Monty in Dutch - preset game for Lars and Tiggwigg

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Capt. Pixel
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Monty in Dutch - preset game for Lars and Tiggwigg

Post by Capt. Pixel »

On the 11th of September, 1944, the British crossed the Dutch border.

In this battle, German SS reinforced with Panzers (Lars) come in contact with the newly arrived British forces sporting their brand new Churchills (Tiggwigg). Both sides move to take the high ground - Hill 206. (a map courtesy of WB Wilder)

Good luck gentlemen. It should prove to be a challenging battle. :cool:
"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson
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Lars
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Deployed and ready...

Post by Lars »

Here we go.

A great map selection and interesting choice of force from Capt. Pixel, thanks. :D
I think this kind of game will enhance my skill as a player, since I have to use what's given. No pet units here... ;)

We did stumble on some problems with the game since the retreat/reinforcement hexes were placed on the wrong side.
We did however solve this by setting the game up again with the same map and units bought from Capt. Pixel, but with the sides changed.

/Lars
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tiggwigg
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Post by tiggwigg »

The question is whether to use this thread for disinformation and propaganda to gain advantage and confusion over my opponent, or be truthful...of course, truth is the first casualty of war...

The Churchhills are brand spanking new...not a scratch on the glossy duco and chrome fittings...and my troops have waxed and polished them until they can see their faces on the tracks...so I DON'T want any damaged, Lars.

Of course, my pet british tanks are anything with a 17 pounders, and my squadron of Churchills are a Black Prince free zone...unfortunately...hopefully I want come face to face with any panthers and tigers.

The churchill IVL is an interesting beast...it has significantly reinforced armour when compared to the straight IV version, everywhere except the turret front, which is reduced...only rated 51, so it is very vunerable to any german AT gun...I therefore have ordered my tankers to advance with their turrets reversed! As well as having soft armour and being slower than a geriatric on a walking frame, they have a pitiful 6lber as main gun...although there is a plentiful supply of APCR, so hopefully they won't be too great a disadvantage.

The original set-up would have had me moving second...as I am now player 1, I get the benefit of moving first...which would be considerable if my Churchill's moved faster than 1 hex a turn!
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Lars
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Turn 1

Post by Lars »

Off we go...

Since all three clusters of VH's in the middle are per turn, I used some of my faster units to grab them.
Holding on to them, will be a whole different matter. But I figure I better get some points while I can. :cool:
tiggwigg
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Post by tiggwigg »

First blood goes to Monty, with a Puma being brewed spectacularly.

Unfortunately, I forget to check the VH's, so didn't realize they were per turn...I have deployed for the big battle and not the hex smash and grab, so Lars gains first points. He has 9 hexes to my 4...145 points a turn to my 60.
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Lars
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Round 2

Post by Lars »

Tiggwigg got his act together and grabbed the remaining per-turn hexes. :p
I spotted another Stuart recce and gave it a pounding. It took two hits from a Puma 50mm and 1 hit from a StuG 75mm before being destroyed. Those small buggers are real tough...

Finished the turn by pounding a Churchill parking lot.
But probably to no avail... :rolleyes:
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Lars
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Round 3

Post by Lars »

Not much this turn. Both forces probably moving to find good positions...
Traded a KRAD MC for a scout team and let my arty have another go at suspected enemy positions.
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Lars
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Round 4

Post by Lars »

Pretty good round for me this turn. :D ;) :cool:

It started off in Tiggwiggs’ turn with me taking out a Churchill IV-L with OP-fire from two StuG III.
In my turn I toasted another Churchill IV-L and a Firefly that both were routed. Also got an AEC Mk I with a shot from one of my Puma.

Most of the engagement is taking place in the northern part of the central hill. The problem I find here is the visibility that’s blocked by undulation and high grass.
tiggwigg
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Post by tiggwigg »

Yes, my nemesis has had great success to date, with artillery fire boxing in my forces and suppressing my units. It damaged some of my units and Lars knocked them out.

I had my revenge this turn. I had targetted artillery on the Stugs that had destroyed my churchill with op-fire. I did not expect success, as I thought they would move. They did not, allowing me to close to 3 hexes and knockout 3 Stug !V's. I also surprised another 2 Stug III's, increasing my tally to 5 for the turn, which probably makes us about even.

At this point I can probably make some observations without revealing anything my opponent hasn't already guessed.

