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AAR - Save the rail-line

Posted: Sun Jun 22, 2008 10:38 pm
by Redleg
I have always avoided doing an AAR like the plague but decided to give it a whirl.

This AAR will involve myself playing my favored Soviets against a far superior force of Germans. Winter 1942 on the Winter Storm map L6 which has been altered.

In this scenario, I used Scene Edit to make significant alterations to the map which you can easily detect. Many buildings added along this Heavy Wooded areas. From time to time, I will point out changes to the map.

This scenario was created first using the Random Battle Generator (RBG) with a very small number of troops. Then the battle was taken to the Scenario editor when the "real" OOBs were set. The Soviets are "pure infantry". There are not nearly enough to occupy the entire town so I have deployed around the victory areas that the German will certainly try to take in order to control the railway lines. Anyway, after the scenario editing was done using Winter Storm L6, switched the map to my altered version which can be seen below.

Troops are all set to either "Defend - Good Shot" or "Defend - Close Assault". Notice that I have created some custom units. You will soon see Soviet Pioneers and Soviet SMG troops armed with RPGs. These are the "bad boys" who will await the invaders.

I will attempt to post every turn if the AI moves forward enough so there is some action to report on.

As you may infer, the main purpose of this AAR is to illustrate how one can use many of the custom features of PCK to create a map, OOB and battle to personal preferences.

Here we go. The German Operation Valhalla is underway.

Deployment:


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RE: AAR - Save the rail-line

Posted: Sun Jun 22, 2008 10:43 pm
by Redleg
Here they come - Get ready. My Medium MG sentry position while told to hold fire takes a practice aim on the oncoming Hitlerite invaders......

On to turn 2.



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RE: AAR - Save the rail-line

Posted: Sun Jun 22, 2008 11:59 pm
by Redleg
The enemy is drawing near. Pz38t with infantry. Halftracks and armored cars along with more infantry appearing.

My ATR waits for a "good" shot in accorance with his instructions. Good trooper! If we live, I will give him a draw on my bottle of vodka.

It will be interesting to see if the AI chooses to use its substantial artillery assets against my infantry in buildings. In the past, I have noticed that reluctance to bombard buildings.

The Infantry Gun platoon anxiously awaits the arrival of the Pz38s. Some flank shots at short range will punish them severely.

As the turn ends, a few shots are fired. Evidently some squads have achieved the desired "good" shots. Wonderful fire control discipline from my veteran troopers.



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RE: AAR - Save the rail-line

Posted: Mon Jun 23, 2008 12:33 am
by Redleg
Turn 3: Violent. My Infantry gun platoon on the left flank zeros in on the Pz38t but apparently the tanks were moving fast enough that the shot opportunity passed before the lanyard could be pulled.

An AT Rifle pops off a round and dies. No Vodka for him.

An armored car is brewed up and my medium MG section dies a rapid death before doing any real harm to the target. Still we did take out an armored car and the Pz38t's are marching to Valhalla.



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RE: AAR - Save the rail-line

Posted: Mon Jun 23, 2008 12:38 am
by Redleg
The End of Turn 3:

It seems to be a solid start for the Red Army troopers but losing an ATR and MMG so soon is a bit of a disappointment. I was hoping to catch a couple of vehicles in a cross-fire with the rather quick-firing AT Rifles.

The Infantry gun commander finally got the "good" shot he was waiting for and kills an armored car.

The Pz38t commander is a wily opponent and seems reluctant to move into my line of fire. But sooner or later, he must do so since there is not enough infantry with his platoon to do otherwise. I think he will move closer...... and die.



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RE: AAR - Save the rail-line

Posted: Mon Jun 23, 2008 1:39 pm
by Redleg
Turn 4. At last the Pz38t platoon moves forward providing targets for the infantry guns in the woods on left flank.

Casualties mount for sides as the enemy attacks my AT Rifles and Pz38t takes damage.

Interesting that so far, the AI has NOT used its substantial artillery although it cannot see most of my units since they are in Defend-Assault (not moving or firing) position.

Meanwhile, the AI relentlessly presses forward. I may regret having positioned my troops in the interior of the town rather than engaging the enemy sooner. But I am hoping that doing so will reduce my losses early and provide close assault opportunities when the German armor moves toward the victory flags. It will be interesting to see how it plays out.

So far, I would give the AI high marks for its early probes of my position. However, the valuable armor assets stuck on the left side will most likely result in the destruction of that platoon. We'll see........





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RE: AAR - Save the rail-line

Posted: Tue Jun 24, 2008 3:49 am
by rickier65
Redleg, thanks for the AAR!
 
Rick
 

RE: AAR - Save the rail-line

Posted: Tue Jun 24, 2008 1:20 pm
by Redleg
Rick: You're welcome!

Turn 5. The fighting intensifies as the Panzers on the left move forward. Until now, the Panzers were valuable to the AI as a threat. Once they are destroyed, perhaps I will be able to direct some resources to the center.

The German is applying pressure in the manner of a vise rather than of a hammer. Still no use of German artillery. I thought the Infantry guns would be targeted by now.

Playing defense versus the AI seems to be a good way to assess the AI's performance and tactics.

