Group Tigers on the Hunt (Test Campaign)- Official Information and AAR Thread
Moderators: Paullus, Peter Fisla
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
Group Tigers on the Hunt (Test Campaign)- Official Information and AAR Thread
Here I will post the Group Tigers on the Hunt related campaign stuff for each commander in the game. I will also ask that those same commanders use this thread to post their comments, questions and finally their AAR's (once the mission is completed).
More to follow shortly . . . .
More to follow shortly . . . .
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Group Tigers on the Hunt - Official Information and AAR Thread
I need Paullus, UP844 and okiefire_ssl to please send me a PM when you are ready to play the 1st Mission. I will send a PM back with your scenario files attached.
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Group Tigers on the Hunt - Official Information and AAR Thread
For reference purposes I will be posting each commander's mission (scenario) text file.
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
GERMAN COMMANDER: 1 Coy/2 BN/233 RGT/102 ID
TO THE GERMAN COMMANDER: 1 Coy/2 BN/233 RGT/102 ID
MISSION: Cautious Advance
DATE: Day, June 22, 1941
BRIEFING: Your orders are to advance forward across the German-Russian frontier and penetrate the enemy
defensive lines. Area reconnaissance has identified that the enemy is defending in depth in your sector. While
the strength of the enemy is not known, their positions do not appear to be heavily fortified. Specific objectives
have been assigned to your unit which must be captured and held and are marked on your map.
CORE FORCE: The following is your core force;
1x LEADER: Lieutenant B*
1x LEADER: Sergeant C*
1x LEADER: Sergeant C
12x SQUAD: 1st Line
2x HALF-SQUAD: 1st Line
2x CREW
2x SW: LIGHT MG
2x SW: AT RIFLE
2x SW: LIGHT MTR
VICTORY POINTS: Victory Points will be awared as follows;
* - Each side gains VP for control of VPO (as indicated on the map).
* - The ENEMY gains VP for casualties inflicted on your force.
* - You gain VP for each ENEMY AFV/Gun destroyed (Gun VP are awarded when the CREW is eliminated).
DIRECTLY ATTACHED: Battalion has attached the following units to your command for this Mission;
2x CREW w/MMG (from the BN MG Company)
1x LEADER: Sergeant C w/Radio (BN 81mm MTR) as you have Priority of Fire
REINFORCEMENTS: Shorty after you cross the frontier, the following units will arrive from a nearby unit. They
will fall under your command upon their arrival.
5x SQUAD: 1st Line
1x SW: LIGHT MG
1x LEADER: Sergeant C*
1x LEADER: Sergeant D*
MISSION END: At the end of Game Turn 10, and at the end of each Game Turn thereafter, TotH will perform a 'dr'.
If the 'dr' is <=2, the Mission ends immediately. If the 'dr' trigger is not met, the game will end at the conclusion
of Game Turn 16.
HOW TO BEGIN:
1. - Launch TotH, locate and select your Mission Scenario file, Select New Game.
2. - Set the following in the Scenario Configuration Dialog screen;
> SIDE A: COMPUTER PLAYER
> SIDE B: HUMAN PLAYER
> DIFFICULTY: NORMAL
> Fog of War: ENABLED
> Path Quality: HIGH
> Check the 'Russian Radioless AFV Rule in Effect' box if available
> Click OK
3. - BEFORE deploying any units please review in detail each of the following under the Menu tab;
> Scenario Attributes (be sure to check the 'Visibility' setting)
> Scenario Victory
> Scenario Description
4. - Play the Mission to completion.
5. - On the End Game screen, save the game file and attach it to the "Group Tigers on the Hunt - Official Information
and AAR Thread " thread on the Matrix forums. Post an AAR in that same thread when you add the attachment.
The detail level of the AAR is up to you.
Any questions PLEASE feel free to hit me up on the Matrix forums.
MISSION: Cautious Advance
DATE: Day, June 22, 1941
BRIEFING: Your orders are to advance forward across the German-Russian frontier and penetrate the enemy
defensive lines. Area reconnaissance has identified that the enemy is defending in depth in your sector. While
the strength of the enemy is not known, their positions do not appear to be heavily fortified. Specific objectives
have been assigned to your unit which must be captured and held and are marked on your map.
CORE FORCE: The following is your core force;
1x LEADER: Lieutenant B*
1x LEADER: Sergeant C*
1x LEADER: Sergeant C
12x SQUAD: 1st Line
2x HALF-SQUAD: 1st Line
2x CREW
2x SW: LIGHT MG
2x SW: AT RIFLE
2x SW: LIGHT MTR
VICTORY POINTS: Victory Points will be awared as follows;
* - Each side gains VP for control of VPO (as indicated on the map).
* - The ENEMY gains VP for casualties inflicted on your force.
