Campaign AAR

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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BryanMelvin
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Post by BryanMelvin »

Bravo - Alex :D

How is the state of your Core forces after this meat grinder?
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Alexandra
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Post by Alexandra »

How is the state of your Core forces after this meat grinder?[/QB][/QUOTE]

Pretty good. Though, as you'll see I lose 2 Inf squads at the **** silo. :) Though after that battle on of my tankers passes 100 exp.

And onto that one:

We took all the assigned objectives but the cost was high. Nearly 2000 men fell in 2 hours. The Soviet defense was fanatical as they often fought to the last man. But we overcame them. We've had two days to rest and we've been brought back to the same strength as before the operations at the Station with the exception that we only have 2 battalion snipers.

Battle Eight:

Date: September 18, 1942
Location: Downtown Stalingrad

Mission: We have been ordered to take a grain silo that the Russians are defending. I suggested that the Luftwaffe destroy it bur corps did not like that suggestion.

Support: 1 sIG33 auf Pz-II (This is an assault gun with a 150mm cannon)

Aux: 1 sniper

The Plan: We will try a narrow advance using the mortar platoon to hit each objective and then hopefully detecting bad guys with scouts, supressing them with panzers and the sIG and killing them with the engineers. My snipers and AA will act as flank security in case of enemy counter attacks.

Pregame: We drop some mortar rounds ahead of our infantry advance.

Turn One: 3rd platoon advances finding a squad and a MG nest. One of Briel's panzers moves up to engage the nest. 2nd platoon advances with no contact. 1st Platoon makes contact with 2 enemy squads and a MG nest and loses two men. Briel's other panzers move forward to support. Sgt Brors knocks out the nest and the other 3 panzers destroy both squads. The enemy makes no response to our opening moves.

Turn Two: The MG nest and small squad are both destroyed in 3rd's sector. They lose one man. The small squad seems to have been some sort of sniper team. The other platoon's advance unopposed. The sniper with 1st platoon discovers an enemy squad. Mortar fire in that area should deal with the squad. Still no enemy response.

Turn Three: All my forces advance carefully. We pick up a two squad counter attack from the east as two other enemy squads retreat.

Turn Four: We determine it's a platoon coming in from the east. 3rd platoon drives back it's lead squad. 1st platoon drives back the two enemy squads and takes our first objective, a house south of the silo. 2 of the T-34s roll up to engage a MG nest near the silo. *** A new enemy counterattack, from the north, gets stopped by my security elements.

Turn Five: 3rd platoon moves to flank the first enemy counterattack platoon. Our mortars may have killed the enemy MG. 1st platoon and the -34s advance. One man is lost to a new MG nest, but that nest is killed by the tanks. Two squads are driven back and a third is destroyed. The other counterttack is engaged by flank security, a scout track and 1st platoons MG team. 2 squads are destroyed, the second by my own headquaters element. *** The enemy force to the east starts moving again but does not interfere in our operations.

Turn Six: 3rd platoon kills one of the east squads. 2nd platoon finds itself in heavy contact near the silo. One enemy squad is destroyed by supporting panzers. A second is pushed back. ** The enemy launches more attacks from north and east. I estimate there are now 7 to 8 counterattacing squads.

Turn Seven: The mobile flak gun mauls a squad to the north and Briel's panzers kill two more to the east. The -34s kill one squad to the north and drive another one back. 1st platoon destroys a squad to the south of the silo. *** They pour more men into the counterattack but we stop it cold, mangling two squads.

Turn Eight: We destroy both mangled squads. We destroy one other squad. *** A new attack from the north is repulsed.

Turn Nine: Briel's panzers smash the enemy to the east killing 4 squads and drives 2 back. 3rd platoon attacks the retreating squads and kills both and another squad as well. We kill another squad south of the silo. *** Two more enemy squads arrive and attack from the east. One gets badly shot up.

Turn Ten: Briel's panzers kill the two new squads and 3rd platoon take the road intersection they keep coming up, which cuts off the silo. Two more squads are destroyed in and around the silo. We kill an AT team north of the silo and finish off one of the squads that attacked from the north. However, we lose 2nd Squad, 2nd Platoon when they stormed the silo. *** We destroy an attacking enemy squad but lose 1st Squad, 1st Platoon.

