View Full Version : Pre-OP1 Battle: Parst and Strizling
Double Deuce
02 May 06, 12:00
ACTIVE COMMANDER: PEPPER
LOCATION: Vicinity Parst and Stritzling.
HEX EE8
...1 Co/1er Bn Roy 22e/4th Mech Bde
......x13 Rifle Section
......x24 M113A1
......x6 .50 HMG Section
......x3 81mm Mortar Sec
......x2 Blowpipe
......x4 M150 (#46)
......x2 M125A1
......x5 Leopard C1 A3
......x3 Scouts
......x2 Couger
......x3 Lynx
----------------------------------------------------------------
ADDED SUPPORT (OFF-BOARD)
......1 Bty/1 RCHA Rgt/4th Mech Bde
.........x6 M109A2/A3
......2 Bty/1 RCHA Rgt/4th Mech Bde
.........x6 M109A2/A3
......1 Bty/355th PzG FA/35th PzG Bde/12th Pz Div
.........x6 M109G (14,600m) = 7 hexes
......2 Bty/355th PzG FA/35th PzG Bde/12th Pz Div
.........x6 M109G (14,600m) = 7 hexes
......3 Bty/355th PzG FA/35th PzG Bde/12th Pz Div
.........x6 M110A2 (28,800m) = 14 hexes
----------------------------------------------------------------
Briefing: As NATO and WP forces attempt to fill the void left by their former allies withdrawal from the war Canadian reconnaissance forces are pressed forward to search out the enemy location. The area around Aspertsham is of key importance due to the intersection of major road network. It is also the last flat ground of the area before the hills begin to rise further to the East.
Mission: 1 Co/1er Bn Roy 22e/4th Mech Bde will advance North and recon the area for enemy activity. All efforts should be made to determine the enemy strength in the area. Securing Parst and Stritzling is important to allow a base from which our main forces can advance and be in position to cover the western flank of the battle area against WP attack .
Double Deuce
18 May 06, 11:51
ACTIVE COMMANDER: PEPPER
LOCATION: Vicinity Parst and Stritzling
PBEM SLOT: 001
PASSWORD: imation
Attached are the actual Pbem file and a zip of the map itself.
Your opponent is: VESKU
Please coordinate contact through the SZO forum to get the game started.
Shortreengage
19 May 06, 13:46
The Canadian FA Regt?????
I am waiting to hear from VESKU.
Double Deuce
19 May 06, 21:37
Corrected version Uploaded!
Not much to report ...
Received 2 roughly equal forces -- Western & Eastern.
Sent Western north to Parst; Eastern up to closest hill to recon the W-E road and guard E flank.
Sent 2 Cougars far East to recon woods to watch for any kind of shennanigans over there.
Am counting on playing a very loose/spread-out defensive position for maximum visibility coverage and using artillery on anything that moves.
Shortreengage
21 May 06, 04:00
It's going to be difficult not to sit in my C+C bird and micro manage you battles. LOL I'll try not to.;)
I'd love any feedback, suggestions, etc. that you wish to provide. Granted, I may ignore it, but I'd love to see your thoughts regardless. :smoke:
I'd love any feedback, suggestions, etc. that you wish to provide. Granted, I may ignore it, but I'd love to see your thoughts regardless. :smoke:
The recon/counter-recon battle is critical for us. What would the enemy commander consider as critical terrain in terms of his mobility and our defense/mobility. Rob them of their eyes and ears. Good luck and good hunting.
No mission too difficult, no sacrifice too great, duty first!:smoke:
Round 2 - no contact.
Have continued moving West force due north on to observe/control main highway entering Parst, and setting up possible skirmishes in Parst if OPFOR controlled.
Secondary (East) force is pretty much in position along the dirt road that runs East-West, south of the main highway. Suspect will have some WP traffic, so am preparing ambush positions.
2 Cougars continue east, with goal to come back up on far east side of map to scout Strelzer. Wishing I had some 40 vision scouts in there but hey, you deal with what you've got, right?
Round 3 brings contact ...
Western forces have moved into Parst. A single SPW-40p detection at 20,26 by Lynx with mounted scouts on NE perimeter of OBJ Parst. Scouts have dismounted and dug in; Lynx taking cover to remain out of view.
Eastern Forces remain in defensive position just south of W-E dirt road (secondary road). Detected a second SPW-40p in vicinity of 48,38 with dismounted RPG-7 team.
Eastern recon unit (2 cougars) has reached East edge of operational area and are proceeding North towards Strelzer. They are going to try to stay out of contact and direct artillery fire as opportunity presents itself. I fear I should have brought a Lynx with dismountable infantry (and lower size and lower likelihood of being seen) instead of the larger Cougar, but we'll see how it works out ...
NOTE: For whatever its worth, I've also been getting very strange turn readings. ... Last turn, it said that I had 2 fails and that opponent had 0 loads, 0 quits and 0 fails (or whatever the 3 categoreis are). This turn, mine looks correct -- no fails, but the opponent has 0 loads, 0 quits and 2 fails. Not sure why this would be off, except perhaps since the game was created on a different computer (doesn't it use some sort of hash?) Maybe we should be using Tournament Mode if at all possible? I hope this one doesn't crash ....