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RE: AAR - Save the rail-line

Posted: Tue Jun 24, 2008 1:25 pm
by Redleg
Turn 6:

The fighting continues. Well positioned infantry in these dense buildings are very tough for the AI to approach. The fighting goes on. So far, my losses are quite low and the enemy is losing more valuable assets than I.

Both forces are Veteran. If I were to begin anew, I would likely mix in some elite troops amonst the German attacker.

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RE: AAR - Save the rail-line

Posted: Tue Jun 24, 2008 10:11 pm
by Redleg
Turn 7. German losses accumulate. The loss of the Pz38t platoon and its support infantry will hurt the enemy advance. Soviet losses are accruing but so far, the German side is paying the price for advancing.

The AI gives high priority to MG, ATR, and perhaps Inf Guns. Then again, those are my units which are engaged. Most others remain unseen except for the German infantry on the right flank which is drawing small arms and light mortar fires.



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RE: AAR - Save the rail-line

Posted: Tue Jun 24, 2008 10:16 pm
by Redleg
Turn 7 Reaction phase.

The German advance in the center is posing a real threat now.

The AI insists on moving 5cm mortars, infantry guns, and MGs across open areas in the face of prepared fires. Much better for the AI to stay put and provide supporting fires.

Still not AI controlled artillery yet.

On to turn 8. I will attempt to post at least two turns per day so long as there are combats to record.



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RE: AAR - Save the rail-line

Posted: Wed Jun 25, 2008 6:58 pm
by Redleg
Turn 8 finds the German invaders drawing ever closer. A H/T has suffered damage and I hope my SMG squad can survive the fires to destroy it. I considered launching another SMG to assist but didn't want to expose it to that much fires.

The Close Assault phase has begun and the PzIIIG section is here...... now. I must control them or lose the battle. Fighting elsewhere pales in comparrison to the importance of clearing the armor. I have confidence that my SGM and Pioneers can deal with the German regulars if I stay put and make them move to get to my troopers.

The AI wisely occupies some empty buildings. These troops will be well-protected and may be able to provide a base of fires to support the other Germans just approaching the town. Bad news for my boys. They'll earn thier Vodka ration if they survive this day.

This type of battle is not "exciting" - more like a chess match that requires planning, patience and careful maneuver. Good fun for those of us who like to play infantry fights and especially those who like to play the Red Army.

I believe that the AI should have the larger, more skilled force - and that is the German one.

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RE: AAR - Save the rail-line

Posted: Wed Jun 25, 2008 7:00 pm
by Redleg
Another screenie of the same turn. A fun-to-pay turn.

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RE: AAR - Save the rail-line

Posted: Wed Jun 25, 2008 7:17 pm
by Redleg
Fritz opens up with an artillery barrage of 105s. Friendly fire incident. If the AI decides to unload with its mortars it could be a long afternoon for Ivan.

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RE: AAR - Save the rail-line

Posted: Wed Jun 25, 2008 7:36 pm
by Redleg
Turn 10. The fighting intensifies. I think my Reds are getting the best of it but my losses are accumulating.



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RE: AAR - Save the rail-line

Posted: Thu Jun 26, 2008 2:26 pm
by Redleg
Turn 11. Very powerful German bombardment follows the successful assault on the German H/T invading the village. Manuevering the infantry squads so they can assault was very entertaining.

PzIIB takes damage on my right flank. Mostl likely from an AT rifle or 50mm mortar. Not sure.

The German attack is losing its momentum. The gradual loss of supporting infantry has left the armor vulnerable to attack from AT Rifles, Infantry Guns, light mortars, and infantry. The late arriving bombardments have hurt my Reds but in so doing, the friendly fire casualties hurt the AI as well.

Note that a squad of Germans parked on the flag. I have noticed a marked tendancy of the AI to do this. IMO, they move too close and sacrifice valuable units this way. In another battle, I destroyed 6 AFVs one at a time as the AI insisted on moving to the flag. If the AI controlled units did not move so close, they could still control the flag but it would be much more difficult to kill them.



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RE: AAR - Save the rail-line

Posted: Fri Jun 27, 2008 1:44 am
by Stridor
Thanks for the AAR Redleg, it is good to see at least someone is having fun.

RE: AAR - Save the rail-line

Posted: Fri Jun 27, 2008 2:21 am
by Redleg
Yes, this is fun. I figure that playing the Soviet side and watching how the AI handles its troops is worthwhile.

RE: AAR - Save the rail-line

Posted: Fri Jun 27, 2008 1:39 pm
by Redleg
The German advance to the railyard has failed. The lone PzIIb is the only armor I can see at the moment. I will assume he will park near the flag. So the plan is to engage him with 50mm mortar fire and prepare to assault with 2 squads of regular infantry.

I have a MMG that should be able to engage the PzIIb. It won't hurt but if I engage with both light mortars and MG, it will likely distract the panzer from its business because it is sure to recognize those support weapons as high priority targets.... that's the plan, anyway.

Welcome to the Eastern Front, Fritz.

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RE: AAR - Save the rail-line

Posted: Fri Jun 27, 2008 2:05 pm
by Redleg
This screenshot depicts the trap being sprung against the lone PzIIb.

Another lone PzIIIg is in the village. The AI amazes me with its ability to avoid my LOS.
I'll be manuevering some inf guns and mortars hoping to get some damage and prepare to assault this panzer.



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