View Full Version : Pre-OP1 Battle: Parst and Stritzling
Double Deuce
02 May 06, 11:56
ACTIVE COMMANDER: VESKU
LOCATION: Vicinity Parst and Stritzling.
HEX KK7
...3 Rec Co/9 Rec Bn/9th Tk Div
......x9 SPW-40P
......x8 RPG-7 Team
......x3 Infantry Squad
......x3 SPZ BMP-1P
......x3 BTR-60PB
......x4 Malutka Team
......x2 7.62mm PKM MMGs
......x3 Strela-2 Team (Hun)
......x1 Art Observer (Sov)
......x1 PRP-2 (Sov)
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ADDED SUPPORT (OFF-BOARD)
......4 Bn/9th Art Rgt/9th DAG/9th Tk Div
.........x12 M1976 (15,300m) = 7 hexes
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Briefing: As NATO and WP forces attempt to fill the void left by their former allies withdrawal from the war East German reconnaissance forces are pressed forward to search out the enemy. The area South of Parst is of key importance due to the location of a large processing Plant and the easily defendable terrain nearby. Every effort should be made to keep enemy forces South of the main road runnin between Parst and Stritzling.
Mission: 3 Rec Co/9 Rec Bn/9th Tk Div will advance South and recon the area for enemy activity. All efforts should be made to determine the enemy strength in the area. The capture of the Processing Plant and the nearby hills would allow our recon units to look deep into the NATO lines as they approach our forces so efforts should be made to seize this area.
Double Deuce
18 May 06, 11:56
ACTIVE COMMANDER: VESKU
LOCATION: Vicinity Parst and Stritzling
PBEM SLOT: 001
PASSWORD: madrigal
Attached is a zip of the map itself.
Your opponent is: PEPPER
Please coordinate contact through the SZO forum to get the game started.
First turn: Recon forces started just north of hill 453 and rushed units forward and spreading them as they go, nothing seen yet.
Second turn: A lonely Canadian Lynx carrying a scouts (don't ask me how my wonderful men can know that) spotted driving northwards east of Parst. No time to spread units any more which means that they are all around hill 453. I'll leave scouting teams on their own and retreat vehicles north, no need to sacrifice Strelas so I'll get them from the field too.
Turn3: M113 spotted (carrying a riflesquad, is there a superman in the troops or do we have an x-ray equipped vehicle, can't say) just south of Parst which makes me believe that there might be less traffic in the east. One spw bravely drove through Stritzling without encounter. Scouts are deployed approximately a klik north from Parst and Stritzling-line, two rpg-teams are watching the road between towns.
Turn4: Canadians spotted one of our RPGteams and gave them a scare. One SPW was lost and the men carried to a Cougar. Scouts reported some movement around Parst, Leo C1 A3 *4, Lynx+scouts *2, M113A1+riflemen and a Cougar.
Turn5: The same units are still visible ... or at least the same amount of units. I'm withdrawing my armour as quickly as I can and sitting Leos are a good sign. I targeted them with my arty but that might not be a good thing because my already scared RPG-team received a portion of 155mm clusters.
Turn6: Lost another RPG-team, they can't hide even with range set to 0 and weapons turned off.
Turn7: Spotted M113*7, Leo 1*4, Cougar and Lynx. Counter battery took out a section of my arty, better not use them anymore. I've managed to retreat couple of vehicles and keep trying to save the rest but the Cougar is trying to cut my path (which is stupidly enough the east edge and not the north).
(which is stupidly enough the east edge and not the north).That is always bad setups in my opinion, DD cant you in the future setup all games in E/W configuration and just put a big sign saying East on map is actually North and West is S on the real map?
(Edit: with E/W I mean Left/Right setup on WinSPMBT game map.)
Or allow me to preserve units which are not able to drive north and are thus destroyed. In future I would say that Rompa's suggestion needs to considered more closely.
Turn8: Lost an PRP to the flanking Cougar which is blocking my retreat to east. I'm setting a trap with my three APCs but if I can't catch the hunter/hunted in a turn or two I will be overrun by Leos. Malutka took a shot at Leo but missed, will probably lose that next turn. Can't hide, can't run.
Double Deuce
01 Jun 06, 13:50
I've managed to retreat couple of vehicles and keep trying to save the rest but the Cougar is trying to cut my path (which is stupidly enough the east edge and not the north).You should be able to retreat units off the maps in any direction. No matter which edge they go off of they will still be part of the unit on the operational map (and you can specifiy which hex they withdraw to as a group; north, west, east).
Double Deuce
01 Jun 06, 14:01
That is always bad setups in my opinion, DD cant you in the future setup all games in E/W configuration and just put a big sign saying East on map is actually North and West is S on the real map?
