Hell's Crossroad - 12 Armd Brigade

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Jagger2002
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RE: Hell's Crossroad - 12 Armd Brigade

Post by Jagger2002 »

I think that biggest improvement in my game recently has been close attention to time and distance when advancing and planning. Makes a big difference.

What would be very helpful is seeing current time and estimated new orders cycle time somewhere on the bottom panel. No matter where you are at in any particular windows, you should be able to see that information at a glance without any keystrokes necessary. No action on your part should be necessary to find that info.
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MikeJ19
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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

Hi Guys,

I'm still not great at estimate time and distance - part of the problem is I'm not clear on how much ground each hex covers. What I have realized is the the Soviets arrive quickly at the start of these scenarios.



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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

20 minutes later and I have lost A Squadron of 4 RTR.

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Jagger2002
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RE: Hell's Crossroad - 12 Armd Brigade

Post by Jagger2002 »

Mike, for me, I look at lot at where my units are going to be at the beginning of my next command cycle or future command cycles. I would like my formations located at the start of a new command cycle in secure terrain that gives me options. I want to be able to adjust waypoints or timing or issue new orders from a secure location. I don't want them exposed in open terrain where if surprised their options are limited before they are chopped up. It is more important when attacking but also important when maneuvering in defense. Surprises are very common in this game.

I am trying to pay attention to the opposing command cycles as well. You can take some risks if you know the opposing new command cycle is another 15-30 minutes down the line.

On offense, a lot of time and readiness can be lost slowly moving through thick woods to get into that perfect attack position. Often it is better to recon and determine if a slow deployment is really necessary. On the big maps, there is a lot of terrain to cover and time can be a factor. Moving on those roads may be very dangerous but often the time saved is important.

To get an idea of distance, try plotting a few waypoints to note the time required to cover various distances through different terrain types. Not very far in bad terrain but some amazing distances on roads.

I am no expert and am still learning but some ideas that might help.

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RE: Hell's Crossroad - 12 Armd Brigade

Post by IronMikeGolf »

Where did you assume the enemy would start from? Looking at the briefing map (I haven't played this scenario in like a year) I'd call the jumping off point as likely just east of the river. That's middle of Soviet setup sector, East/West-wise.

The lead T-64s are 7 km from the river. So call it 8 km in 40 min. That's an average of 12 kph. I'd expect them to get to the cross-roads easting in 30 min, given funneling forces across the bridges and some folks going off-road. I use 20 kph as the planning rate of march, absent such choke points. Faster if most of the movement is on the road. Soviets will barrel down the road until they make contact.

So, the thing to do is use your best guess as to enemy starting point, estimate where they will be when you get to where you want to be. It's not enough to get there first. You really want to get there and set before they have LOS to your destination. Some smoke to mask your occupation of your defense helps, too. If they see you occupy, they will dump a bunch of arty on you. It's what Soviets do. Looks like some of your guys got caught in the open.

If you can't get to your desired location with the enemy (enemy recce) a couple of kilometers out, you have to do 1 of two things: pick a different place to defend or figure out a way to slow them down to get you the time needed. This one is tough. The two forces are all but on top of each other. The terrain is too open to use FASCAM to buy you time. No one is in position to observe the open area between the cross-roads and the river valley to call fires as they boil up out of the valley to buy you time.

Tough situation. Send hate mail to Mad Russian. [:)]
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Jagger2002
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RE: Hell's Crossroad - 12 Armd Brigade

Post by Jagger2002 »

Send hate mail to Mad Russian.

Send to North Pole or someplace hotter?
IronMikeGolf
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RE: Hell's Crossroad - 12 Armd Brigade

Post by IronMikeGolf »

ORIGINAL: Jagger2002
Send hate mail to Mad Russian.

Send to North Pole or someplace hotter?

Heh. Hotter than that, anyways.
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MikeJ19
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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

Jagger2002 and Iron Mike Golf,

Thanks for the suggestions. I like this forum, as it gives us a chance to learn from each other.

Jagger2002, I'm working on improving my move plotting and paying attention to the command cycles. I have not really tried an attacking scenario yet - but in my counter attacks, I have found it hard to not lose time by plotting moves and then having the force arrive and going into a "hold." This results in a delay on movement when a new order is given. Ran into this now, with the redeployment of one of my recce screen forces in the South.

I like your suggestions about getting to secure locations and will try to do that more frequently.

Iron Mike Golf, I do a little of what you suggestion as I am planning, trying to get a better idea of what the Soviets (enemy) is going to do. I have noticed that they do stick to the roads and open terrain to keep their speed up

In this scenario, you are correct, there is not much I can do to slow the initial Soviet advance down. We are about equal distance from our starting locations to the crossroads. This is the first time, that I have tried to get a covering force out. I'm glad, however, that I did not wait for it to get out, before moving the RGJ into place. My covering force would have been overrun very quickly - in this case it was eaten up (A Squadron) - and then my Inf would still have been moving forward. Overall, I'm sadden by the loss of the squadron, but happy with the current deployment.

As can be seen by my 3 Soviet options, they did something unexpected, at least by me. I'm surprised that they have pushed so much firepower (2 TBs at least) into the gap right away. If I had M109s in play right now my gunners would be getting tired from loading shells - there are lots of targets.

I enjoy the surprise and will continue to work on getting better at anticipating the Soviet actions.
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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

My M109s will start arriving soon!

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RE: Hell's Crossroad - 12 Armd Brigade

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The Gunners are joining the Fray!

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RE: Hell's Crossroad - 12 Armd Brigade

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My Artillery begins to engage...

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RE: Hell's Crossroad - 12 Armd Brigade

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The battle continues...

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RE: Hell's Crossroad - 12 Armd Brigade

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Things are getting better...

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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

Eighty minutes later...

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RE: Hell's Crossroad - 12 Armd Brigade

Post by Panzer_Leader »

I haven't seen your Tornados yet, are they available?
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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

Panzer_Leader,

They have just arrived and are about to attack another TB....

This is fun,

Mike

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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

The Soviets push more forces into the fray...

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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

This is lots of fun - trying to set up a counter attack.

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RE: Hell's Crossroad - 12 Armd Brigade

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This time with the image embed...

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RE: Hell's Crossroad - 12 Armd Brigade

Post by MikeJ19 »

say what...

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