* - You gain VP for each ENEMY AFV/Gun destroyed (Gun VP are awarded when the CREW is eliminated).
DIRECTLY ATTACHED: Battalion has attached the following units to your command for this Mission;
2x CREW w/MMG (from the BN MG Company)
1x LEADER: Sergeant C w/Radio (BN 81mm MTR) as you have Priority of Fire
REINFORCEMENTS: Shorty after you cross the frontier, the following units will arrive from a nearby unit. They
will fall under your command upon their arrival.
5x SQUAD: 1st Line
1x SW: LIGHT MG
1x LEADER: Sergeant C*
1x LEADER: Sergeant D*
MISSION END: At the end of Game Turn 10, and at the end of each Game Turn thereafter, TotH will perform a 'dr'.
If the 'dr' is <=2, the Mission ends immediately. If the 'dr' trigger is not met, the game will end at the conclusion
of Game Turn 16.
HOW TO BEGIN:
1. - Launch TotH, locate and select your Mission Scenario file, Select New Game.
2. - Set the following in the Scenario Configuration Dialog screen;
> SIDE A: COMPUTER PLAYER
> SIDE B: HUMAN PLAYER
> DIFFICULTY: NORMAL
> Fog of War: ENABLED
> Path Quality: HIGH
> Check the 'Russian Radioless AFV Rule in Effect' box if available
> Click OK
3. - BEFORE deploying any units please review in detail each of the following under the Menu tab;
> Scenario Attributes (be sure to check the 'Visibility' setting)
> Scenario Victory
> Scenario Description
4. - Play the Mission to completion.
5. - On the End Game screen, save the game file and attach it to the "Group Tigers on the Hunt - Official Information
and AAR Thread " thread on the Matrix forums. Post an AAR in that same thread when you add the attachment.
The detail level of the AAR is up to you.
Any questions PLEASE feel free to hit me up on the Matrix forums.
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
GERMAN COMMANDER: 2 Coy/2 BN/233 RGT/102 ID
TO THE GERMAN COMMANDER: 2 Coy/2 BN/233 RGT/102 ID
MISSION: Cautious Advance
DATE: Day, June 22, 1941
BRIEFING: Your orders are to advance forward across the German-Russian frontier and penetrate the enemy
defensive lines. Area reconnaissance has identified that the enemy is defending in depth in your sector. While
the strength of the enemy is not known, their positions do not appear to be heavily fortified. Specific objectives
have been assigned to your unit which must be captured and held and are marked on your map. Please be
advised that a local informer has indicated that the unit you are facing is trained in infiltrating rear areas. This
same informatuon has indicated that at least 1 Russian tank was seen broken down and unable to move near
the northeastern most objective area.
CORE FORCE: The following is your core force;
1x LEADER: Lieutenant B**
1x LEADER: Lieutenant B*
1x LEADER: Sergeant C
12x SQUAD: 1st Line
2x HALF-SQUAD: 1st Line
2x CREW
2x SW: LIGHT MG
2x SW: AT RIFLE
2x SW: LIGHT MTR
VICTORY POINTS: Victory Points will be awared as follows;
* - Each side gains VP for control of VPO (as indicated on the map).
* - The ENEMY gains VP for casualties inflicted on your force.
* - You gain VP for each ENEMY AFV/Gun destroyed (Gun VP are awarded when the CREW is eliminated).
DIRECTLY ATTACHED: Battalion has attached the following units to your command for this Mission;
2x CREW w/MMG (from the BN MG Company)
REINFORCEMENTS: Shorty after you cross the frontier, the following units will arrive from a nearby unit. They
will arrive along the northern or southern flank (their commander was confused about their actual location
when he briefed us). These men will fall under your command upon their arrival.
7x SQUAD: 1st Line
1x SW: LIGHT MG
1x SW: AT RIFLE
1x LEADER: Sergeant C*
1x LEADER: Sergeant D*
Later in the day, the following support units are expected to arrive to your rear.
2x CREW w/81mm MTR
1x LEADER: Sergeant C w/Radio
MISSION END: At the end of Game Turn 10, and at the end of each Game Turn thereafter, TotH will perform a 'dr'.
If the 'dr' is <=2, the Mission ends immediately. If the 'dr' trigger is not met, the game will end at the conclusion
of Game Turn 16.
HOW TO BEGIN:
1. - Launch TotH, locate and select your Mission Scenario file, Select New Game.
2. - Set the following in the Scenario Configuration Dialog screen;
> SIDE A: COMPUTER PLAYER
> SIDE B: HUMAN PLAYER
> DIFFICULTY: NORMAL
> Fog of War: ENABLED
> Path Quality: HIGH
> Check the 'Russian Radioless AFV Rule in Effect' box if available
> Click OK
3. - BEFORE deploying any units please review in detail each of the following under the Menu tab;
> Scenario Attributes (be sure to check the 'Visibility' setting)
> Scenario Victory
> Scenario Description
4. - Play the Mission to completion.