Turn Eleven: We take an objective north of the silo. We destroy three sqauads of enemy marines in and around the silo as we retake it. We take the last objective but lose a panzer in the process. *** The enemy launches another counter at the two outermost north objectives. The first is by a team of three snipers who are all killed. The second is by a squad against two of my panzermen. The two crewmen fall, but kill three Russians and stop the attack.

The enemy withdraws, leaving us in proud possession of a burning silo. The Luftwaffe could have set this afire at a much lesser cost.

German DV 1591 to 203.

German Losses: 56 men, 1 AFV.
Soviet Losses: 413 men, 2 arty.

Notes: The sIG malf'ed it's main gun on it's second shot - lol! Also, Marauder, you may wanna check the map. I had 3 vehicles get 'collision' immobilized while driving down roads. Looks like there may be some invis buildings.
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Post by BryanMelvin »

Originally posted by Alexandra:
How is the state of your Core forces after this meat grinder?
Notes: The sIG malf'ed it's main gun on it's second shot - lol! Also, Marauder, you may wanna check the map. I had 3 vehicles get 'collision' immobilized while driving down roads. Looks like there may be some invis buildings.[/QB][/QUOTE]

This is what I wanted to hear - those were not invisible Buildings but rather Tank Traps! A trick of the SP trade. These represent Tank traps / road blocks the were designed to imobilize enemy armor while Tank desroying teams hid until the Infantry passed then hit the Panzer Crew and possibly the recovery units sent to repair the Tank.

Nasty little street fighting tricks ;)

If you saved this battle - go back and look where the tanks were imobilized and you'll discover what these traps are made of.
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Post by lnp4668 »

Still stucks on turn 5 at Stalingrad. Can't read too much about AAR unless I wants hints :D
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Post by Alexandra »

This is what I wanted to hear - those were not invisible Buildings but rather Tank Traps! A trick of the SP trade. These represent Tank traps / road blocks the were designed to imobilize enemy armor while Tank desroying teams hid until the Infantry passed then hit the Panzer Crew and possibly the recovery units sent to repair the Tank.

Nasty little street fighting tricks ;)

Cool :) Mighta worked, too, except the hunters hit my flak trap :) 37mm AA is great to cover open areas where infantry may wander :)

Alex
"Tonight a dynasty is born." Ricky Proehl, then of the Saint Louis Rams. He was right! Go Pats! Winners of Super Bowls 36, 38 and 39.
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Post by BryanMelvin »

Originally posted by Alexandra:
This is what I wanted to hear - those were not invisible Buildings but rather Tank Traps! A trick of the SP trade. These represent Tank traps / road blocks the were designed to imobilize enemy armor while Tank desroying teams hid until the Infantry passed then hit the Panzer Crew and possibly the recovery units sent to repair the Tank.

Nasty little street fighting tricks ;)

Cool :) Mighta worked, too, except the hunters hit my flak trap :) 37mm AA is great to cover open areas where infantry may wander :)

Alex
Ah that AI cannot think of everthing :D
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Post by Alexandra »

Here's the next chapter:

Corps is a little upset at my report. I continue to believe that the silo would have been more easily reduced by air power. Nevertheless, 6th Army is happy with us. We've had nearly a month to rebuild and rest and train replacements. We are nearly at full strength and both my AA guns are now the vehicle mounted version. Given the nature of our current fighting that does not hurt us. Another of my T-34s has been replaced by a Mk IV, so I have 7 German and 2 Soviet tanks now. In addition, 2Lt Wiedmann, platoon leader of 3rd Platoon, and 1Lt Stoltz, platoon leader of the T-34 platoon, have been awarded the Iron Cross, Second Class. Sgt Brors, of Lt. Briel's panzer platoon, has been promoted to 2Lt in the field for valor.


Battle Nine:

Date: October 14, 1942
Location: Downtown Stalingrad

Mission: Given our rest period, we have been ordered to aid in the capture of the Red Barricades Factory Complex. I am not pleased at being tossed into that meat grinder, but we *will* take it.

Support: 1 rifle platoon

Aux: 2 scout platoon, 1 FO, 1 105mm battery, 1 150mm battery, 1 SP mortar section, 1 81mm mortar platoon, 4 independent rifle platoons, 4 Pz IVs, 4 Pz IIIs, 3 reinforced rifle companies, 2 support platoons

The Plan: We will try and move to engage the outside edges of the buildings with infantry and armor and use arty to shatter the inside parts to hopefully gain suprression and outright kills against enemy units.

