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Russian Training Scenarios


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Reality check. Is 310 a cakewalk or am I learning? Played all scenariots up to this one with various levels of victory within 1 to 5 tries (110 was the cornerstone) but 310 seems to be just a stroll in the woods. I was expecting to use the demo teams against the building, keeping them in close support, but the opposition just ran off leaving me with a complete victory in 21 turns?

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Folks,

Well call me stubborn, I've been stuck on 110 for several days. Yesterday I went in and edited the scenario, I made all 4 squads regulars, l;eft the leader green but gave him a +1 boost for all morale, combat, command, and stealth.

Went in and played scenario and won it handily in 15 turns.

I then edited to set squads back to green, leaving all leadership mods as +1. Again, pretty straight forward win around turn 15.

I next left units as greeen but only gave leader a +1 for morale and command, won this one on turn 13.

By this point I was feeling better, I edited again, and dropped the command bonus leaving me with 4 green squads and a green leader with a +1 morale bonus. Back to losing now. But I'll give this one another shot, and if it doesn pan out, I'll add in the command bonus, and take out the morale bonus.

Thanks for all of the play tips I've seen posted here, If I evert get around to playing by PBEM, it looks like I'll like fish in a barrel.

Thanks

Rick

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Well finally success

I finally got a win on RusTrain110, with straight all green, no leader bonus. THe win came on turn 17.

Now on to some other training scenarios. This struggle did give me a chance to finish reading the manual, at least up to the Editor Section.

I'll do some reading in that section as well. I've already dug out my old Squad Leader and Squad leader modules, and I'll probably play around with some of those short battles.

Rick

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Tired Boots - yes 310 should seem very easy after all of the previous. You get pure squad infantry in woods. The primary point of the scenario is to show you how much stronger infantry gets in suitable terrain. All the previous ones are relatively open, making infantry relatively hard to use. In 310 you see it in its native element for the first time. The contrast is meant to be instructive.

By putting the open uses of infantry first, I deliberately intended to teach that infantry can and must attack over open terrain, and how to do so supported by overwatch weapons. A player can easily learn to "lean" on the overwatch weapons in the process. In 111-2, for instance, proper handling of the 82mm mortar alone can bring easy victory. In the 200 series, the use made of the tanks and on-map guns and mortars is usually decisive.

When you get to the 300s, the point is now to rely on squad infantry for almost everything. But in terrain suited to it, and with the whole range of Russian specialist infantry types (recon 3 SMG types, pioneer, pure SMG, ski, etc). If you learned to handle them in open in the 100s and 200s, they should seem much more powerful with cover and improved infantry types as well.

One theme of the whole series is the Russian way of winning the infantry war, and using the "ownership" of covered areas that can convey, to win overall. While leaning on overwatch and the drills learned early to get from one covered area to another. Once inside them, you should feel confident about smashing up German infantry in closer terrain.

The later parts of the 300 series add in infantry AT tactics, to retain effective ownership of areas of close terrain even in the presence of enemy armor. You also learn about special situations like snow, night, enemy fortifications or armor, etc. By the time you get out of the 300 series, you should have a full spectrum of infantry skills, and confidence in all the things infantry fighting can get you.

Incidentally, there is another point being made in the 310 scenario in particular. The points are entirely equal - any real QB ME could have such force match ups. The Germans spend points on infantry heavy weapons - MGs and mortars - on a mortar FO, and on air support. The Russians ignore everything else and just pour all of their points into squad infantry, willing to take some of it as green. The result is a vastly stronger force for the Russians, in suitable terrain. Quantity has a quality all its own.

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JasonC,the contrast was certenly startling. still don't know why you included demolition squads? how should have they been used? Seems like SMG/grenades/LMG should have been sufficient. Anyway I'm getting the idea about Rus. infantry use. What Vo Nguyen Giap discribed as advancing by seepage: short moves,mutualy supporting fire,stopping when under fire & focusing it, broadening/enveloping front,right? should serve equally well in urban terrain.

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Yes Giap learned infantry tactics from the Russians, though at two removes. Infiltrate certainly. The idea is to establish bodies of infantry in cover close enough to enemies to make their lives distinctly unpleasant, and to feed men up to such positions relentlessly, from very deep overall formations. The enemy on that specific frontage is then outlasted and melts.

Get used to the pioneers, they are a critical part of the Russian infantry type mix, as much as SMG squads are. Yes hand grenades will be used readily in woods fighting. But if you watch their effects, you will see they sometimes do nothing, often pin a squad momentarily, and occasionally get one guy. A delivered DC is another order, and can rout everyone within 10m instantly.

They are not trivial to deliver, though. They take longer to throw than a grenade, and the squad doing the throwing has to be unsuppressed. You can use the explicit order "area fire - use explosives" to deliver them to the edge of LOS. There are "creeping" tactics possible with them in the tightest terrain, where you achieve LOS to the aim point but not to the actual enemy unit. Close counts.

