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AAR of the RBG

Posted: Sat Apr 05, 2008 6:57 am
by Stridor
Ok, I had a little bit of time to spare so I thought I would do an AAR of a random battle as previously requested.

What I felt like playing was as Russia, early in the war. I wanted to play on defence and perhaps encircled cut-off from support (as was historical).

So I fired up the RBG (see below). I set German to AI, Russia to Human. I also set the Russian setup to be "Kessel Cutoff", this meant that I would be naturally surrounded and have no off-board support (Germany gets the "Envelop" setup). Ok next I set German to have 500 points and me 350. This should make for an easy game, which I don't expect to lose! I probably should have set Germany to have a greater advantage (3:1) for a more historical, not to mention fairer battle for the AI.

Next I set German reinforcements, experience and platoon strengths to random. Because I want this to be a defence which gets rewarded for holding out, I set Russia to get a time bonus. I also thought it would be good if Russia could have had at least some time to lay at least a patchy minefield, so I selected that option as well. I also set Russian platoon strength to be "Under" strength.

Ok next is the force presets and mixes. I choose defaults for both sides (this means all potential equipment can be used, but also generic names will be used as well [:(]). I also twiddled the points % mixes until I found something I liked and seemed reasonable.

Lastly I choose a largish village map (template). Tthe plan is to defend the village from German attack. Set the date to be random (but fix the year to 1941 and season to summer).

Press build and off we go!

I should also note at this stage that if you wanted a totally random game you can randomize the whole lot (everything) for a total surprise. However as I have done here, you can also randomise selected variables of your choosing if you want to fight a particular type of battle, with just some little surprises.


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 7:04 am
by Stridor
I see that the date of the battle is July 17 1941.

The random battle generator also spits out a briefing for the upcoming battle. Shown is the last little bit of it. These briefings vary depending on many factors. In this case because we are on defence and have been watching the enemy for some time, we get a little Intel.

It also appears that HQ has made it clear we have only one objective to defend. This is probably a little unusual in that normally you get several objectives to defend or secure, but it is not un-heard off. It will probably be a slight benefit to me as well as I won't need to split my forces to defend multiple objectives.

Select play as Russia and a Normal game and off we go.

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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 7:31 am
by Stridor
Next up is equipment selection.

Although the RBG will fill out your roster at default strengths to max out your points, you do have the option of saving points by not choosing some platoons and then using those saved points to bolster other more "favoured" platoons [;)].

Ok so I got a lot of infantry which was to be expected. Several 45mm ATGs which is nice. Expectantly I look at my armoured vehicles, however all I get is a BA3 (shown) and a handful of T26s model 33 and 39 variants. What about one of those new fang-dangled T34s! Actually at this stage I had a look at the equipment distribution file which the RBG produces after each generated battle. This is a text file which lists out the probability of particular equipment appearing for the last generated battle. Designed for debug purposes only, it will be left in the final build for advanced users (modders). When I took a peak at the T34/76 mod 1940 probabilities, my chance of getting a platoon was only 4.2%. Sigh!

So nothing I really want to change. I scoop up all the offered units and go to battle.

One other point is that the victory objective is a lot closer to the map edge than I would have liked. This will make defending it quite a bit harder.


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 8:07 am
by Stridor
Surveying the field on initial setup I see that my engineers have laid an anti infantry minefield right in front of the "Village House" Objective! That should help (see SS). I also got lucky with a southern anti vehicle minefield, in which three German "222" scout cars may blunder into [;)]

Even during setup it looks to be a three pronged German attack. I can see that the sneaky Germans have already set up at least 2 ATGs north of the village (near the church) *and* with an excellent avenue of fire to boot! Down south I can see two platoons of "222s" one south, the other south east. I can't see any enemy infantry or heavy enemy vehicles yet.

My forces are already pretty well placed but I will make some minor adjustments. Mostly to keyhole my weakling T26s, and move them out of range of the German ATGs. Those PaKs are a bit problematic for me as I don't have any easy way of destroying them without relocating defending assets away from the victory flag. I think I will just hide and ignore them for now. Defend is the order of the day not attack.