5. - On the End Game screen, save the game file and attach it to the "Group Tigers on the Hunt - Official Information
and AAR Thread " thread on the Matrix forums. Post an AAR in that same thread when you add the attachment.
The detail level of the AAR is up to you.
Any questions PLEASE feel free to hit me up on the Matrix forums.
MISSION: Cautious Advance
DATE: Day, June 22, 1941
BRIEFING: Your orders are to advance forward across the German-Russian frontier and penetrate the enemy
defensive lines. Area reconnaissance has identified that the enemy is defending in depth in your sector. While
the strength of the enemy is not known, their positions do not appear to be heavily fortified. Specific objectives
have been assigned to your unit which must be captured and held and are marked on your map. Please be
advised that a local informer has indicated that the unit you are facing is trained in infiltrating rear areas. This
same informatuon has indicated that at least 1 Russian tank was seen broken down and unable to move near
the northeastern most objective area.
CORE FORCE: The following is your core force;
1x LEADER: Lieutenant B**
1x LEADER: Lieutenant B*
1x LEADER: Sergeant C
12x SQUAD: 1st Line
2x HALF-SQUAD: 1st Line
2x CREW
2x SW: LIGHT MG
2x SW: AT RIFLE
2x SW: LIGHT MTR
VICTORY POINTS: Victory Points will be awared as follows;
* - Each side gains VP for control of VPO (as indicated on the map).
* - The ENEMY gains VP for casualties inflicted on your force.
* - You gain VP for each ENEMY AFV/Gun destroyed (Gun VP are awarded when the CREW is eliminated).
DIRECTLY ATTACHED: Battalion has attached the following units to your command for this Mission;
2x CREW w/MMG (from the BN MG Company)
REINFORCEMENTS: Shorty after you cross the frontier, the following units will arrive from a nearby unit. They
will arrive along the northern or southern flank (their commander was confused about their actual location
when he briefed us). These men will fall under your command upon their arrival.
7x SQUAD: 1st Line
1x SW: LIGHT MG
1x SW: AT RIFLE
1x LEADER: Sergeant C*
1x LEADER: Sergeant D*
Later in the day, the following support units are expected to arrive to your rear.
2x CREW w/81mm MTR
1x LEADER: Sergeant C w/Radio
MISSION END: At the end of Game Turn 10, and at the end of each Game Turn thereafter, TotH will perform a 'dr'.
If the 'dr' is <=2, the Mission ends immediately. If the 'dr' trigger is not met, the game will end at the conclusion
of Game Turn 16.
HOW TO BEGIN:
1. - Launch TotH, locate and select your Mission Scenario file, Select New Game.
2. - Set the following in the Scenario Configuration Dialog screen;
> SIDE A: COMPUTER PLAYER
> SIDE B: HUMAN PLAYER
> DIFFICULTY: NORMAL
> Fog of War: ENABLED
> Path Quality: HIGH
> Check the 'Russian Radioless AFV Rule in Effect' box if available
> Click OK
3. - BEFORE deploying any units please review in detail each of the following under the Menu tab;
> Scenario Attributes (be sure to check the 'Visibility' setting)
> Scenario Victory
> Scenario Description
4. - Play the Mission to completion.
5. - On the End Game screen, save the game file and attach it to the "Group Tigers on the Hunt - Official Information
and AAR Thread " thread on the Matrix forums. Post an AAR in that same thread when you add the attachment.
The detail level of the AAR is up to you.
Any questions PLEASE feel free to hit me up on the Matrix forums.
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
TO THE GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
MISSION: Cautious Advance
DATE: Day, June 22, 1941
BRIEFING: Your orders are to advance forward across the German-Russian frontier and penetrate the enemy
defensive lines. Area reconnaissance has identified that the enemy is defending in depth in your sector. While
the strength of the enemy is not known, their positions do not appear to be heavily fortified. Specific objectives
have been assigned to your unit which must be captured and held and are marked on your map. Please be
advised that Mist has been reported in this area, making visibility limted to 400 meters (10 hexes).
CORE FORCE: The following is your core force;
1x LEADER: Lieutenant B*
1x LEADER: Sergeant C*
1x LEADER: Sergeant C
12x SQUAD: 1st Line
2x HALF-SQUAD: 1st Line
2x CREW
2x SW: LIGHT MG
2x SW: AT RIFLE
2x SW: LIGHT MTR
VICTORY POINTS: Victory Points will be awared as follows;
* - Each side gains VP for control of VPO (as indicated on the map).
* - The ENEMY gains VP for casualties inflicted on your force.
