Page 5 of 14

RE: 3rd Red Banner Slam Interactive DAR

Posted: Tue Jun 18, 2013 6:33 pm
by Mad Russian
We currently have 5 recon platoons on the map, 1 Helo recon platoon, a tank battalion and a tracked infantry battalion. The combat battalions have supporting arms.

What do we want to do with our forces at this point?

I would think the original orders for the 3 Recon Plt and the Helo Plt would still hold good. What about the Tank Bn and MRR Bn recon Plt's as well as the first task force?

It appears that the valley 1/4/7/10 is clear of enemy units.

We are clearing the obstacle at location 7 and it will be clear within a few minutes.

The only enemy contact we've had was south of location 5. The enemy unit then crossed the river at location 5 and we have no contact with them at this time.

Good Hunting.

MR


Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Tue Jun 18, 2013 6:44 pm
by Mad Russian
The time track and visibility information.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Tue Jun 18, 2013 9:30 pm
by jack54
ok I wasn't expecting this much stuff. mmmm Recon 4 can continue N and grab the #10 victory points then swing west till location 11 Helo says nobody there...YET!

I'm really tempted to swing a southern OH toward location 5 after watching the VP locations fall.

1 and 2 1/248 to follow recons 1 and 2 on north road. possibly 3 1/248 also but them roads are gonna get crowded. If it seems too crowded maybe hold 3 for a mobile reserve.

4 1/248 to follow recon 3 on south road.... I say tanks south lots of 'em. they know we are there let's scare them a little; maybe keep a platoon or 2 to join mobile reserve.

I have no idea what to do with art and mor.

MR if possible let's wait for *budd* to see this just in case there are other ideas

PS- thanks for doing this... VERY INTERESTING!


RE: 3rd Red Banner Slam Interactive DAR

Posted: Tue Jun 18, 2013 10:11 pm
by Mad Russian
One of the things that people don't have much of an idea of is the emphasis that the Soviets put on recon. With this being a Division lead element the Division Recon element would lead. But each Regiment also has recon, as you are seeing, and they too do recon.

As you will see, this creates a very different situation from a Western - NATO style combat unit.

The Soviets have changed some things since WWII. One of the things they have not changed is to destroy their enemy with brute force. That force is applied after they identify you with their recon forces. Soviet recon elements have been classified as the best in the world since mid-1943. That trend continues today.

I'm good with waiting on **budd** or anyone else that wants to join in to the discussion. [8D]

I guess by now, from the looks of the Soviet force, you have figured out that I put together a real battle. Not a skirmish. We came to see how the game works. When we are finished you'll have seen it in all it's glory! [&o]

Good Hunting.

MR

RE: 3rd Red Banner Slam Interactive DAR

Posted: Tue Jun 18, 2013 11:59 pm
by budd
I don't even own a modern game[:'(]....i'm a WW2 nut. Must say though i like the attention to detail displayed so far. Any thoughts on releasing the manual early if possible[when its done of course].

Back to the fray

defiantly have 4 take the VP @ 10 and continue to the river.
I like the idea of swinging the southern OH towards 5 and bring the northern OH south toward 8.
Continue 1&2 recon towards 8 at all possible speed, that VP turned blue also.
Keep pushing recon 3 towards 5 and start pushing recon 5 towards 5 to back up recon 3.
Look like one bridge at 5 is blown, wonder if the other bridge will get blown, i'd guess they would be waiting on the other side for us if they blow it.

I advocate keeping TF1 together right now and start them towards 7. I really want to get control of that road net at 8.

How long until more follow on forces hit the map?




RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 12:55 am
by Mad Russian
Hang with us. WWII is on the list of expansions to do. [:D]

Good Hunting.

MR

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 10:03 am
by Mad Russian
We can tell when we will get reinforcements.

There is a tab on the interface that allows us to check when and where they arrive. It also lets you know when units will be withdrawn if that happens. It is possible to have a unit arrive as a reinforcement and then be withdrawn later in the same game. That routinely happens with close support aircraft.

For the most part we have units following their recon elements behind them on the same road. The recon elements show up before the combat elements of the Task Forces/ Battle Groups.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 10:14 am
by Mad Russian
Because of your desire to get to location 8 with all speed and the least possible interference I have ordered our 2S1 to fire smoke in the location marked in the picture.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 10:16 am
by Mad Russian
Here is the 2S1 unit.

Good Hunting.

MR



Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 10:23 am
by Mad Russian
This time we will get 26 minutes of turn execution. Our time cycle is shortening because we have more good order HQ's under our control.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 10:54 am
by Mad Russian
Here is the northern access road with it's traffic. Everyone has movement orders to move west except the 4th Recon Plt.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 10:55 am
by Mad Russian
Our orders for smoke cover are quickly completed.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 10:57 am
by Mad Russian
More reinforcements arrive but at the same time the engineer obstacle is still holding up our advance. More units are getting held in place by it. I want that commander to report to me immediately once that obstacle is cleared.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 10:59 am
by Mad Russian
Our Fire Direction Center has detected an enemy HQ and has given orders to fire at it. This can be set to be done automatically, which for this scenario we did, or you can do this manually if you choose.

If you have the FDC on auto it will detect and fire at the target without your doing anything but acknowledging the target.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 11:01 am
by Mad Russian
Reinforcements now arrive on the southern access road.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 11:03 am
by Mad Russian
This is what our area of operations now looks like. To some extent the congestion is because the engineer obstacle has still not been cleared and it is also do to my not spacing the reinforcements far enough apart. Which happened because I didn't playtest the scenario.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 11:05 am
by Mad Russian
Looking at the OOB chart you can tell who is in command range easily. If their unit ID is in black they are in command range. If it is in red they are out of command range.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 11:06 am
by Mad Russian
The Fire Direction Center has identified another enemy HQ.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 11:07 am
by Mad Russian
Here are our final positions at the end of turn 4.

Good Hunting.

MR

Image

RE: 3rd Red Banner Slam Interactive DAR

Posted: Wed Jun 19, 2013 11:13 am
by Mad Russian
Just how important are engineer obstacles?

This should explain it.

Good Hunting.

MR

Image