Pregame: We get hit with light artillery fire.

Turn One: We immediatey start to take casualties yet enemy postions are knocked out rapidly. We destroy 2 MG and 1 AT positions and a T-70 tank. An enemy rifle squad is also destroyed. We lose a mobile flak gun and a scout track.

Turn Two: We advance further as we press enemy defenses. Two more MG postions fall silent and a T-70 is destroyed. We lose Lt Stermberger, a new sniper, and the new scout AT vehicle.

Turn Three: Our men surge into the instrument assembly buildings and quicky take both. Two enemy squads are destroyed in and around them. We also destroy a MG position and an AT gun near the repair shop. *** The enemy makes a tentative counter attack towards the instrument assembly buildings and gets repulsed. A T-34 appears between assembly halls 1 and 2 and finishes off a recon team.

Turn Four: Two Mk IIIs engage the T-34 hitting but reporting shell bouces. However, while it's worried about them, two infantry squads close with it. One destroys the main gun and the second immobilizes the monster. We'll bypass it now. The attack presses on and the enemy loses a MG team and an ATR team. They also lose a squad. Lt Brors tank is knocked out. However, he and two of his crew live. *** An enemy counterattack takes back half the instrument building. We lose a squad and they lose an ATR team. A platoon of T-34s enters to fray near assembly hall one.

Turn Five: We start to attack assembly hall two. Fighting continues in and around assembly hall one and the instrument buildings. The enemy loses 2 squads and an ATR team. We lose a scout team and retake, for the moment, the instrument building. We lose a Mk IV to T-34s. On the other side of our advance, panzers knock out a MG bunker. We also kill a squad, a MG team and finally kill the 45mm ATG. *** They launch heavy counterattacks around the assembly buildings and reatake part of the instrument building. We lose a squad but they lose 3 T-34s.

Turn Six: Heavy fighting keeps swirling around the assembly plants. Casualties mount, though the tactical situation has no changes. The enemy loses a squad and has a -34 immobilized. We lose a MG team. On the other side we also advance. The enemy loses a sniper squad. We advance forward, lead elements reaching the outskirts of the reapair shop. *** The fighting in the assembly areas costs the enemy a squad and an ATR team. They also launch a platoon sized counterattack from the repair shop that we stop.

Turn Seven: We kill a rifle pit near assembly hall two. We surge forward, retaking the instrument building, hopefully for good. We also secure a foothold in assembly hall one, as both sides lose a squad. On the other side we kill a T-70 and start to push into the repair shop. *** More heavy assembly area fighting costs both sides a squad, and the enemy a tank as well.

Turn Eight: The bloody fighting continues in the assembly buildings. The enemy loses an ATR team and 4 squads as we grab a tentative hold on over half of assembly hall one. On the other side, we kill another MG bunker with panzers. They lose another squad in the repair shop, but that's gonna be hard to take. *** They surge forward, retaking parts of the hall but I expected that. We lose a scout team at the repair yard.

Turn Nine: We shove them back in both assembly buildings. They lose six squads and an ATR team in the fighting. We also lose a squad but have a nearly total grip now on assembly one. On the other side, we pause, waiting for arty strikes. However, Lt Briel and one of his panzers, who've had a access route opened for them by the engineers, advance and knock out an enemy mortar. We also knock out a T-70. *** The enemy seems desperate, as they launch another counterattck. They lose a squad and an ATR team, though, and make no progress.

Turn Ten: We drive them back attacking agressively. The enemies desperation can be felt in the air. Six squads, and a MG team, fall as we take most of assembly one, half the foundry, and a third of the repair shop. Two of our own squads are destroyed. *** They attack with determination and five of our squads fall. However, two of thier own do, as does thier HQ, and the tactical postions stay the same.

Turn Eleven: We are just as determined as they are and in the close fighting we press on. More enemy fall. They lose ten squads, 2 MG teams and 2 ATR teams. We also destroy a mortar squad. Half of assembly two is in our hands. We take all of assembly one and all of the foundry. We still hold nearly half the repair shop as well. *** Enemy counterattacks are stopped in place.

Turn Twelve: We fight on bravely. Five more enemy squads are destroyed. We take all of assembly two and the lab. Only the repair shop is not fully under our control. *** The few remaining enemy units fight on, and try to drive us back. They fail and two more squads fall.

