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CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour


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Sorry things have been quiet. We hit a snag. The build that was supposed to fix the Sikh models and textures didn't quite get things sorted and left Bud dead in the water. Such is how software develop

METT-T: Terrain The map is about a km squared. There are some flat plateaus but also a lot of hill and valleys as well. My forces start off in the South East corner near KT1. The path to the hill

Initial situation This AAR is being played using a custom scenario borrowing a map from one of the scenarios that will be in the final game. Bud and I replaced the forces with some specific choic

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Minute 0:44-0:43:

More shells fall – not on my men.

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But that AT gun gets its revenge. Most of the mortar team are casualties.

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Over on the left another Stug is spotted this time on the road just across the bridge. But its gun is covering the approach to the bridge.

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The infantry on the left spot something else too – a Panther turret bunker. This is likely the mystery gun that took out the Sherman earlier.

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And more bad news – another 88. This time right near the bridge.

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Minute 0:43: Orders

With lots of new targets to deal with the first order of business is to bring the artillery. Starting with a linear barrage from two 81mm mortars that should cause problems for both the 88 AT gun and the Stug.

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I will pull back the tank on the left to since he can see but cannot hit the Panther turret bunker. I worry that the bunker will be able to see the tank. If the tank pulls back it can either get a LOF or be safer from the bunker.

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To deal with the bunker I will bring up the A Co HQ to bring some artillery to bare.

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4 hours ago, Holien said:

Hi Ian out of interest why the extended 81mm line from the 88 to the stug?

Are you hoping for a lucky Tank commander kill?

Good question. Mostly so I can threaten both of them with one call instead of two. I justified it in my head that there could also be infantry hiding on the road too but really it was so I didn't have to bring up another HQ unit to start the second call and wait even longer.

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