My 45mm ATGs are placed pretty well to defend most likely approaches. The neat thing about the RBG and template system is that your initial platoon placements are setup to make tactical sense by default (see the mini map in the screen shot to see why [:)])


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 10:10 am
by Stridor
And the fun begins!

I notice two "251s" (shown) approach from the west. They are very close to the victory flag and because of local undulations in the terrain only one of my 45s can see them, and it would be easy for them to hide between houses and evade these guns. The only other units I have that can face them are scattered rifle infantry in nearby woods and houses. If properly handled these 251s could probably sneak in and grab the flag. What to do? I decide, perhaps foolishly, to rush my T26s which are cowering behind some houses in the middle of the map, into a position where they can bring their limited firepower to bear against the 251s or any other lightly skinned vehicle. They can help support the infantry with their MG should any enemy infantry appear on this side as well. The eastern flank is definitely my weakest. The big risk of rushing the tankettes is that the northern German PaKs may get a shot away before they can find sanctuary behind the trees.

Down south the "222s" are advancing. I have a clear LOS with my ATGs which are hidden in a tree line in the centre avenue, but as I have yet to see any enemy armour, I am reluctant to open up with my 45s and give away their position as they are really the only defence I have against any German tanks. I decide to risk it and give the order to fire.


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 10:18 am
by Stridor
My BA-3 stationed somewhat precariously alone and in an orchard can definitely see something moving down there ...

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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 10:22 am
by Stridor
Ahhh too late, this commander should have drunk more carrot juice instead of vodka. That large cal fire came from the south western part of the map, just beyond the orchard. Either it is another German PaK, which I am not worried about as it wouldn't pose a threat to the vic flag, or, and this I am worried about, it is a German Pz III or similar.

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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 10:27 am
by Stridor
Damn those German gunners (northern PaKs) are good. Only three of the ducklings (T26) made it to safety! This is not off to a good start. Thankfully my 45s are giving a good account of themselves as several "222s" are now history. However I have still yet to see the heavies, I think they are sou-west, but I have no idea if I am right, or how many there are.

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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 10:37 am
by Stridor
A view from the battlefield looking to the north-east. The scout car menace has been virtually eliminated, but for the cost of 3 of my ATGs. The German victory meter is rising faster than my own. Was the trade worth it? If this were chess I would be one or two pawns down at this stage I think.

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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 10:45 am
by Stridor
Those pesky northern PaKs (shown) are still a thorn in my side. I thought my T26s would be safe once they crossed over the ridge line, but somehow those 45s are still drawing a bead on them and plinking away (I do however note they are widely off the mark, so it must be a poor chance to hit). Another interesting problem is that waves of German infantry are now attacking from the west, only about 250 meters from the victory flag. Hopefully the strategically placed minefield will slow them down. I don't know, there does seem to be an awful lot of them. Certainly the few rifle squads I have probably won't be able to hold them. At the moment the T26s can help fend them off, but not if they get taken out by the PaKs!

What to do? So far the eastern flank has been pretty quiet. Might be time to bring some of my force over to support the war in the west.


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 10:53 am
by Stridor
Ok that's it those PaKs *have* to go. It was a mistake to have ignored them in the first place. I have no mortars, no off board arty support. No HE shells I can send their way, no hidden snipers ...

Well I guess I am just going to have to use a good old human wave attack ...

The plan is to rush the church (shown, the ATGs are just to the north) and then either shoot from inside or rush around to take those PaKs out. I expect that the gunners will switch targets to the oncoming infantry instead of my tanks, as they pose a greater threat. I don't expect all of them will make it [&:], but at least they will take the heat off the 26s which are providing infantry support for the guys near the vic flag facing the onslaught of the Hun.


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 11:06 am
by Stridor
Charge!

I sent 6 boys out, but only 4 came home [:(]

The first PaK crew chickened and abandoned their gun when they saw the human wave approach. The second guys where tougher and tried to duke it out, but they never stood a chance.

My western boys with the help of the T26s have fought the German infantry to a standstill. Although new German infantry have appeared on the eastern flank, they have a long way to travel to get to the vic flag, and many valiant Russian rifle squads are lying in wait, I don't think they will be a problem. The feared German tank threat has yet to materialise, my remaining ATGs are doing HE duty on German infantry squads without retaliation ... things are looking up.


