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AngryDeemon1 vs Squirmer Grunt Fight
Posted: Wed Mar 26, 2003 10:33 pm
by AngryDeemon1
1943 6000 points.
No Armor at all.
No Vehicles at all.
Horse Drawn Wagons, Pack Mules, Gun Teams OK.
Only thing purchasable from the Arty Menu is AAA machine guns (12.7 7.62mm) and Infantry Guns (76mm 150mm)
Any Sort of Infantry Goes. But if Plating Germany you must delete
any 88mm mortars in your formation as it unbalances the Game vs SU.
50mm Mortars native to the Formation and only native to the formation are ok.
2 air sections usable to purchase strike aircraft only will be available depending on the weather we get.
200 points usable to purchase Off board Tube Artillery only. (limited to 122mm Russian 105 mm GE and smaller)
No Paratroops or Glidertroops.
No Partisan warfare.
Reinforcements only after turn 10.
Have Fun
Setup
Posted: Fri Mar 28, 2003 12:20 am
by Squirmer
Deployment done. It's a medium map, with 6,000 points of infantry it's a little crowded
Vis is 7 therefore no air. This is going to be a real meat-grinder fought at close quarters!
Posted: Sat Mar 29, 2003 3:02 am
by AngryDeemon1
Minor skirmishing occurs between Soviet and Nazi Troops. Nazis put down smoke just where I would have wanted it while soviet 75s plow some nearby fields.
At the end of the rurn 2 sections of tupolev bombers attack the Nazi horsed, meeting (as expected) no AAAfire and destroying many infantry and 150mm IGs. According to areal recon Gerry Has many many more 150mm IGs. this is going to be tough as the SU has no similiar unit.
Luftwaffe has not been sighted but my AAA machine gunners are ready.
Kickoff
Posted: Sat Mar 29, 2003 6:46 am
by Squirmer
How the Russians can fly their planes at night is beyond me ...
Anyway ...
Germans are cautiously advancing in the darkness. Few Russians are evident except in the south where our cavalry have encountered them in large numbers. The 12.7mm DsHKs are causing problems much as our MG42s did on the last turn. There is lots of smoke about

Posted: Sat Mar 29, 2003 8:20 pm
by AngryDeemon1
I am laying low and laying more smoke about. Hows your ammo coming along?
Turn 2
Posted: Sun Mar 30, 2003 7:44 pm
by Squirmer
Yes ammo will be a problem later on.
Other than that I have only thing to say: All DsHKs must die!

Posted: Sat Apr 05, 2003 3:04 am
by AngryDeemon1
Those 150mm IGs are a bitch.
Turn 3
Posted: Sat Apr 05, 2003 6:13 am
by Squirmer
150mms have yet to play a part ...
German advance continues, only real problem is the evil meat-chopping 12.7mm DsHK HMGs. Lots of Russian squads pushed back, I suspect this is only the scout party though

Posted: Mon Apr 07, 2003 8:06 pm
by AngryDeemon1
Russian Scout parties driven back the preveous turn had no sucess retaking their positions. Main forces are about to enter combat:)
Turn 4
Posted: Tue Apr 08, 2003 3:46 am
by Squirmer
It seems the main forces are Marines and Paratroops armed with PPsH SMGs and Tokarev Rifles respectively. Add these to the evil, I repeat evil, DsHKs and you have a recipe for dead German soldiers ...
Difficult to advance for either side. I have taken northern VHs and half of the central but I doubt I can hold either. Southern ones are nice and safe behind German lines.
Posted: Wed Apr 09, 2003 8:36 pm
by AngryDeemon1
In the south Some of your cavalry squads are shot up pretty bad:) In the center Your glorious men come under attack from a molotov-projectile AT team, stop, drop and roll away from the battle:)
Turn 5
Posted: Thu Apr 10, 2003 11:47 pm
by Squirmer
Well more cavalry died.
This map isn't big enough for the vast number of troops on it ...
Posted: Thu Apr 17, 2003 5:59 am
by AngryDeemon1
More of your cavalry died, soe ifantry too on both sides.
I am starting to get that WWI feel. No mobility, No progress, troops stuck in more or less the same place shooting at each other and being pounded by arty:)