They are especially effective at night (as you should see later in the 300 series), because it is easier to remain unspotted while getting close enough. They don't have to lead. Somebody else can find the enemy. Once you know where some of them are, a pioneer sneaks to DC throw range before you try to take them out for real.

They can be used as "flash-bangs" immediately before a regular infantry advance, to achieve instant fire dominance. Fire dominance tends to snowball in close range firefights. If your men are mostly up and firing while his are ducking, even for 15 seconds, then the difference in delivered fire in that period is likely to make the momentary, permanent.

Because it is firepower in HE form is to also much less susceptible to cover effects than plain infantry firepower. And they do armor, when that is necessary. Very short range makes them tough to use, but they are well worth learning to get right. In 310 you probably don't need them, though you could get some use out of them if you worked at it. In the night attack scenario in the 300 series, you will want to use them to the full. Likewise in the anti-armor scenarios.

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Jason, or others,

In one of your posts about RusTrain111, you mention being able to transfer a squad from one platoon to another, 'if you use the Co. HQ correctly".

I've read the manual, but didn't find anything in it about trying to transfer a squad to another command, other than a reference to a Co. commander being able to take command of a squad if the platton leader is killed.

On a related matter, I'm trying to locate an electronic copy of the CMBB manual, since I have a CDV version with no PDF anywhere. I'm looking for electronic copy so I can look these things up easier for myself.

I did start the 111 trg exercise, but apparently I didnt learn my lesson very well in 110, I'm getting hosed pretty much and its t17 and I still only have sound contacts.

Thanks again.

Rick

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Topic: Manual download

Originally posted by rickr:

Jason, or others,

In one of your posts about RusTrain111, you mention being able to transfer a squad from one platoon to another, 'if you use the Co. HQ correctly".

I've read the manual, but didn't find anything in it about trying to transfer a squad to another command, other than a reference to a Co. commander being able to take command of a squad if the platton leader is killed.

On a related matter, I'm trying to locate an electronic copy of the CMBB manual, since I have a CDV version with no PDF anywhere. I'm looking for electronic copy so I can look these things up easier for myself.

I did start the 111 trg exercise, but apparently I didnt learn my lesson very well in 110, I'm getting hosed pretty much and its t17 and I still only have sound contacts.

Thanks again.

Rick

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Platoon HQs can command the squads from their own platoon, and any team. But not squads from any other platoon HQ. Weapons HQs have no organic squads, and command only teams.

Company and battalion HQs can command any friendly unit. Period.

A unit gets a red command line from either of the above if one is close enough. If there are two or more eligible HQs in range, the nearest gets the unit. + command ratings enable command at longer distances.

Those are the mechanics. So how do you use them and exploit the abilities of a company HQ, to create a flexible formation, tailor "tasking" any way you please, shift forces on the fly, etc?

Simple, you use the company HQ as an additional platoon commander, put it in the midst of several ordinary platoons, and pass units into the command radius of the company HQ, or back out of it to the other platoon HQs, as tactical needs warrant.

You do not need to use your higher level HQs merely to lead excess teams not dedicated to a given platoon HQ. Those can go with anyone. If you like, you can give all the regular squads of one platoon HQ to a company HQ, and use the "stripped" platoon HQ as a pure weapons HQ.

If you have a company HQ with +2 command, +2 morale, and +1 everything else, while your platoon HQs are mediocre, why would you leave all the squads with the platoon HQs? A +2 radius commander can easily lead half a dozen units, and get them to react much faster to new orders, as well as providing all that HQ's other bonuses to all of them.

In 111, the Russians have 2 platoon HQs and 1 company HQ. They have 8 squads and 3 weapons teams. If you put all the teams with the company HQ and leave him in the rear, and use the platoons in cookie-cutter fashion each with 4 squads, you will get little use out of the company commander and his powers.

Instead, imagine you give one squad from each platoon to the company HQ, in addition to the weapons, and position the weapons group in the middle of your line, with squads ahead and weapons trailing. One platoon on each wing, 2 by 2 formation. Now suppose you want to strengthen the left. You can -

shift one squad from the center platoon to the left platoon

shift one squads from the right platoon to the center platoon.

You just shifted 11 men from the far right to the far left, using only short movements with everyone in command.

Now you need to strengthen the middle, while the right has become irrelevant. Do you have to steer the whole right side platoon over to engage elsewhere?

No. It shifts one more squad to the company HQ, and the right platoon HQ comes over behind it, taking command of the weapons. The last squad on the right makes the same trip, lagging a bit because it started farther away. After it passes the new weapons position, it continues straight on to the company HQ position. In command, either place.