Firstly, the winge. I believe I have an up-hill battle to win this one. The Churchill 1VL is a wholly inadequate tank when compared to the units I am facing. The german units are
*almost twice as fast (14 hexes compared to 24/26);
*have almost twice the accuracy (3/3 compared to 4/5 and 5/6 on the Stug IV's; and
*generally have better armour in relation to the weapon they are facing, since the churchill turret front is only 51 and the hull front of 114 is inadequate against the 75/L48 at all game ranges (since visibility is 23), while a Stug III with 85 is adequate against a 6 pounder at that range.

These limitations dictated my initial deployment, which my opponent guessed due to its predictability...focussed on the northern road which he targetted with artillery. I had to start on a road if I was go get close to any victory hexes first turn. In the south the distant was too great, and I would have left myself exposed to ranged german AT fire.

However, once in the central hills, I believe I have an advantage.
Reduced visibility allows me to close to a range where my tank guns are effective. Better defensive terrain means my units have a better chance of surviving op-fire from the german Stugs and Hertzer's, which dominate the enemy. The assault guns only has 2-3 op-fire in a turn. If I can get them to waste those shots, they are then vulnerable to my tanks, which have 6 shots per turn.
Capt. Pixel
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Re: Turn 1

Post by Capt. Pixel »

Originally posted by Lars
Off we go...

Since all three clusters of VH's in the middle are per turn, I used some of my faster units to grab them.
Holding on to them, will be a whole different matter. But I figure I better get some points while I can. :cool:



Personally, I dislike the points-per-turn VHs. I find they force players to use tactics in an unrealistic direction.

Lars, how did you set the scatter-shot VHs in 'Twin Peaks Massacre'? I'd like to be able to do that in the next game.

(BTW, sorry about the reinforce/retreat hexes guys. It didn't occur to me to check for that possibility. :rolleyes: )
"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson
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Lars
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Re: Re: Turn 1

Post by Lars »

Originally posted by Capt. Pixel
Personally, I dislike the points-per-turn VHs. I find they force players to use tactics in an unrealistic direction.

Lars, how did you set the scatter-shot VHs in 'Twin Peaks Massacre'? I'd like to be able to do that in the next game.

(BTW, sorry about the reinforce/retreat hexes guys. It didn't occur to me to check for that possibility. :rolleyes: )

Personally I don’t like any of the options the computer uses. It’s just one more reason to use pre-made games where the “creator” can make things more interesting.

This is what I did in “The Twin Peaks Massacre”…
It’s not difficult and you do it in the editor menu in the game. In the editor click one of the “deploy” buttons which will take you to the map. Down left in the toolbar on the right there is a button that let you edit the VHs’.
Here you also can find out if the retreat/reinforcement flags will have a chance to be on the right side and if the deployment lines are set up as you like.
You still have to double-check it though if you want to be certain. To do this you have to start the scenario/game to find out if everything is OK.

In pre-made games I use a lot of per-turn VHs’ to force the players to keep control over an area. The problem is to find the right point/hex for it to be balanced.

/Lars
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Lars
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Round 5-6

Post by Lars »

Ohhh what a mess… :( :(
I lifted the barrage for a turn to move my onboard and Tiggwigg steps in and blow me to pieces.
This game is more or less over now cause I will not be able to recover from this. :o :mad:

It was a crucial error to stay around with my StuGs’ but I figured they wouldn’t be too bothered by his scattered arty and I had pretty good positions to use OP-fire. No chance… I think they shot four OP-fire shots all together. :mad:
He took out 2 StuGIV, 3 StugIIIG, and 1 StuH42.
In my turn I gambled and tried to move a Hetzer in position for a pot shot. It survived the first OP-fire and took a shot with 25%-hit chance, wide of course, then the Hetzer was gone… A peculiar circumstance is that 3 of Tiggwiggs AFVs’ did get the chance to OP-fire. :confused:
It’s the first time I’ve seen this when it’s not assaults.
I also made a bold attempt in the north to make a move on his screening force, loosing a Puma and a Hetzer with no gain.

In turn six my northern force lost two PzIV from pretty long range fire without shooting a single OP-fire shot. It mystified me so much I had to check all my forces exp./morale, but they seemed OK too me.
I couldn’t move without exposing my force to more OP-fire shots, so I try to stay hidden…
In the center The Brits are pushing hard to gain the opportunity of my crippled force. I still have some working units left though, so I hope to stall him for a few more turns.
tiggwigg
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Post by tiggwigg »

Yes, lady luck has smiled on me for two turns in successfion... although the outcome has been terrible for Lars, it may not be as disasterous as he feels.