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 11:17 am
by Stridor
And it all changes in one turn.

The tank threat finally reveals itself to be a platoon of 38t Es. At least 5 that I can count and they are moving through the orchard!!! Why did the AI wait so long to deploy them? In order to find or thin out the ATG positions first? Were they reinforcements which just got deployed? Who knows? What I do know is that I am down to only a few 45s now, and only one is in a good position to fire on these bad boys. They are dangerously close to the vic flag, and the remaining T26s would be a joke against them. Oh no!

My (perhaps last) bulwark against the Fritzs.


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 11:27 am
by Stridor
It was always going to end badly though. Despite capping two of the 38s, the remainder zeroed in and melted the valiant ATG gun and crew with their HE wrath (shown, note smoke from dead 38s on horizon in orchard). Now things are getting interesting. I have no answer left to the 38 menace. I will have to order rifle squads to move up (and probably be cut down in the process) to take position and hopefully close assault those tanks now. But that really is a last throw of the dice.

Thankfully I am still racking up German infantry kills with my well placed rifle squads. Perhaps I can still wiggle a victory out of this yet (my victory meter is still climbing). I am glad now I didn't give the AI more points, I think it would have rolled me quiet easily otherwise.


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 11:29 am
by Stridor
Damn Stukas take out my second last T26! The enemy vic meter is rising, all they will need is that flag and I am finished!

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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 11:37 am
by Stridor
Now here is something interesting. The AI has decided to throw smoke grenades and advance (under smoke) toward the vic flag from the west. This is a good move as they were really getting bogged down otherwise. Koios do some impressive AIs in all their games. Sure the AI is not as good as a seasoned human player, but it often does little things like this which really surprises you (in a good way).

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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 11:48 am
by Stridor
Insult, meet injury [:D]

Argh! Nebelwerfer attack and right on top of the tree line which my last 2 ATGs were hiding in. Expertly delivered for maximum effect, I lost a lot of men and an ATG to that attack. Those last ATGs were vital, not because they can challenge the 38s (which are still advancing toward the flag, slowly and cautiously), but because they were racking up infantry kills which I will need if I am going to win this on a "points" victory.

I wondered why these Nebelwerfers came in so late, and it was because they were set to be reinforcements at turn 10! (I peaked at the generated scenario xml after the game was over). Remember I set the RBG to randomly decide on reinforcements. Lucky for me that was the case as well; as if they had appeared earlier I would have been in big trouble [;)]


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 12:02 pm
by Stridor
And then it was over.

I managed to get enough points to tip my vic meter over the edge (just). Although I won this game by the letter of the law, I don't feel I won it by the spirit of the law (but hey, sometimes you get lucky, i'll take it [:)]). The butcher's bill was high on both sides. In another 2-3 turns the advancing 38s would have reached the vic flag, and I doubt a human wave close assault attack would have stopped them. Their approach was slow and methodical (presumably checking for other ATGs of which there were none left). The German infantry was still advancing under smoke from both the west and the south east.

I thought the AI played a reasonably competent game for being on the offense. It delayed moving its main tank force until it was sure it was safe, used well plotted arty strikes when it could, and advanced under the cover of smoke.

Note: This was the very first random battle I picked. I did not cherry pick it for this AAR. I find that most of the battles that get generated are of pretty high quality playability wise.

Thanks for reading this guys. I hope you all have fun with PCK when it comes out.


Stridor


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RE: AAR of the RBG

Posted: Sat Apr 05, 2008 12:03 pm
by Erik Rutins
Congratulations, Stridor and thanks for the report. [8D]

RE: AAR of the RBG

Posted: Sat Apr 05, 2008 12:06 pm
by jamespcrowley
Thanks Stridor for taking the time to do this AAR.
 
I think it will be an excellent showcase for PCK. The graphics are head and shoulders above PCoWS and I particularly like the 'dead' vehicles, mighty impressive.
 
Not too sure about the minefields - a bit 'in your face' for my taste but I'm not really sure what else could be done to replace all those floaty coins.
 
Is it possible, when generating a random battle, not to see what the oposition has, so as to really have maximum fog-of-war?
 
Despite your losses, the Soviets seem to be near winning at this point; is this because of the defenders bonus?