The left side meanwhile gives back the squad transfered to it. The company HQ advanced with its mega-platoon, leaving the weapons behind, for the right platoon HQ to take over.

The whole force ceases to be two uniform and inflexible platoon packages separated from and unable to really help each other, and becomes instead one fluid company with three momentary and mobile centers of attraction, each commanding a flexible number of men as events require.

Properly used, your higher HQs are the most infantry powerful units you have.

As for other details of 111, this time there is more enemy fire. But there is also overwatch to help deal with it. The 82mm mortar is particularly effective. If you can figure out where to aim it, it can suppress an MG in a minute flat.

Your own MGs can recon by fire to help find where that ought to be. They have the ammo for it. If you are close with an area fire shot and have a sound contact, you will "see" him "duck" (hear a fire interrupt, see the icon move). Once you have a spotted target, area fire by an MG will prevent rally if you pin him with any other fire.

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After a bit of a hiatus, I finally got back and beat 321 and 322. 321 wasn't too tough (I lost my Valentine to a dumb mistake, though), but 322 was a bruiser. I just had to wait until a moment when three of the Tigers happened to be turning at the same time, exposing their sides to my 57mms, and the 152s raced up to finish the survivor. Took me three tries. Even at 250m, where I got them, the guns had basically no kill chance on the front armor. It sure was fun bombarding the poor German infantry with the 152s after the Tigers died, though. Heh.

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Just finished Russian Trg. Scenario 112. I made the mistake of not calling for artillery until I saw the trench appear. this was turn 7 or so. The delay indicated for the spotter was 23 minutes. Needless to say, I had to go it without artillery support.

It actually turned out ok. I suppressed with HMG on the trench, along with mortar on the trench. When I recieved flanking fire from machine, I switched morter to area fire at the sounds.

knocked out or routed most of the German Platoon around T15-T18, MG was pinned by then. Rushed trench on T19-T20. Won on T20.

After I finished the scenario I went back and re-read the artillery scection in the manual. Needless to say, I hadn't quite absorbed it the first time I read it, but now I think I understand.

Question - Is the delay a constant value for a given combination of spotter experience, organization level of artillery, and los? i.e. does a Russian conscript calling corp level artillery on a los site target always have the same delay?

Follow-up question, is a listing of these delays available anywhere?

Thanks,

Rick

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I decided to give these a go, since I'm sure I can learn a lot from these scenarios.

So, I'll post how I did when I've finsihed a scenario. Tonight I only had time for 100 and 101:

100

I almost lost this one. Kept the initial starting position and HUNTed forward towards the first small ridge. Waited half a round on the crest of the smal ridge near the patch of trees before HUNTing further forward.

Got contact in round 3. Was the first to fire and hit, though I got some MG fire in return. PzIII shakes of the shock (no penetration) drops smoke and hits reverse.

A few rounds follow where I get visual again (after unbuttoning), shoot, hit withou penetration, and see a new cloud of smoke.

I unbutton and hunt forward when losing contact.

This goes on untill round 9 where the Pz takes out my tanks commander, and I remain shocked for 30 seconds. Luckily the crew get their act together and in round 10 I'm lucky to force the tank to get abandoned with a few partial pens. I think I did right, but was still lucky to win in the last round.

101

Same recipe, but with more tanks. I hunt toward the area behind the small patch of trees, and get visual before my SMG troops can dismount.

They do so in the next round, and 2 of my T34's open up. On Pz bites the dust and another appears right behind it. I reverse a bit to get all 3 tanks in a hull down, but manage to back up my leading tank a bit too much.

The troops enter the woods, and I try to position the HQ so it can see where the tanks are coming from. I've lost visual on the second tank, due to smoke from the first, but am now in position and aiming with all three T34s.

Next round I decide to advance with 2 sqauds to try and force the tank to reveal itself with mg fire. Before they get very far my tanks spot the remaining Pz and shells it to pieces. Total victory by round 5.

All in all, one lucky win, and a very comfortable one. Looking forward to the next scenarios!

PS: Billy Prior, you can download them here

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110

...was a cakewalk. Well for me at least, I'm not sure my men agree :)

I lined up 2 squads on one side of the road, and the remaining squads plus HQ on the other, and advanced forward along the road using MOVE TO CONTACT and HIDE.

Reached my intended positions without any contact: 2 Squads in the small patch of wood and the building east of the road, last 2 squads and HQ behind the fence. With all the units in place 150-220 meters from the flag, I set up cover arcs around the flag area (where I spotted a trench).

I ADVANCE one squad from over the fence towards the flag. 100 meters from the flag they recieve MG fire and panics INSTANTLY. The men flee towards the trench and recieve a few casualties. Meanwhile an MG is spotted, and all three squads open up on it.