In the centre, he still has a substantial force...more than enough to reverse my advantage if I make a mistake...particularly as he is building interlocking fire fields using his remaining Hertzers, Panzers and (gulp!) Panthers!

As the Churchill's are so slow (close to half that of the german armour), I had no hope of grabbing hexes with small mobile forces and rushing my tanks to support them, as Lars did. It seemed the only way I could win was to let Lars do that, and force him to defend against my assault. My decision was to control the north, and advance south using a screening force on the exposed flank.

The screening force has been more successful than I hoped, taking out 2 Pumas, 2 Panzer IV's and a Hertzer (although I cannot find the icon), at the cost of one AEC armoured car.

In the centre it is a slow and tortuous advance, trying to locate the german armour before it op-fires me...I am approaching the central block of Victory hexes, where Lars will no doubt make his stand.

Although I have destroyed many of his vehicles, what worries me is that having knocked out two Stug IV's, where is the rest of the platoon, and having knocked out a Hertzer, where is the rest of that platoon...and having seen a panzer and a panther, where are the rest of their platoons!
tiggwigg
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Location: Australia

Post by tiggwigg »

Captain Pixel

Lars is correct about the VH option...they are placed in the deployment menu...there are 20 and you can scatter or concentrate them where you like...you can also change the type (end of game, per turn and the points per turn, exit, etc) and set them to appear on particular turns or to for ownership to be fixed based on who controls it first...

Another option I use on the deployment menu is to change the set-up line. I almost always pull this right back close to the map edge, so that even the fastest units take two turns to get there, and the rest three of four...the player doesn't know what surprises the opponent might set up as traps, or using AT guns...in addition, deployment can be limited to opposite corners (or facing adjacent corners) depending on the type of battle.

A problem with generating a battle is that the retreat/reinforcement hexes always end up grouped fifty hexes down from the map top...this prevents you creating a battle using a large map with an east/west front line rather than north/south...since one sides reinforcement hexes will behind the others front-line.

This doesn't happen when creating a scenario using the editor...so a large map, eg 200 by 100 map can be used, with the victoy hexes in the centre and the retreat hexes top and bottom...allowing a meeting requiring a 90 hex advance to reach the victory hexes.
tiggwigg
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Post by tiggwigg »

Turn 8

In the previous move, I had foolishly failed to move my armoured cars, so that Lars artillery had caught them...my fault for assuming he would have been concentrating in the map centre. The AC's were suppressed and so destroyed. But attacking meant Lars had exposed his own armour. I moved my defending Churchills to counter-attack. With the advantage of cover terrain and height, I was able to waste the ineffective op-fire, then knock out a panzer IV and Hertzer. Side hits from supporting armoured cars knocked out a Puma and mortar half-track, and disabled another (which will keep to next turn). This will greatly impact Lars offensive/defenive artillery response...probably better kills than the heavier armour.

In the centre, I continued my advance. Two panzer IV's spotted in the previouus turn were in retreat from my artillery. My Shermans destroyed both, but not before reducing their status to buttoned from near misses, and allowing them to return fire. One sherman was destroyed.

Scouts spotted another, which they buttoned with small arms fire before a Churchill roasted in. Moving forward, I received op-fire from a Stug, which was knocked out at the expense of a Churchhill CS...interestingly, they have better accuracy than the Churchill IVL (4/3 to 3/3), better armour and more than adequate HEAT penetration from their 95mm gun.

This has been a very good turn, bagging 4 panzer IV's, a Hertzer, a Stug, a Puma and the two mortar half tracks, at a cost of 2 tanks.

All, up I have now lost 5 tanks - 2 Churchills IVL, a Churchill CS, a Sherman 1 and a Sherman Firefly (a major loss, since it is the only British vehicle capable of mixing it with a Panther on more or less even terms in fire power and accuracy), as well as 3 Daimler armoured cars and 2 Stuart recce vehicles.
Capt. Pixel
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Post by Capt. Pixel »

Thanks for the tips guys.