Turn Thirteen: Six more enemy squads fall as we work on mopping them up. We take the repair shop, our last objective. *** The enemy tries again to dislodge us. They fail, though a Pz III gets killed near assembly two.

The field falls silent, and soon I can transmit to 6th Army "Falcon has taken the works."

German DV: 4741 to 883.

German losses: 381 men, 4 APCs, 2 AFVs.
Soviet losses: 845 men, 13 arty, 9 AFV.
"Tonight a dynasty is born." Ricky Proehl, then of the Saint Louis Rams. He was right! Go Pats! Winners of Super Bowls 36, 38 and 39.
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Post by lnp4668 »

Looks like you started slow then pickup as the campaign progress. Well, I hope to finish the fight in the city this weekend.
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Post by BryanMelvin »

Another Great Report Alex!

Just do not get caught in Stalingrad late November :D
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Post by lnp4668 »

Finished downtown Stallingrad with a DV (4289 to 688). However, only gets 35 points of reinforcement. This is definitely not enough to reinforce my infantry lets alone repair my vehicles. Somebody's head at HQ going to roll for this. :mad:
"My friends, remember this, that there are no bad herbs, and no bad men; there are only bad cultivators."

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Post by McGib »

Originally posted by Alexandra:

I really think that the spotting rules hurt the player in this scen. I can understand it's hard to spot, say, a 45mm ATG in the woods. I'd think, though, that a 37mm AA gun, in the open, with no cover terrain for 200 yards around it, at high noon, spraying fire right at you, would be a tad easier not to lose sight of :)
Alex
I'm just starting this scenario and while the soviets can spot my two man recon teams advancing over open ground at ranges over 10 hex's I can not spot the 37mm AAA guns firing from open hex's! Fortunatly for me I have 2 81mm mortars and 5 75mm field guns plus the aux arty for smoke.
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Post by lnp4668 »

Latest report from Stallingrad.

Silo battle: MV (1413/317) Those tank trap are really devious :(

Tractor factory: DV (4746/653)

Next battle (battle fatique set in, can't remember name of battle :D ): DV (4213/513)

Next battle, RB factory: By this time, I have upgrade all my halftracks to sig33B (love to demolish house with these guys) as well as my first Tiger E :D

BTW, have anyone noticed that 5.01 oob shows that Tiger E available 12/1942. Most sources stated that Tiger E are available around August for the battle of Stallingrad.
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Post by Alexandra »

BTW, have anyone noticed that 5.01 oob shows that Tiger E available 12/1942. Most sources stated that Tiger E are available around August for the battle of Stallingrad.[/QB][/QUOTE]

This was talked about on the Combat Command List. After S-Grad began a request was made for Tigers. OKH responded, and Army Group South got 9, yes 9 Tigers. I don't know if they sent any forward to 6th Army. I wouldn't have, myself, if I were AG South Commander. Tigers aren't of much use in crowded city streets.

Alex
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Post by lnp4668 »

My bad, it was rushed to Leningrad, not Stallingrad (blame it on 3 straight battles :D )

As for city fighting, I found the most effective way to take out Soviet entrench in building is to blow up the building, causing massive casualties the only way to get them out of their position. Thus right now all my armors are used only in that capacity, so the bigger the gun, the better :D
"My friends, remember this, that there are no bad herbs, and no bad men; there are only bad cultivators."

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Post by lnp4668 »

Well, I am glad to report to high command that the RB factory battle was a decisive victory (5707/796). The sig33Bs proves invaluable in house to house fighting. Manages to procure another Tiger :D (I know it is not historical, but I just love the big cat)

The decision to improve my core armor proved to be a wise once as we were forced to aid our Rumanian ally as they retreat from the counterattck by the Soviet. Once my tanks gains the high grounds, we turns the valley into death ground for the enemy. I have only high praise for our Rumanian friends as their quickly gain a backbone with our appearance and helps us pushed the enemy out of the valley with relative low cost of Germany lives. DV (5578/758)
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Post by Alexandra »

Here's the next chapter:

Our success at the complex has kept us high in Army favor. We are back to full strength, except for one sniper, and all our panzers are now Mk IVs. Lt Briel has been promoted to Captain, and Sgt Kleen, one of his tank commanders, has been awarded the Iron Cross, 2nd Class.

