Page 5 of 11
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Fri Aug 27, 2010 7:51 pm
by Peterk1
I wouldn't want to move the PzIII's up too much more before the infantry get further up. I'd rather scout with the infantry.
Infantry rest...Is the reserve platoon tired? Can we push 3rd ahead of 1 on the right while 1 and 2 rest? I'd hate to not make any progress on getting through the woods.
Maybe get the Pz III's to spread out wide, so that T-34 has to rotate turret further to get shots. If there's only one we'll be able to swarm it, if we're not too tightly spaced.
Anyone feel like sending one HT right up to the entrance of the village? It'll let us know how much of a rush we should be in. This is 30 turns long right?
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Fri Aug 27, 2010 7:53 pm
by british exil
Couldn't you put a few Inf squads in the halftracks to transport them a bit? Or do you lose time loading and unloading? Because if you rest them they will still be tired when they eventually reach the village.
If you see part of the village empty you could then the rush the loaded halftracks into the village and take control of the crossroads.
The T-70 might just be part of an advancing party. So far not many "guns" have been spotted that can harm you. Or have I missed something?
Mat
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Fri Aug 27, 2010 10:01 pm
by dazoline II
Trading 1st for 3rd and having 1st continue while the other infantry rest is a good idea.
Looks like some houses will come into view from the road soon, probably a good idea to have at least one carrier overlook near the road.
I'm wondering where that T-34 went. Is it possible to move the tanks towards the village and come to a hull down aspect to where the T-34 was and halt? If they all sit where they are they maybe out of position to stop a flank attack on the troops in the wood.
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Fri Aug 27, 2010 10:10 pm
by Erik Rutins
ORIGINAL: Peterk1
Infantry rest...Is the reserve platoon tired? Can we push 3rd ahead of 1 on the right while 1 and 2 rest? I'd hate to not make any progress on getting through the woods.
The 3rd platoon is fully rested, they've been riding on the halftracks. We could certainly push them ahead.
Couldn't you put a few Inf squads in the halftracks to transport them a bit? Or do you lose time loading and unloading? Because if you rest them they will still be tired when they eventually reach the village.
Yes, we could definitely load 1st and or 2nd back in their halftracks for a bit, no real time loss for that, other than making sure they are close enough to load up.
If you see part of the village empty you could then the rush the loaded halftracks into the village and take control of the crossroads.
The T-70 might just be part of an advancing party. So far not many "guns" have been spotted that can harm you. Or have I missed something?
We could rush ahead into the village, though we do not yet know if it is empty or not. We don't have visibility into the village from where we are with any of our platoons. No AT guns spotted so far, but they are generally hard to spot.
I'm wondering where that T-34 went. Is it possible to move the tanks towards the village and come to a hull down aspect to where the T-34 was and halt? If they all sit where they are they maybe out of position to stop a flank attack on the troops in the wood.
Yes, I could move them to a hull down position near the crest of that field. They would probably be able to see the T-34 from there, but they would also probably be outside the effective APCR engagement range for the Panzer IIIL vs. the T-34's front armor.
There is no actual turn limit on this scenario, just the indication in the briefing that if we take too long the Soviets may get established.
Regards,
- Erik
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Fri Aug 27, 2010 11:23 pm
by Tophat1815
I'd move the PIIIL's up to hull down position on the hill so they can scan and interdict the open space between where the Russian entry area and the town. You may get lucky and catch a T-34 in transit to the town with a flank shot. At worst you make your presence known,make any tank put its front armor toward you and impede movement to the town so your infantry can get into the buildings.
If there are not too many Red tanks headed for town,pull 2 Pz-IIIL's off the hill,run them to the road and support your infantry on a dash into town.
Remember you are supposed to be SS officer von Ballsy and you don't cower from the Bolsheviks!
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 12:12 am
by Erik Rutins
Hi guys,
Rick will be taking over for a day tomorrow, keep the feedback coming!
I'll be back on Sunday to run another turn then.
Regards,
- Erik
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 2:09 pm
by jamespcrowley
What! The grenadiers are tired! They haven't done anything yet. Is it a girl-guides company?
I would be very disinclined to send a halftrack anywhere near the village without an infantry squad well in front of it - recon by death.
If the girls really need to rest, bring up 3rd platoon to where 1 and 2 are, dismount and have them move towards the village straddling the road.
A section of 111Ls needs to move generally in the direction of the town, but not too near, with the dual view of trying to spot the T34 and put fire into the village, if required. The HQ and remaining panzer section should be moving slowly forward also, to expand their LoS while remaining hull down.
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 2:22 pm
by junk2drive
In post 62 and 75 you may have noticed the new fatigue symbol. Clear is normal, yellow and red increasing fatigue.
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 6:55 pm
by Tophat1815
Come-on already do your one turn,make a mess and let Eric save your bacon! Either that or release the game so I can buy it and start screwing up royal on my own...[:D]
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 7:23 pm
by rickier65
With Major Rutins called back to the rear to talk to the Col. he's asked me to press on. looking over the ground and knowing the condition of the men in the 1st and 2nd Platoon, I decide to have them hold their postions while I pass the 3rd platoon forward. I can see a place to stop and dismount up ahead.
Rick

RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 7:26 pm
by rickier65
I've ordered the Pz Platoon to advance toward the treeline, which is on the crest of the hill. But I've order them to stop before the crest. I've angled the left section toward the woods. I'd like to spread them out a bit. That T34 we spotted earlier is around somewhere, and I bet he has some company with him.
Rick

RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 7:36 pm
by rickier65
During the orders excution things are quiet. I don't draw any fire. I do notice that the CO HT is making better time on the road, than the two HT's in the woods.
I'll keep moving forward during the reaction phase.
rick

RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 7:52 pm
by rickier65
During the reaction phase A T70 near the farmhouse open fire on the Pz III on my far right. It returns fire. I tlooks like that Pz III is running low on APHE ammo.
Rick

RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 7:55 pm
by rickier65
Along the road into the village, the 3rd Plt lead HT is almost to it's destination. Maybe I should dismount and advance on foot now? I might not want to get too far in front of the rest of my platoon though.
Rick

RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 8:40 pm
by lancer
G'day,
In the screenshot of the panzers above (post 93), the green command lines for the platoon are shown as green/yellow or alternating shades of green.
What does this indicate?
Cheers,
Lancer
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sat Aug 28, 2010 8:54 pm
by junk2drive
Green/Green subunits can follow any order.
Green/Yellow subunits are restricted on orders. Example: Tank with track damage cannot Rush, Tank with gun damage cannot target.
Green/Red subunits cannot follow movement orders. Example: Troops mounted in structures or transport cannot move until dismounted, Tanks immobile cannot move.
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sun Aug 29, 2010 12:35 am
by Tophat1815
Is that actually the company HT out front? That is a gutsy move,where are you going to unload?
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sun Aug 29, 2010 2:59 am
by rickier65
ORIGINAL: Tophat1812
Is that actually the company HT out front? That is a gutsy move,where are you going to unload?
good question - I think I'd dismount where they are and advance on foot while the rest of the platoon caught up.
thanks
Rick
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sun Aug 29, 2010 3:33 pm
by z1812
Hi Rick and Eric,
The screen shot shows a secondary road to your left. I would recon that road and be ready to exploit it, if possible, thereby flanking the village.
Regards John
RE: Semi-Interactive AAR: Return Road to Kharkov
Posted: Sun Aug 29, 2010 3:39 pm
by british exil
The screen shot shows a secondary road to your left. I would recon that road and be ready to exploit it, if possible, thereby flanking the village.
The secondary road to the left is a steam. Bordering the stream is quite a bit of mud which would slow the advance.
Mat