* - You gain VP for each ENEMY AFV/Gun destroyed (Gun VP are awarded when the CREW is eliminated).
DIRECTLY ATTACHED: Battalion has attached the following units to your command for this Mission;
2x CREW w/MMG (from the BN MG Company)
REINFORCEMENTS: Some time after you cross the frontier, the following force will arrive from a nearby unit. They
will arrive from your rear area and will fall under your command upon their arrival.
1x LEADER: Sergeant C w/Radio (70mm OBA)
MISSION END: At the end of Game Turn 10, and at the end of each Game Turn thereafter, TotH will perform a 'dr'.
If the 'dr' is <=2, the Mission ends immediately. If the 'dr' trigger is not met, the game will end at the conclusion
of Game Turn 16.
HOW TO BEGIN:
1. - Launch TotH, locate and select your Mission Scenario file, Select New Game.
2. - Set the following in the Scenario Configuration Dialog screen;
> SIDE A: COMPUTER PLAYER
> SIDE B: HUMAN PLAYER
> DIFFICULTY: NORMAL
> Fog of War: ENABLED
> Path Quality: HIGH
> Check the 'Russian Radioless AFV Rule in Effect' box if available
> Click OK
3. - BEFORE deploying any units please review in detail each of the following under the Menu tab;
> Scenario Attributes (be sure to check the 'Visibility' setting)
> Scenario Victory
> Scenario Description
4. - Play the Mission to completion.
5. - On the End Game screen, save the game file and attach it to the "Group Tigers on the Hunt - Official Information
and AAR Thread " thread on the Matrix forums. Post an AAR in that same thread when you add the attachment.
The detail level of the AAR is up to you.
Any questions PLEASE feel free to hit me up on the Matrix forums.
MISSION: Cautious Advance
DATE: Day, June 22, 1941
BRIEFING: Your orders are to advance forward across the German-Russian frontier and penetrate the enemy
defensive lines. Area reconnaissance has identified that the enemy is defending in depth in your sector. While
the strength of the enemy is not known, their positions do not appear to be heavily fortified. Specific objectives
have been assigned to your unit which must be captured and held and are marked on your map. Please be
advised that Mist has been reported in this area, making visibility limted to 400 meters (10 hexes).
CORE FORCE: The following is your core force;
1x LEADER: Lieutenant B*
1x LEADER: Sergeant C*
1x LEADER: Sergeant C
12x SQUAD: 1st Line
2x HALF-SQUAD: 1st Line
2x CREW
2x SW: LIGHT MG
2x SW: AT RIFLE
2x SW: LIGHT MTR
VICTORY POINTS: Victory Points will be awared as follows;
* - Each side gains VP for control of VPO (as indicated on the map).
* - The ENEMY gains VP for casualties inflicted on your force.
* - You gain VP for each ENEMY AFV/Gun destroyed (Gun VP are awarded when the CREW is eliminated).
DIRECTLY ATTACHED: Battalion has attached the following units to your command for this Mission;
2x CREW w/MMG (from the BN MG Company)
REINFORCEMENTS: Some time after you cross the frontier, the following force will arrive from a nearby unit. They
will arrive from your rear area and will fall under your command upon their arrival.
1x LEADER: Sergeant C w/Radio (70mm OBA)
MISSION END: At the end of Game Turn 10, and at the end of each Game Turn thereafter, TotH will perform a 'dr'.
If the 'dr' is <=2, the Mission ends immediately. If the 'dr' trigger is not met, the game will end at the conclusion
of Game Turn 16.
HOW TO BEGIN:
1. - Launch TotH, locate and select your Mission Scenario file, Select New Game.
2. - Set the following in the Scenario Configuration Dialog screen;
> SIDE A: COMPUTER PLAYER
> SIDE B: HUMAN PLAYER
> DIFFICULTY: NORMAL
> Fog of War: ENABLED
> Path Quality: HIGH
> Check the 'Russian Radioless AFV Rule in Effect' box if available
> Click OK
3. - BEFORE deploying any units please review in detail each of the following under the Menu tab;
> Scenario Attributes (be sure to check the 'Visibility' setting)
> Scenario Victory
> Scenario Description
4. - Play the Mission to completion.
5. - On the End Game screen, save the game file and attach it to the "Group Tigers on the Hunt - Official Information
and AAR Thread " thread on the Matrix forums. Post an AAR in that same thread when you add the attachment.
The detail level of the AAR is up to you.
Any questions PLEASE feel free to hit me up on the Matrix forums.
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
Ready for Mission #1
I'm ready to go with mission #1.
Which difficulty level should we use? I think this setting has significant impact on gameplay, preventing the player from spreading out his forces along the whole map.
Which difficulty level should we use? I think this setting has significant impact on gameplay, preventing the player from spreading out his forces along the whole map.