(Edit: with E/W I mean Left/Right setup on WinSPMBT game map.)I'd have to see how its going to work. The problem will be is the towns and terrain features will be all out of place. If you are approaching from the south a town could be in the wrong direction where it should be in front of you know its on the other sifde of the map with another town in front of it. You are changing the compass on the map but you can't rotate the map. What I can do is shift the units in the deployment areas further East or West depending so each side has better access to their (home) map edge. I will also note it in the initial Battle Thread post.
Double Deuce
01 Jun 06, 14:02
Turn8: Lost an PRP to the flanking Cougar which is blocking my retreat to east. I'm setting a trap with my three APCs but if I can't catch the hunter/hunted in a turn or two I will be overrun by Leos. Malutka took a shot at Leo but missed, will probably lose that next turn. Can't hide, can't run.Since we are still adjusting the rules you can withdraw without penalty if you want. Just let me know.
You should be able to retreat units off the maps in any direction. No matter which edge they go off of they will still be part of the unit on the operational map (and you can specifiy which hex they withdraw to as a group; north, west, east).
It was a surprise to me too but I started with a vehicle at the north edge and it didn't move over the edge. Could it be a bug? Well, I'll have to try again and see if it works.
Comrades,
You can withdraw units ONLY at the east and west map edge! Read through the training forum, it was mentioned! It is a game feature BTW.:(
Good luck!
Artur.
Double Deuce
01 Jun 06, 19:20
It was a surprise to me too but I started with a vehicle at the north edge and it didn't move over the edge. Could it be a bug? Well, I'll have to try again and see if it works.No bug, Artur is correct. The only way to exit units is the East/West edges. If you need to withdraw please let me know so we can process the turn before you lose too many forces. Same for the other battle, if it's an issue.
Cameronius
01 Jun 06, 21:59
OK DD,
How do I go about issuing orders with COCAT, Do I simply start moving units? If I make a mistake bc of the learning curve will I be able to change it before I send it to you? Do I decide who gets the army level resources? Do I simply assign them to a commander to control for a specific battle? What about actions that are occuring simultaneously? I have been reading some of the threads, the COCAT instruction manual, but it just seems so much. I think if I can just get my feet wet a little I will start figuring things out much more quickly.
:confused: :umbrella: :argh: :salute:
Thanks
Cam
Double Deuce
01 Jun 06, 23:01
How do I go about issuing orders with COCAT, Do I simply start moving units? If I make a mistake bc of the learning curve will I be able to change it before I send it to you? Do not move units on the map. Just click the unit, then add a waypoint. Click the path thorugh each hex, kind of like plotting the waypoints in SP, hex to hex. It will leave a colored path. Do this for each unit so I can see that path from beginning to end.
Do I decide who gets the army level resources? Do I simply assign them to a commander to control for a specific battle? What about actions that are occuring simultaneously? Yes, you decide. Artillery and Air get assigned once contacts are made and the Battle threads are started for each Operational Turn. They can only be assigned to one battle per OP turn. YOu should try to move you FO units to the units that you are planning to assign Artillery to so that they wil be there to assist like Artur did with the forward Recce Units.
No bug, Artur is correct. The only way to exit units is the East/West edges. If you need to withdraw please let me know so we can process the turn before you lose too many forces. Same for the other battle, if it's an issue.
It is already too late, I've lost an PRP because of the withdraw issue and will lose more units pretty soon. I don't want to retreat all of them but only the vehicles.
Turn9: Malutka keeps missing Leos but managed to hit an M113 with RPG! Malutka-team that fired last turn lost a man and is retreating to cover (across 400 meters of open field).
Cameronius
05 Jun 06, 13:02
Vesku,
What is your assessment of the enemy disposition in your area? Should we reinforce your AOR or bypass? Post a screenshot with a detailed breifing if you can.
Thanks,
Cam
My forces started east of hill 451, far from roads. This gave the enemy huge advantage and I was able to move to the rough line of EE6-FF6 before it was not possible to continue advancing without clashing into enemy. I tried to sneak one vehicle south of Striz but it was cut down by a Cougar.
I dropped infantry off and started to withdraw vehicles because I spotted enemy units in both Striz and Parst. A platoon of Leo 1s was spotted idling between Parst and hill 452 which was my que to retreat as the general plan was, to avoid losing vehicles and leaving the men to observe.
I lost an eye contact to Leos and next time I spotted tehm they were on hill 453, might not be the same tanks but I assume that they are not sending more than a platoon with scouts. I've also spotted lonely M113s with riflemen roughly a platoons worth. There is also couple of Lynxes and a Cougar.
My current position is: three riflesquads west of hill 451 in ambush position. They have no LOs to the paved road but that is the idea, if they survive we can try to give a nasty surprise for a tank or two when the main force travels through here. On hill 451 is my FO, hiding. South of hill 451 is two Malutkas (one is understrength and retreating) and an MGsquad. On the north-east slope of hill 453 is two Malutka teams and an MGsquad, one Malutka killed an M113 and retreat behind some trees, will lose them pretty quicly if enemy advances. Three RPGteams are tripwired north-west of Striz, first being in woods north of Striz and two other west of them in woods just north of the road, all teams are hiding. Three BMPs are close to north edge of the area, in the east edge of the woods north of hill 453. They are ambushing a Cougar that cut the retreat of PRP.
