seen his Humvee. (He may have a Tigr. I left that loose and between IanL and DMS. None of us really had a hard opinion one way or another on that.) I see this coming down to a bit of a struggle in town. His guys that got on my side of the bridge are going to be a big problem. I'll approach the solution by using a lot of direct firepower on all the buildings. Ken out. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted February 23, 2015 Share Posted February 23, 2015 The yellow circle needs some firepower. I'm moving IanL in thereExcellent, I will not let you down 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 No. Whether you live or die, my plans will advance. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted February 23, 2015 Share Posted February 23, 2015 No. Whether you live or die, my plans will advance. Reminds me of Chris during a Twitch-broadcast: "Wow, that was bloody ... but we're making progress." 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 Turn 5 26:00 to 25:00 Last turn, we left a shell in mid-flight. The map looked like this: And from the enemy perspective... Where did the arrow fly? Right where it was aimed. I am SO hoping that he every seat filled in these BTR's. With lap passengers, too. I've got to gain what I can, where I can. The smoke is really well done. His vehicle (BMP? BTR?) which got across the bridge has also popped smoke. I don't know if something spooked it, or if DMS ordered it. Either way, well done. I've got to stalk this thing and whatever passengers it had... More... 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 Turn 5 cont... (26:00 to 25:00) My loaded Brad, White 2, is in trouble... It ignored the (bad) path I'd ordered. Blocked by bocage, so it zooms around a bit more than I wanted. Grrr. It was supposed to be on the left, coming to the right. A waypoint was behind that barn. Instead, it pathed to the right and is working back to the barn waypoint. I'd rather it just went down the road where trees and buildings will cover/conceal it. Ach... Meanwhile, I hear jet engines. This hits the already knocked out Humvee. Shrug. More... 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 23, 2015 Author Share Posted February 23, 2015 Next orders... White 2 seems to've broken lock. Good I'll order it to continue into town... Yeah, possible bug. I'll show more in a few more pix. Others orders: Above: the green marks the location/field of view, of my two teams. They are to keep DMS sealed in. As does the Brad, which covers the orange zone. The other brad, if it survives the lase, will cover the red x, as will my one remaining Mk19 Humvee. I've got an Abrams ordered to crash through the orchard on the left side. It may not make it for another turn or two. Close range is not Abrams forte, but the LOS is too limited down here. That'll be the angel of death to any move DMS makes out of this zone. The above looks to be a mistake. I left the trees off. The trunks in the foreground will, no doubt, make this a horrible location. Grrr. The above shows how the missing Lase is now in sight again. Not good. If I'd known it was still being lased, I'd reverse, pop smoke, unload, and try a different route. We'll see what happens! Ken out. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 24, 2015 Author Share Posted February 24, 2015 Turn 6 25:00 to 24:00 Lasing and blazing As we left it...my biggest concern is White 2 and its load of infantry. More lasings, a bad location, and orders unchanged. Could I have NOT sent the turn after hitting "go"? Sure. And some players could live with themselves. But I am not some player! I am hardly ANY player, at all!!! Seriously, that lack of "Laser Warning" had a big impact on my orders. Let's see what kind of impact it had on White 2... Then, I'm stunned it made it THIS far! What's next??? This was a big deal for me. These men are critical to prying DMS out of his bridgehead. Yes, I'm in the unenviable position of having to dig Russians out of a bridgehead. I'm not sure it's possible or if it has ever even been done. Rest assured...my men will die trying. More... 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 24, 2015 Author Share Posted February 24, 2015 Turn 6, cont... My Brad in the keyhole, Red 2, had a fun turn. At least, I thought it was fun. Great spot, flanks covered, can see what I need covered. Pins DMS into a little zone. It'll be easier to pummel him. And then.. Dual warhead, precursor charge, ERA-defeating, rocket-riding stick of death...headed right at Red 2!!! I guess DMS got his dismounts in a good spot. Grrr... Yep: APS saved the day. Why use tactics when you have Trophy? And then there was this... Vengeance! He dared to resist my will! I hope I got the rest of the team. All I saw was one cross. My infantry will tell me what was in there. I'll have to assault every one of those buildings. I foresee DMS sniping me when I walk out on the bridge. His sniper will be in the rubble near here... 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 24, 2015 Author Share Posted February 24, 2015 (edited) Turn 6, cont II... The end result was a bit of a tie. I didn't die, but Red 2 fled. I really want a Brad or Abrams right there. That's a key piece of terrain. That fleeting contact was seen from here: More "Laser Warning"?!?! That Abrams (boxed) is in a nice place to cut into the town. DMS has something covering it. Not good. Plans for next turn: and Getting the Abrams, unsupported, amid the buildings is bad juju. I'll get 'em there, blast and boom some stuff, then back out, while my infantry moves in and covers the flanks. Above, red line is where DMS probably has that first track's dismounts. Orange will be the next guy's troops. Time to find, fix, flank, and finish. Or just blast 'em. Whatever works... Overall, I've got 3 Abrams and 3 Brads, and 2 full squads plus about 2 squads of odds and sods. Not bad. I've lost a third of my force, but I'm getting a pretty good grip on the town. They must've been the weak third. What's left will do more than what's passed. Or who's passed. The key for next turn will be the 2 Abrams and the HQ Brad, all of which are moving down that open slope. APS, speed, and smoke. Some of them have to get through, right? (A Humvee made it last turn, so I hope it's clear. See, I scout. I do. ) Ken out. Edited February 24, 2015 by c3k 0 Quote Link to comment Share on other sites More sharing options...
leakyD Posted February 24, 2015 Share Posted February 24, 2015 (edited) Biggest developments so far: 1. I hear jets. DMS has air support, since I don't. That means I need to stay under trees or tight against buildings. Or, just accept losses. Hmmm.... LoL! Edited February 24, 2015 by leakyD 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted February 24, 2015 Share Posted February 24, 2015 Great pictures! Thanks again, I really enjoy this AAR. 0 Quote Link to comment Share on other sites More sharing options...
agusto Posted February 24, 2015 Share Posted February 24, 2015 You should put some area fire into the building were the RPG team was. Just to make sure nobody survived to pick up that RPG again. Possibly there is someone giving buddy aid to the RPG gunner right now! 0 Quote Link to comment Share on other sites More sharing options...
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