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Khabour Trail: Screenshot AAR


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Khabour Trail

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The Princess Patricia's Canadian Light Infantry Battlegroup

Tall Tamir & Al Hasakah, 2008

 

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The Light Infantry approach the Urban centre of the Al Haskah Governate.

 

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Syrian Irregulars are engaged, near a Retirement Home.

 

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Ambush! The Jihadists organize a deadly maze. The advance is slowed.

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The first mission of this campaign really does my head in.....I always take much too long moving into the 'yards' (usually taking no casualties at all) then have to rush things entering the city (taking lots, then rage-quitting).  :rolleyes:

I know how I 'should' do it now, but my commander wouldn't, so I play it accordingly.....More time really would help IMHO.

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Leap of Faith

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The Battlegroup cautiously moves into a Fedayeen-held town.

 

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The Fighters delay the Battlegroup's advance with hit and run attacks.

 

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The Light Infantry establishes a base of fire, and breaches into the heart of Faith.

 

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Mines explode, and leave a rifleman bleeding out. There is no safe way to get to him.

 

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Fedayeen strong points are isolated and pounded with HEAT rounds and automatic fire.

 

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The Fighters' avenue of retreat is cut off -- no way to outrun a LAV. The remaining Fighters eventually surrender.

 

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An IED rocks the Leopard 1, the TC counts his blessings. Faith is under control, but there is still a long way to the region's capital.

 

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On 12/20/2020 at 7:47 AM, Sgt.Squarehead said:

The first mission of this campaign really does my head in.....I always take much too long moving into the 'yards' (usually taking no casualties at all) then have to rush things entering the city (taking lots, then rage-quitting).  :rolleyes:

I know how I 'should' do it now, but my commander wouldn't, so I play it accordingly.....More time really would help IMHO.

My strategy for this campaign focused on minimizing casualties, above all else. First Mission was a Minor Victory for me, because I didn't take the objective in time. You do get some victory points for retaining your troops, though. It would be cool if you could turn off the time limit.

The idea was to recce the strongpoints, outmaneuver them, surround them and then pound them. Each strongpoint was dealt with, individually. Then, the noose tightened. Half of all victories in this campaign came from surrender, prior to occupation of the primary objective(s).

8 hours ago, Lethaface said:

Nice! I guess that RPG-7VR round just missed that Leopard 1 c2 mexas? Would be curious to see how all that ERA holds up, although probably not good against a tandem HEAT round.
Never played with the Leo 1 c2 IIRC, it does look good at least :)

I don't remember if that tandem RPG hit it, but it certainly shrugged off RPG-7s. These screenshots were taken a year ago, on a bit of a whim. I'll see if I have any of actual detonations.

The Leo 1 did have to drive behind the Leo 2s, almost all the time. The quick firing 105mm did well against RPG-launchers, really nullifying them with HEAT. It even got into a tank duel, later on in the campaign (no spoilers).

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10 hours ago, DerKommissar said:

I don't remember if that tandem RPG hit it, but it certainly shrugged off RPG-7s. These screenshots were taken a year ago, on a bit of a whim. I'll see if I have any of actual detonations.

The Leo 1 did have to drive behind the Leo 2s, almost all the time. The quick firing 105mm did well against RPG-launchers, really nullifying them with HEAT. It even got into a tank duel, later on in the campaign (no spoilers).

So you have been putting the ERA to good use ;-). It's a big boon to have in RPG infested cities/complex terrain.

Keep it up! Interested to read how it will hold up in a tank duel.

I'd expect the Leo 1 to be still superior to most things the Syrians field, apart from the T-90 perhaps (and the Turms-T variants would be on par sort of I guess). But not sure if the 105mm is overmatching the T-72 front turret armor as much as the 120mm APFSDS, while it may have real difficulties with the Kontakt-5 ERA on the T-90's.

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A New Hope

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The main roads are mined. The Battlegroup detours into the side streets, only to encounter road blocks and ambushes.

 

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The ground shakes as a VBIED detonates -- prematurely.

 

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Direct assaults proved costly and slow. The Battlegroup focuses on the weak flanks of the Fedayeen.

 

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The Fighters' flank is devoid of IEDs or mines. The few defenders give way to concentrated firepower.

 

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Nasri is now under surveillance. An Apache is called-in to beat the enemy into submission.

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Out of real life an RPG 7 wounded a Centurion Tank Crew member and he lived with a migraine for the rest of his life. I imagine a Leo II can cope with it after experimenting the modern battle tank fires very accurately on the move. Abrams, Challengers or Leopards if I engage speed on fast from terrain feature to terrain feature. Using tactics from CM games during WW 2 makes you a sitting duck for ATGM's even the dated Saggers. 

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Ambush!

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A LAV becomes the first casualty of a SAA ATGM.

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A recoilless rifle joins in, countered by 25mm Bushmaster.

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Infantry launch rockets and grenades at the SAA defenders.

 

Northern Lights

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The Battlegroup begins offensive on a well fortified SAA chemical weapons facility.

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Infantry begin to clear out the flanks, the staging ground for the assaults on Tundra.

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The SAA defenders are well equipped with ATGMs and heavy rockets. The Leopard 2's take point.

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The LAVs and Coyotes on the flanks, join in. SAA defenders are suppressed by cannon fire and air-burst mortars.

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A rolling barrage covers the infantry's insertion into Tundra's flank.

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SAA's flank is penetrated. Exploitation of the breakthrough is quickly followed up by a combined arms thrust.

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Gunner, cease fire! The Battlegroup clears the stubborn defenders of the chemical weapons facility.

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  • 1 month later...

Road Kill

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The Mechanized Infantry races down towards Tall Tamir, as dawn breaks.

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The Infantry and LAVs are slightly delayed by Fedayeen stragglers.

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The SAA makes a hasty retreat to Tall Tamir.

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The Battlegroup follows in pursuit.

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Forward Operators report an SAA SPAAG destroyed by Artillery.

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Infantry platoons leap-frog through the streets and the craters of a rolling barrage.

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The SAA forward defenders scatter and surrender. Next Stop: Tall Tamir.

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  • 4 weeks later...

Suburban Hell

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Driver! REVERSE!

 

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The Eryx teams are quick to deploy and establish kill zones. Just in time for an armoured SAA thrust.

 

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We're dry! And they just keep coming!

 

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The cavalry is here -- and not too soon!

 

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The SAA expend their T-62s in a foolish adventure. Now, the town's capture is only a matter of time.

 

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  • 2 weeks later...

Tightening the Noose

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An SAA counterattack catches a couple of Light Infantry platoons off-guard.

 

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The assault turns into a stalemate. The SAA harasses garrisoned infantry with RPGs.

 

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The SAA infantry charges into the kill-zone. Another desperate move, Al Hasakah is near.

 

Al Hasakah

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The Outskirts are lightly defended.

 

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Downtown is surrounded, but is still a fortress.

 

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Two Cold Warriors face off in the dusty rubble of Syria.

 

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The firepower of the task force persuades the SAA staff into unconditional surrender.

 

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Mission. Accomplished.

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