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Ready for Mission #1
All the information will be in the scenario text file but for reference, all these will be played in "NORMAL" difficulty.
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Group Tigers on the Hunt - Official Information and AAR Thread
Just a reminder, take your time, save often and no replaying of turns. 

- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
3 Company has a smaller map than the other 2 Companies but they have limited visibility of 400 meters (10 hexes) due to 'Mist' conditions and much tougher terrain to slog through.


- Attachments
-
- 3_Co_map.jpg (319.47 KiB) Viewed 393 times
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
3rd company now moving...
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
I think casualty VP are reversed: I am getting point for all types of killed Russian units, while the Russian is only getting VP for crews.
I have 11 VP (all for casualties) while I should have 2 for the crew; the Russian has 12 VP (10 for VP hexes, 2 for a crew), while he should have 16 (2 VP for 1 squad, 2 VP for 2 HS, 2 VP for 1 crew, plus 10 VP for the objectives)
P.S. A challenging scenario... [:D]. I think the Russians have a bit too many leaders, however (especially for a 1941 Rifle Division).

I have 11 VP (all for casualties) while I should have 2 for the crew; the Russian has 12 VP (10 for VP hexes, 2 for a crew), while he should have 16 (2 VP for 1 squad, 2 VP for 2 HS, 2 VP for 1 crew, plus 10 VP for the objectives)
P.S. A challenging scenario... [:D]. I think the Russians have a bit too many leaders, however (especially for a 1941 Rifle Division).

- Attachments
-
- VP_attribution.jpg (673.93 KiB) Viewed 388 times
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
Crap, I'll have to doublecheck that on all 3 scenario's to make sure I didn't transpose the numbers but for now I can manually calculate the VP if needed.ORIGINAL: UP844
I think casualty VP are reversed: I am getting point for all types of killed Russian units, while the Russian is only getting VP for crews.
I have 11 VP (all for casualties) while I should have 2 for the crew; the Russian has 12 VP (10 for VP hexes, 2 for a crew), while he should have 16 (2 VP for 1 squad, 2 VP for 2 HS, 2 VP for 1 crew, plus 10 VP for the objectives)
Yeah, lots of leaders were rolled in your area when I checked for activation (#3). Lots of concealment terrain with lots of '?' suspect checks.ORIGINAL: UP844
P.S. A challenging scenario... [:D]. I think the Russians have a bit too many leaders, however (especially for a 1941 Rifle Division).
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
3rd Company - Mission #1 - Attack Plan:
Group A: (1 platoon + 1 MMG + 1 HS w/ATR) will probe towards the village; it has all the LMGs, since it will advance on less close terrain than Group C
Group B: (2 x Lt Mortars + 1 MMGs) will provide fire support for Group A and - initially - for Group C
Group C: (2 rifle platoons + 1 HS w/ATR) will perform a flank attack on the village; it has no SW except the ATR since it will move over terrain that will not allow long range fire
Once group C has arrived in position and engaged the enemy, Group A will advance on the opposite side of the village and take the objective there. From there, it will provide support (with Group B), while Group C attacks the middle objective.
Finally, Group A will attack the last objective while Group B makes a flanking move.

Group A: (1 platoon + 1 MMG + 1 HS w/ATR) will probe towards the village; it has all the LMGs, since it will advance on less close terrain than Group C
Group B: (2 x Lt Mortars + 1 MMGs) will provide fire support for Group A and - initially - for Group C
Group C: (2 rifle platoons + 1 HS w/ATR) will perform a flank attack on the village; it has no SW except the ATR since it will move over terrain that will not allow long range fire
Once group C has arrived in position and engaged the enemy, Group A will advance on the opposite side of the village and take the objective there. From there, it will provide support (with Group B), while Group C attacks the middle objective.
Finally, Group A will attack the last objective while Group B makes a flanking move.

- Attachments
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- Mission_1_Plan.jpg (2.04 MiB) Viewed 389 times
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
No plan survives contact with enemy, and my one was no exception [:(].
Turn 1:
Group A spots a couple squads in the village. It looks quite simple: go ahead, suppress them and then close for the kill. So I will stick to the plan.
Group B starts firing the mortars to support of Group A and moves forward its MG: unfortunately, there is a Russian MMG on the other side of the stream and the crew is eliminated.
Group C faces a line of Russian squads with a 45mm ATG and starts deploying its squads.
Turn 2:
Group A comes under fire from a 76mm gun emplaced on the hill while squads attempt to cross the gap between the last wood and the village. MGs take position in the wood and start firing to suppress it and resume the advance.
Turn 3:
Groups A & B continue their suppression fire, with no results.
Group C finally breaks through the Russian line, engaging in several CC. It will have to take another route, since the planned one would lead it between the MMG and the 76mm gun. It will remain at the base of the hill, and then it will attempt to attack the gun from the rear.