Boy, I wish I could actually see the action rather than having to try to imagine it through your DARs. This is an idle wish. I don't really want to see the game, so don't send me any files. I just hope your enjoying it. :)
"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson
tiggwigg
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Location: Australia

Post by tiggwigg »

Turn 10

The British advance is painfully slow. The german artillery is accurate in suppressing when units and a suppressed churchill if rough terrain can only advance 2 or 3 hexes per turn.

In the north, the British screening recon force advance against a german battlegroup that was shattered in the last turn, destroying many crews, as well as finding a lone PzIV, which an AEC1 armoured car dispatched with a side shot from range 1. I believe the way is now clear for me to advance these recon units into the german rear.

In the centre, my churchills are far in advance of my suppressed infantry, and tank crews are cowering suppressed bewside the smouldering tanks. I have now lost about 11 tanks, including two abandoned. My only fast tanks were my 7 shermans and fireflies, which have now been reduced to two, so my advance must crawl with the churchills. I try using a stuart recce to scout ahead of my tanks, but it can't spot grenadiers concealed in rough and trees, and is soon destroyed by their assaults. However, it does allow me to spot to infantry squads and an mg, which are despatched by a crocodile and other arm. In so doing, I manage to take the first of the central 5-hex cluster.

The high point of the turn is artillery on video, which reveals my wildly inaccurate sextons manage to lob a shell on top of the remaining Panther and brew it.

Turn 11
German artillery fire brews my last 75mm Sherman with a top hit.
It also has the majority of my units routed or retreating. I take another hex in the centre, and am fired upon by an immobile PzIV. I am in treed height, and my return fire from the 95mm CS Churchill brews the tanks.

In the north, an advancing stuart recce in killed by a puma AC, which my AEC armoured cars then knock out.
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Lars
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Turn 12

Post by Lars »

The game has shifted character, from an armored clash to a mop-up mission for the British force.

Tiggwiggs Churchill’s has crushed my armor and has its aim at the remaining VHs’.
My force has tucked it’s tail between it’s legs and are fleeing for there lives. I still have some surprises left for him though and am planning on some nasty ambushes. But to hold for 30 turns is too much to ask for…

For Capt. Pixel:
The attached file is from an earlier turn ( 9 ), where it was some more action. This is also the turn where I finally lost my ability to fight back. Here I still have two Panthers left although one is immobilized, but in the turn to come the working one gets nailed from a mortar top hit…

Enjoy :)
/Lars
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tiggwigg
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Post by tiggwigg »

Turn 12

Lars grenadiers assault and destroy a Churchill, while another is disabled by repeated hits from a Hertzer. This Hertzer has suffered heavy bombardment from all my artillery and repeated frontal hits from 75mm and 6lber shells, and survived unscathed.
I finally do it in by using a Crocodile to flame it

The immobilised Panther is also forced into retreat by artillery, allowing my surviving Firefly to move into the open and knock it out. It still took two shots. Both Lars and I only had a couple of these super weapons, and none played a decisive role in the battle. Although, in Lars best turn, his panthers did knock out several british AFV's in the turn before they were knocked out/disabled.

A sweep by my armoured cars revealed a concealed Hertzer from op-fire. They are bearing down on Lars artillery.

Turn 13
Lars artillery has been forced into retreat, allowing my suppressed armour to disperse while preparing to attack the next hex cluster. Probing forward, a british sniper and daimler scout car are both destroyed. A squad of german grenadiers are fried by a crocodile.

The action seems to have quietened down while both sides ready for the next phase of the battle. I estimate the germans still have 3 Panzer IV's and a handful of assault guns...more than enough to shatter my remaining forces
Capt. Pixel
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Ask and ye shall receive

Post by Capt. Pixel »

Thanks for the files.

Looks like a bangup game here. The Germans do appear to be the most banged-up though.

It seems the Churchills are a more than adequate match against the StuGs and PzIVs of the times. Frankly I'm a bit surprised they're doing so well. (in skilled hands, even a chairleg is a weapon, I guess ;) )

I figured the German's key pieces to be the Panthers. It's a shame they got popped so cheaply. :rolleyes:

I'd have to say, from the snap-shot I saw, that a 10% bonus to the Germans would have helped play-balance alot. Two or three more Panthers might have turned the British tide of Churchills.

So what do you guys feel has been the MVU (Most Valuable Unit) on each of your respective sides?
"Always mystify, mislead, and surprise the enemy, if possible. "
- Stonewall Jackson
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