There is no point in sending more units here, this battle was over before it started. We had no chance to move to good positions before enemy had stormed too far and had both hills under observation.
Double Deuce
06 Jun 06, 18:43
If you need to withdraw please let me know so we can process the turn before you lose too many forces. Same for the other battle, if it's an issue.This offer still stands . . for both battles.
jadpanther
07 Jun 06, 00:47
Good report Vesku.....sounds like your achieving most of your goals. Good luck in saving your forces.
Jad
Cameronius
07 Jun 06, 08:19
Vesku,
Excellent report. If you think you have seen everything that the enemy currently has in this area then you may end the scenario and withdraw if you wish. If you think there is more intel to be gathered, then stay.:salute:
Turn 10: BMPs ambushed one Cougar after it shot a hole into a turret of one of them, another Cougar rushed to assist and was shot to pieces after a furious exchange of shells. Retreat to east is probably clear and I will withdraw remaining vehicles (SPW and three BMPs). South of hill 451 two Malutka teams were looking towards train station of Parst when an M113 and Leo emerged from the woods only 150 meters south-east of them. Both teams fired their RPGs and scored kills. Enemy is firing at their old positions with two M125A1s. Heavy artillery has been quiet.
DD, should we play on or is it better to abstract? Or is there a rule here? I'm trying to leave my men behind the enemy lines for scouting and minor mischief. Malutka-teams are very probably lost if we play on, too early to say anything about the rifleplatoon and other small teams.
Vesku,
Excellent report. If you think you have seen everything that the enemy currently has in this area then you may end the scenario and withdraw if you wish. If you think there is more intel to be gathered, then stay.:salute:
It is not possible and also not advisable to withdraw the infantry but the intel is all gathered. Five M113s (two killed), two Cougars (both killed), two Lynx' and four Leo1s (one killed). These are active, if there is more hiding I can't find them because of the presence of enemy makes it impossible to move around at the moment.
Good report Vesku.....sounds like your achieving most of your goals. Good luck in saving your forces.
Jad
It would be great to be able to save the FO and have the possibility of dropping some shells on the main road. Or order airraids on observed targets. I'm having wet dreams here :)
Cameronius
08 Jun 06, 07:32
Vesku,
If DD will allow us to abstract and leave the FO and any other units that you want behind to scout and call arty, that would be ideal.
Double Deuce
08 Jun 06, 08:46
If DD will allow us to abstract and leave the FO and any other units that you want behind to scout and call arty, that would be ideal. He could be there at the start of next turn (hidden) to call arty but not through the remainder of this Pre-OP 1 turn.
Turn11: Malutka-teams on Hill 453 are both next to a Lynx, the other was under heavy fire and is retreating. Two Malutkas that got some kills earlier were not challenged. Two more M113s spotted, one little south of mainroad and the other in woods north of Parst (total of five spotted this turn). Three BMPs are off map and next turn the last vehicle has left the field.
I'm willing to abstract the battle after that, Pepper was wondering earlier why I was retreating so he might not guess that all infantry units (exp. HQ and infSAMs) are left behind.
He could be there at the start of next turn (hidden) to call arty but not through the remainder of this Pre-OP 1 turn.
That's ok, I stopped using arty after one volley of 155mm counterbattery which is way too deadly for my taste.
Double Deuce
08 Jun 06, 09:32
I'm willing to abstract the battle after that, Pepper was wondering earlier why I was retreating so he might not guess that all infantry units (exp. HQ and infSAMs) are left behind.Just to clarify I wasn't planning to abstract the remaining turns. I was going to (and will) allow ALL surviving units free access to an adjacent hex, for the start of the OP Turn 1. ;)
Just to clarify I wasn't planning to abstract the remaining turns. I was going to (and will) allow ALL surviving units free access to an adjacent hex, for the start of the OP Turn 1. ;)
Then do it now, I may lose one or two units next turn :). Do you want my files or Pepper's?
Double Deuce
08 Jun 06, 09:59
Then do it now, I may lose one or two units next turn :). Do you want my files or Pepper's?Send me the last file Pepper sent you.
Double Deuce
10 Jun 06, 19:45
The WP has withdrawn from the field. I will be evaluating the lastest turn file. This is turn 11-12 (will have to doublecheck).
Please stand by . . I will need some input for the final unit dsplacement/casualties, etc.
Double Deuce
22 Jun 06, 00:29
LOSSES
...3 Rec Co/9 Rec Bn/9th Tk Div
......x2 SPW-40P
......x4 RPG-7 Team
......x1 PRP-2 (Sov)
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AAR: Coming Soon!
CURRENT UNIT LOCATIONS:
HEX FF5 --> 3 Rec Co/9 Rec Bn/9th Tk Div
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