In the Russian turn, a BT-5 appears, then another: the first stops in the village, the second on the hill, between the MG and the gun. Looks like Group A is pinned in place, but that's what ATR were made for and we all know BT-5 armor is tin foil, don't we?
Turn 4:
The only remarkable feat is a 4-shot fire from a Lt MTR, which breaks two squads (one of which also suffers CR) and pins their leader. Unfortunately, this does not help at all Group A, which is now under fire by both tanks and by the gun on the hill.
Turn 5:
Enter the FO! I doubt OBA can be decisive in such close terrain, but every extra FP is always welcome (provided it doesn't fall on my troops).
ATRs are hitting the BTs but they always fail to penetrate.
Conventional wisdom says "don't stack under fire", but stacking all the MGs of Group A is the only way I can deliver some firepower on the 76mm, so I place them and the B* leader in a building not visible by the tanks.
Turn 6:
After failing two access attempts, OBA is permanently lost.
Group A MG stack pin the gun crew, and Group C is now positioned just behind the gun, hidden by the ridge.
Turn 7:
Something starts moving: the ATR in the village destroys one of the tanks, the MG stack breaks the gun crew and Group C moves forward to make it run away. Unfortunately, as soon as Group C moves over the ridge, comes right in front of a second Russian line (with a B** leader, no less!) at 1-hex range. Russian Defensive Fire is not as deadly as it could have been, but so is Advancing Fire. Rather than taking Prep Fire at 1 hex, or retiring below the ridge leaving pinned squads as easy targets, two squads enter CC. They both eliminate their opponents, including the B** leader.
Turn 8:
The remaining tank is also destroyed by an ATR, the mortars have another bright moment and break two Russian squads in another building village.
Group A moves towards the first objective: there is only a conscript squad in [10,2] and two squads in the objective hex.
Group C routs the remains of the second Russian line and advances, discovering a third (!) Russian line of defense and receiving some MG and rifle fire from a house on the river bank.
Turn 9:
The whole Group A fires on the conscripts, but with no results.
Group B mortars move forward to support Group A. Unfortunately, the Russian MMG has a LOS to one of the hexes they move through, and one of the crews is eliminated. The other crew sets up its weapon so that it can fire on the objective hex.
Group C exchanges fire with the Russians: the squads in the house by the river are broken, the others are deployed in brush terrain, while Group A is higher and in woods and for once can take advantage of its longer range.
Turn 10:
After several ineffective fire phases, the conscripts in [10,2] are pinned, while the mortar breaks all the occupants of the objective hex. Time is running short, so a German squads moves adjacent to the conscripts' house, survives their defensive fire unscathed, enters CC... and is promptly eliminated.
On the hills, Group C manages to break most of the Russians in the brush patch. The sparse Russian defensive does not stop a squad that moves in the open (yes I know you never move in the open), then advances and takes the middle objective. On the other side of the crest there are several Russian units. Unless the squad is eliminated right away, I plan to withdraw beyond the ridge as soon as possible and to teach the IA something about reverse slope defense and moving in the open.
Turn 11:
In the village, the conscripts are still there, and the scenario might end anytime: this is not time for tactical finesse. Another squad charges towards the conscript's house and survives with no damage.
The remnants of Group A (three HS, two armed with LMGs, one with ATR, and a crew with the MMG) move towards the house; one Hs is broken by Russian fire.
The squad advances, enters CC... and suffers casualty reduction without inflicting any losses.
The FO leads the squad that was manning the ATR along the road, towards the first objective.
On the hill, the squad in the objective hex is broken and cannot rout away, but height advantage prevents its destruction.
A couple Russian attempts to retake the objective are stopped by Group C fire.
Turn 12:
Two HS enter the melee in the conscripts' house: the conscripts eliminate all the three German HS! In the Russian turn, they enter CC with the MMG crew and are eliminated!
On the hill, the broken squad is eliminated by Russian fire, but the Group C fire stops all the Russians before they enter the objective hex. Russians also start attacking from the South.
Turn 13:
Group A attack has been stopped by a single squad of conscripts. In this area, I just have one squad with an ATR, a broken HS with a LMG, a crew with a MMG and a Lt MTR. The Russians have two squads (one them Elite) in a house surrounded by orchards. The only possible chance to take the objective is breaking the squads with MMG and mortar fire, then advancing with the remaining squad.
Group C looks able to stop Russian attempts to retake the middle objective, but is down to three squads: advancing to the third objective will take at least two turns (which I don't think I will have), and there are still unbroken Russian units in my path which could cause additional losses.
Turns 14-16:
Nothing happens. Germans continue firing on the Russians in the first objective hex with no effect, and Russians make several unsuccessfull attempts to retake the middle objective.