The MG keeps slaughtering the paniced squad that goes from 12 to 5 men, but is finally pinned after 2 rounds of fire. I advance my last fence-squad, while the others keep firing. It closes to hand grenade range and first breaks, then captures the MG, which only has one man standing.

TOTAL VICTORY 87% - 13%

..Was a fun challenge though, and hard to keep the men in command, and managing the command delay.

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111

More than double the troops and a support unit (2 maxims, a mortar plus HQ) as well made me expect heavy resistance, so I was surprised only to encounter 2 MG42s.

I advanced my two inf platoons on each side of the map. The right one to detour through the bushes, and end up by the fence, before going for the flag. The left one into the light woods on the left side, to provide cover. The support units hang back to the right, and cover the advance.

No problems advancing on this one either. I get to the fence and the woods on the left without any trouble. The MG near the flag opens up as I advance over the fence, just like 110. It gets pinned much easier as I have mortars and MGs to keep it company. The flag is taken with 0 casualties, and I advance more troops to there.

..But.. then the other MG desidse to hose my 3 flag-hugging squads. This one is much harder to target as it is in-a-foxole-in-a-house on the far left. However I manage to pin it with remaining mortar rounds and MG area fire on the house, and it surrenders when I charge it with troops from the left-side forrest.

I take 3 casualties and capture 2 Germans. A very easy win due to the superior firepower.

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112

In this mission I got all the resitance I lacked in 111 (and then some!)

I set up just as in 111:

- One plt on the right, wich advance thru forrests to the fence.

- One plt on the left to take up support positions in the patch of woods on the left.

- The support hangs back to the right. This time with a 155mm spotter.

I decide to make the spotter call down arty on the big forrest area to the left of the map in turn 5.

The approach goes well up to this point, and I'm thrilled to see german troops come scurring out of the forrest, toward me, after 1 minute of arty. Those guys must be in panic or worse!

I'm just about to advance my first platoon over the fence as they get chewed up by MG fire from the far right of the map (by the fences). They take a HUGE morale hit, and within 40 seconds 3 squads are paniced and 1 routed! My entire attack seems to be smashed to pieces.

Around turn 8 I divert my mortar, from the flag trench to lay some pressure on the MG by the fences. This silences him, but I decide to keep it up (after battle he is nowjhere to be seen, so he must've fled off the map). When no more mortar ronds are left, I lay some smoke in front of this area just to be sure (he did panic an entire platoon!)

I cant ID the MG in the trench on top of the flag, which really annoys me, as he is doing his part to keep my paniced squads under pressure. It is around round 12 before I spot him, and can target him directly with my Maxims. From round 9 and on the germans come to live again in the big forrest area, and shoot it out with my support platoon on the left, that I've had to advance, since the first platoon is still in pieces.

Round 13 and on is a real nightmare. Each time my men rally and try to advance across the fence they recieve more fire from the trench or forrest area. A few of my advancing squads from the support platoon are pinned in open ground and useless. Should have kept them in cover! This goes on for a few more nailbiting rounds, as my rallying men inch closer to the flag. All my efforts are focused on hammering that flag-MG, which pops in and out of pinned.

finally in turn 17 a squad reaches grenade range, and lays a few in the trench. The MG finally decides to call it a day, and I can start to supress the survivors in the forrest.

This one was a real nailbiter, wich literally could have flipped to a loss or tie if the MG had been allowed to fire a few more burst at my advancing squad.

MAJOR VICTORY 79% - 21%

Lessons learned:

I was too careless when advancing my platoon by the fence. When this failed I should have had patience and waited for the rally before stupidly advancing my supporting platoon, which really got me nowhere.

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Forgot to add:

I was really lucky to take out the flanking MG with my mortar (wherever he went?!?), since I was only firing on a sound ID, and did not have a visual.

There was not many places for him to hide over there, so it might easily have been harder to guess his location if he had more cover.

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Where do the T-34s need to be? Not way forward. They want LOS, and don't want to aim at reverse slopes (grazing LOS will get many long "overs" while shorts will hit the slope in front). You only need LOS to what you plan to blow up. Low ground is safest otherwise. It limits LOS from enemy ATGs. It means if they do get a shot, it is likely to be hull down, a smaller target. And that may also make it possible to break LOS with a short reverse. You only have to move them up to get LOS to some new spot, and one at a time, not the whole map.

You will probably lose a T-34 and maybe 2 at some point, finding the enemy gun. You want to keep it to 1, and *you want to have already tossed most of the HE from the tanks you do lose*. Get your licks in.

Well, I got back to 200 today, I had saved it on turn 2. I found the AT gun. It nailed my left and my center T-34, one after the other. I do really hate scenarios that start with concealed AT guns in LOS and killing range of the tanks in my set-up area. None of my tanks had moved. I have no idea why the AT gun waited until turn 3 to open fire. Theoretically, you can could lose the 2 tanks w/o even having a chance to move them.
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