Battle Ten:

Date: October 18, 1942
Location: Downtown Stalingrad

Mission: Our next task, after four day rest, is another factory complex. This one is smaller. Furthermore, our forces already have a foothold in it. We hold a half of both the assembly hall and the foundry. We must take the rest of that hall and foundry. In addition we must take the Gun Tube Hall in the complex itself. We have two other missions. To the north of the complex we must take a house known as the Commissar's House. South of it there is a warehouse and an admin building that need to fall.

Support: 1 flampanzer section, 1 50mm mortar squad.

Aux: 5 MG sections, 4 Mk IVs, 1 105mm battery, 2 FOs, 1engineer squad, 1 81mm mortar platoon, 2 JU-87s, 2 rifle companies (standard), 2 rifle companies (ad hoc),

The Plan: We will attack. Given the nature of the objectives, and the crowded city streets, we have no real tactical options. It will rely on our skill against thier tenaciousness.

Turn One: General advance meeting enemy resistance all along the line. Casualties immediately start to mount. We kill 2 ATR teams and a T-70 tank. We lose a MG team and a mobile flak gun, and may have an immobilized Mk IV. *** Skirmishing in the center. An enemy one squad attack in the assembly hall is repulsed.

Turn Two: We lose the immobile Mk IV to a bunker but Cpt Briel kills the bunker with direct fire. Lt Soltz also kills a bunker with direct fire. Our advance is slow but steady. *** The enemy re-attacks in the assembly hall but we hold. Mobile KVs are spotted.

Turn Three: We drive forward. We kill a T-70 and a bunker. We kill a squad in the assembly hall. We drive the enemy back in the foundry and destroy a squad there as well. In addition, we kill a MG position in the warehouse. Stolz's platoon kills two more bunkers. We lose Lt Langkeit, a sniper. However, we get Lt Stolz and Sgt Weber in possible ambush position for the KVs. As between them they have 26 kills, I'm confident that they can suprise the enemy armor. *** Enemy counterattacks in the foundry and assembly hall are beaten back. My panzer ambush doesn't do anything as neither of my tanks get a single reaction shot, though 2 KVs move through line of sight, and one stays there and gets 5 shots at my tanks. 1st Platoon is hit by arty.

Turn Four: 1st Platoon sorts itself out, having taken a few casaulties. In other sectors we keep advancing. An enemy MG team is destroyed. Three enemy squads are destroyed in the assembly hall fighting. There's skirmishing in the foundry but it creates no tactical changes. In the best bit of news, Lt Stolz kills the trail KV-1 and Sgt Weber advances slightly, damaging the second. *** More heavy fighting in and around the assembly hall, the foundry, and the warehouse. Both sides lose a squad. We kill a T-34 and lose a Mk IV.

Turn Five: Briel kills a T-34. An enemy squad is destroyed on the way towards the Commissar's house. Skirmishing in the assembly hall and more in the foundry where the enemy loses a squad. We kill 2 squads around the warehouse and a third squad to the south. That third one is the one that got my tank last turn. *** The enemy launches heavy attacks in the assembly hall and foundry but they are repulsed with heavy losses. Two enemy squads fall.

Turn Six: Briel gets another -34. Fighting in the assembly hall costs both sides a squad. Two squads are desroyed at the foundry and a third surrenders, giving us 7 PoWs. We kill a T-34 in the warehouse as we take that building. We kill an ATG south of the admin building. We also kill a squad south of the admin building but lose a core recon team. *** Soviet attacks continue. In the assembly hall we hold them, killing a squad. In the foundry they push us back, and we try to hold, while two platoons from the warehouse drive move in to help. They also launch a platoon sized attack from the admin building towards the warehouse but it's stopped with fifty percent losses. We have a JU-87 inbound. We've asked it to hit the gun assembly plant to try and slow down enemy reinforcement of the assembly hall.

Turn Seven: We get a -34 near the commissar's house as we push towards it. We also destroy a bunker that seemed to be built into the house. We advance in the assembly hall, slowly and carefully. In the process more enemy surrender, bringing us to 12 PoWs. We are doing well in the hall. The foundry, though, is where the danger is. We get some help there when 8 Russians surrender. (20 PoWs). Our reinforcements are nearly there, and we discover a bunker beyond the foundry. We may kill it, later, but for now it is not important. We destroy two more squads south of the admin building as 2nd and 3rd platoons advance on it. *** Curse the incompetnce of the Luftwaffe! Asked to hit a building with no smoke around it, they hit a street, past the building, and destroy my other mobile flak gun! Fortunately, there are survivors. The enemy attacks in the foundry but we hold. They also attack, with more men, towards the warehouse. We lose two squads and they lose one.