The scenario ended on Turn 16 with a German Minor Victory; I will call it a Pyrrhic victory, since I lost about 75% of my force, as well as several support weapons.
German losses: 2 Squads, 7 HS, 2 crews (no leaders, no AFVs)
Russian losses: 2 Squads, 10 HS, 4 leaders, 2 crews, 2 AFVs
The game was quite challenging and I enjoyed it very much. I took very heavy losses, but the close terrain rendered the range advantage of German squads useless and lead to much more close combats than we usually see.

Turn 1:
Group A spots a couple squads in the village. It looks quite simple: go ahead, suppress them and then close for the kill. So I will stick to the plan.
Group B starts firing the mortars to support of Group A and moves forward its MG: unfortunately, there is a Russian MMG on the other side of the stream and the crew is eliminated.
Group C faces a line of Russian squads with a 45mm ATG and starts deploying its squads.
Turn 2:
Group A comes under fire from a 76mm gun emplaced on the hill while squads attempt to cross the gap between the last wood and the village. MGs take position in the wood and start firing to suppress it and resume the advance.
Turn 3:
Groups A & B continue their suppression fire, with no results.
Group C finally breaks through the Russian line, engaging in several CC. It will have to take another route, since the planned one would lead it between the MMG and the 76mm gun. It will remain at the base of the hill, and then it will attempt to attack the gun from the rear.
In the Russian turn, a BT-5 appears, then another: the first stops in the village, the second on the hill, between the MG and the gun. Looks like Group A is pinned in place, but that's what ATR were made for and we all know BT-5 armor is tin foil, don't we?
Turn 4:
The only remarkable feat is a 4-shot fire from a Lt MTR, which breaks two squads (one of which also suffers CR) and pins their leader. Unfortunately, this does not help at all Group A, which is now under fire by both tanks and by the gun on the hill.
Turn 5:
Enter the FO! I doubt OBA can be decisive in such close terrain, but every extra FP is always welcome (provided it doesn't fall on my troops).
ATRs are hitting the BTs but they always fail to penetrate.
Conventional wisdom says "don't stack under fire", but stacking all the MGs of Group A is the only way I can deliver some firepower on the 76mm, so I place them and the B* leader in a building not visible by the tanks.
Turn 6:
After failing two access attempts, OBA is permanently lost.
Group A MG stack pin the gun crew, and Group C is now positioned just behind the gun, hidden by the ridge.
Turn 7:
Something starts moving: the ATR in the village destroys one of the tanks, the MG stack breaks the gun crew and Group C moves forward to make it run away. Unfortunately, as soon as Group C moves over the ridge, comes right in front of a second Russian line (with a B** leader, no less!) at 1-hex range. Russian Defensive Fire is not as deadly as it could have been, but so is Advancing Fire. Rather than taking Prep Fire at 1 hex, or retiring below the ridge leaving pinned squads as easy targets, two squads enter CC. They both eliminate their opponents, including the B** leader.
Turn 8:
The remaining tank is also destroyed by an ATR, the mortars have another bright moment and break two Russian squads in another building village.
Group A moves towards the first objective: there is only a conscript squad in [10,2] and two squads in the objective hex.
Group C routs the remains of the second Russian line and advances, discovering a third (!) Russian line of defense and receiving some MG and rifle fire from a house on the river bank.
Turn 9:
The whole Group A fires on the conscripts, but with no results.
Group B mortars move forward to support Group A. Unfortunately, the Russian MMG has a LOS to one of the hexes they move through, and one of the crews is eliminated. The other crew sets up its weapon so that it can fire on the objective hex.
Group C exchanges fire with the Russians: the squads in the house by the river are broken, the others are deployed in brush terrain, while Group A is higher and in woods and for once can take advantage of its longer range.
Turn 10:
After several ineffective fire phases, the conscripts in [10,2] are pinned, while the mortar breaks all the occupants of the objective hex. Time is running short, so a German squads moves adjacent to the conscripts' house, survives their defensive fire unscathed, enters CC... and is promptly eliminated.
On the hills, Group C manages to break most of the Russians in the brush patch. The sparse Russian defensive does not stop a squad that moves in the open (yes I know you never move in the open), then advances and takes the middle objective. On the other side of the crest there are several Russian units. Unless the squad is eliminated right away, I plan to withdraw beyond the ridge as soon as possible and to teach the IA something about reverse slope defense and moving in the open.
Turn 11:
In the village, the conscripts are still there, and the scenario might end anytime: this is not time for tactical finesse. Another squad charges towards the conscript's house and survives with no damage.
The remnants of Group A (three HS, two armed with LMGs, one with ATR, and a crew with the MMG) move towards the house; one Hs is broken by Russian fire.
The squad advances, enters CC... and suffers casualty reduction without inflicting any losses.
The FO leads the squad that was manning the ATR along the road, towards the first objective.
On the hill, the squad in the objective hex is broken and cannot rout away, but height advantage prevents its destruction.
A couple Russian attempts to retake the objective are stopped by Group C fire.
Turn 12:
Two HS enter the melee in the conscripts' house: the conscripts eliminate all the three German HS! In the Russian turn, they enter CC with the MMG crew and are eliminated!
On the hill, the broken squad is eliminated by Russian fire, but the Group C fire stops all the Russians before they enter the objective hex. Russians also start attacking from the South.
Turn 13:
Group A attack has been stopped by a single squad of conscripts. In this area, I just have one squad with an ATR, a broken HS with a LMG, a crew with a MMG and a Lt MTR. The Russians have two squads (one them Elite) in a house surrounded by orchards. The only possible chance to take the objective is breaking the squads with MMG and mortar fire, then advancing with the remaining squad.
Group C looks able to stop Russian attempts to retake the middle objective, but is down to three squads: advancing to the third objective will take at least two turns (which I don't think I will have), and there are still unbroken Russian units in my path which could cause additional losses.
Turns 14-16:
Nothing happens. Germans continue firing on the Russians in the first objective hex with no effect, and Russians make several unsuccessfull attempts to retake the middle objective.
The scenario ended on Turn 16 with a German Minor Victory; I will call it a Pyrrhic victory, since I lost about 75% of my force, as well as several support weapons.
German losses: 2 Squads, 7 HS, 2 crews (no leaders, no AFVs)
Russian losses: 2 Squads, 10 HS, 4 leaders, 2 crews, 2 AFVs
The game was quite challenging and I enjoyed it very much. I took very heavy losses, but the close terrain rendered the range advantage of German squads useless and lead to much more close combats than we usually see.

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- Mission_1_AAR.jpg (1.84 MiB) Viewed 388 times
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
RE: GERMAN COMMANDER: 3 Coy/2 BN/233 RGT/102 ID
Excellent AAR! I can't do all that fancy graphic stuff, and I didn't take notes, so mine will be real simple. However, you've given me a bar to reach for next time. 

RE: Group Tigers on the Hunt - Official Information and AAR Thread
I didn't face near the firepower UP844 did, fortunately for me. I lost four squads (3 in one CC vs a leader and squad), and managed to capture all of the objectives. The only major obstacle I had was an AFV, but it was immobilized, so that helped. Killed it in CC, also.


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- GroupMissionT5.jpg (513.72 KiB) Viewed 388 times
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Group Tigers on the Hunt - Official Information and AAR Thread
Wow, so far you guys have done way better than I expected. When I was generating the missions and populating the maps I was thinking to myself "this is going to be really brutal, I mean lots of losses and no VP capturing brutal". So far it looks like they came out pretty balanced when played on 'NORMAL' difficulty so I should be able to release them as standalone scenarios without any real modifying.
Thanks for slogging through the process so far!
Thanks for slogging through the process so far!
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Group Tigers on the Hunt - Official Information and AAR Thread
Thank you for making all the dirty work behind the scenes!
A couple questions about the refit process between scenarios:
1) The Bessarabia Campaign GSASL rules divide eliminated MMC into two categories, depending on the cause of their removal: basically (there are a lot more cases) units eliminated "in combat" (CC, KIA, K) are permanently eliminated from the company OOB, while others are retained. Undoubtedly, not all casualties will be dead, but I think tracking what caused the removal of every single unit in TotH would require a lot of bookkeeping, slowing the game for little gain.
A simplified approach, to make life simpler for everyone, could be as follows: 75% of the casualties are permanently removed from the company OOB, 25% are retained.
2) Are any leaders generated because of Heat of Battle retained in the company OOB?
A couple questions about the refit process between scenarios:
1) The Bessarabia Campaign GSASL rules divide eliminated MMC into two categories, depending on the cause of their removal: basically (there are a lot more cases) units eliminated "in combat" (CC, KIA, K) are permanently eliminated from the company OOB, while others are retained. Undoubtedly, not all casualties will be dead, but I think tracking what caused the removal of every single unit in TotH would require a lot of bookkeeping, slowing the game for little gain.
A simplified approach, to make life simpler for everyone, could be as follows: 75% of the casualties are permanently removed from the company OOB, 25% are retained.
2) Are any leaders generated because of Heat of Battle retained in the company OOB?
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- Peter Fisla
- Posts: 2579
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Group Tigers on the Hunt - Official Information and AAR Thread
Wow guys, cool stuf! 
I just want to look at a couple of LOS issues and then the Update 1 will be submitted to matrix games.
Cheers!

I just want to look at a couple of LOS issues and then the Update 1 will be submitted to matrix games.
Cheers!