Turn Eight: We lose a squad on the approach to the house. However, luck shines on us. Sgt Dessloch, of Briel's platoon, kills a 76mm ATG by collapsing a building on it and then kills a T-70 near the house. We kill a squad near Gun Tube Hall. We push on in the assembly hall, taking 8 more prisoners. (28 now). We move more men into the foundry but they have the advantage there. Three more squads are destroyed in the warehouse/admin building area. *** Enemy attacks all along the front are stopped cold with 2 more enemy squads falling.

Turn Nine: We lose a squad near the house. However, they lose two. We kill three more in the assembly hall which we've now taken, though there is some mop up to do. We press into the gun hall. We push them back in the foundry as fresh troops enter the fray there. To the south, I lose Lt Gebhart, a sniper. *** The Soviet's counter again, but only end up losing two squads near the warehouse and the last one they have in the assembly hall.

Turn Ten: We lose a MG team taking the house, though they may be able to take it back. We push into gun hall, killing four squads. The hall is, I think, fully under my control. We push the enemy back in the foundry. We control about sixty percent of it now. We kill a KV near the warehouse with a satchel charge. 3rd platoon - which has become my best assault platoon - takes the admin building, killing off a squad in the process. *** The enemy retakes the house as expected.

Turn Eleven: We secure gun hall. We kill three squads in and around the foundry. If I get my 12th turn I'll take the foundry. We kill two more squads at the house and retake it. They have two left there, though and should be able to re-retake it. Again, if I get turn 12, I should be able to secure the house. It all comes down to if I get my last turn. *** An counterattack at the admin building is repelled. They do not retake the house, as my mortar's supress them.

However, I do *not* get my last turn. Marauder, as I know you're reading these, you really need to put some of these scen's back in the editor and figure out why they are ending a turn early. This is the 4th time it's happened to me, and I rarely see it happen, except with an all broken, no VH foe, in any other scens.

MV me: 4065 to 853. It *should* have been a DV at 4265 to 653. Probably a few more points, too, for me, as I woulda mopped up a few more squads. This loss of a turn just might be campaign critical.

German losses: 286 men, 4 AFVs.
Soviet losses: 930 men, 13 arty, 8 AFVs.

After looking at the next scen map, given that it's the same area I just fought it, and a month later, it now really looks as if that lost turn may have trapped me in the kessel.
"Tonight a dynasty is born." Ricky Proehl, then of the Saint Louis Rams. He was right! Go Pats! Winners of Super Bowls 36, 38 and 39.
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Post by lnp4668 »

Actually, I think the battle after the tractor factory you described is fought on the same map, but with better position for the German. I am not sure about the time frame though. Maybe the designer could clarify this branching.

p.s. I still have nightmare when the Katyusha rain down on the positions hold by my troops. Caused most of my loses for that battle. However, it also tooks out the platoon of Soviet infantry that threatened to overun my troop :D Talks about fortune of war.
"My friends, remember this, that there are no bad herbs, and no bad men; there are only bad cultivators."

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Post by lnp4668 »

A delay battle at a town in middle of nowhere ended in a DV (5427/281) as I broke the Soviet's attack by turn 3. If not for a surprise attack, which destroyed a flampanzer II, it would have been a perfect victory with no unit losses :(
"My friends, remember this, that there are no bad herbs, and no bad men; there are only bad cultivators."

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Post by BryanMelvin »

Couple of things -

as for battles ending early - this appears to be the game engine causing this. Paul Vebber could answer this one better than I can.

As for branching - Do not lose the battles when you are sent to help the Rumanians out.
It is these that will trap you in Stalingrad.

The Red Barricade November Battle should send you to rest and refit in a quiet sector behind the Rumanian line :D
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Post by lnp4668 »

Hi Bryan, enjoyed your campaign so far. I just obtained two books about Stalingrad (Enemy at the Gates and Stalingrad: The Fateful Siege: 1942-1943) Have not finished reading them, but they don't seems to have a lot of information about unit compositions of the battle. Do you knows any good sources?
"My friends, remember this, that there are no bad herbs, and no bad men; there are only bad cultivators."

Les Miserables
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