Overall strategy remains same -- counter-recon at Parst (which I pretty clearly now control) then mount coordinated recon push at Strelzer.
Shortreengage
24 May 06, 03:44
Good question. I've seen it before. Any Ideas DD?
Double Deuce
24 May 06, 08:57
NOTE: For whatever its worth, I've also been getting very strange turn readings. ... Last turn, it said that I had 2 fails and that opponent had 0 loads, 0 quits and 0 fails (or whatever the 3 categoreis are). This turn, mine looks correct -- no fails, but the opponent has 0 loads, 0 quits and 2 fails. Not sure why this would be off, except perhaps since the game was created on a different computer (doesn't it use some sort of hash?) Maybe we should be using Tournament Mode if at all possible? I hope this one doesn't crash ....This does happen when the 3rd PC is introduced in Pbem games. I have to use Basic Security (which I would rather avoid, just for assurances of each team). I found using the Advanced Security causes the game to crash at usually the worst time. For the future games, if those involved have the CD and the Tournament slots, we can use that (which I would really prefer).
Turn 4
Lost contact on the SPW-40P on the west side (formerly at 20,26). Continued moving my Western force into Parst, setting up a perimeter of scouts and bringing forward the M113s and infantry to dismount in tactical positions for ambushes of anything foolish enough to try to enter the city from the east. Trying simultaneously to establish good cross-fire lanes on any OPFOR approach from the north.
My Eastern force has resumed a northern move forward, so that now all forces are roughly just south of the east-west dirt road (itself south of the main east-west highway). One M113 took a potshot at the dismounted RPG-7 team near 48,38, then ducked for cover.
Finally, the far east forward scouts (2 Cougars) engaged a SPW-40P on the southern edge of Strelzer. The first Cougar was able to destroy the SPW-40P forcing the RPG-7 team to dismount. Took another shot, then bit my lip as the RPG-7 returned fire. Popped smoke, Z fired for suppression, then maneuvered to a covered safe position. Second Cougar moved forward and was able to destroy the RPG-7 team.
I suspect that WP is now expecting a southern approach on Strelzer. Of course, when I do finally approach Strelzer, it will not be from the South ... I just want to draw them out for some arty barrages....
Game file bcc'd to spmbt-project@combat-campaigns.com
Shortreengage
25 May 06, 00:39
DD, I think you only need the tournament slots to set up a game not play one that was set up. I have to reread the manual.
Have run into some problems .. First, there was a mistake and I was sent Turn 3 a second time instead of turn 4. :devious:
Mistake was recognized, but then the file wasn't delivered at all. :angry:
Now a file was delivered, but for a different game! (Chile v. Argentina ...) :(
We'll get to the bottom of it soon enough!!! :smoke:
OK we're back in business.
Turn 5 now underway.
My Western forces continue to envelop the city of Parst, establishing a screen from any WP forces that may try to cross the area of operations from the west, utilizing the main highway (or the southern dirt road that runs parallel). The units are starting to spread out towards the NE of town, to prevent any concentrated artillery fire from decimating them in the city.
2 noteworth occurrences. My leading scout team on the main highway encountered a solo RPG-7 team, and quickly neutralized them. The RPG team was set up at 34,41.
Also, I had sent a M113 to the northern edge of Parst, to watch the open field to the NE. Sure enough, a SPZ BMP-1 had set-up camp over there. I popped smoke but ran out of fuel ... may lose that M113 next turn. Have directed heavy CM fire on the BMP's position.
My Eastern forces are pretty much sitting still at this point along the dirt road. I want to figure out where the main WP forces are before moving into Strizland. The far Eastern recon elements (2 Cougars) are in southern Strizling, and still have not seen anything further (other than the RPG team and carrier they took out in round 4).
Given that its Round 5 I'll do a bit of a report:
Parst: We control
Strizling: Possibly OPFOR but appears empty (?)
Main Highway: Friendly controlled up to 34,41 area. After that, unknown.
Alt. Highway: Friendly controlled (from Parst to Strizling)
Hill 451: OPFOR controlled / unknown
Hill 452: We control
Hill 453: OPFOR controlled / unknown
Hill 454: We control
Hill 455: Off map
Hill 456: We control
Hill 457: We control
I'll try to post some screens next turn -- I keep forgetting ....
OK I tried to take some screenshots, but found my FRAPs was no longer on my computer (wife or, more likely, me desparate for HD space). Tried using the PrintScreen option but it comes out a pixelated mumble jumble mess that cannot be viewed....
So I'll limit my review to text.
Turn 6.
Western Forces have pulled forward a bit, Parst is fully secured with a 360 degree perimeter so if OPFOR is trying something sneaky I'm covered. One of the leading elements moving NE ran into another lone RPG team - I dismounted the M113's Rifle Squad and easily dispatched OPFOR. Chalk another one up for the good guys.
Eastern Forces are on the western border of Strelzer and curiously ... still no OPFOR. Its quiet. Too quiet. Not sure what to make of this.
Far East Recon team (Cougar x 2) have now fully scouted Strelzer and its empty. Like a ghost town. ...
I feel all major objectives have been met as we control the Parst to Strelzer highway and supporting road, and have recon in place in case of any 11th hour push by WP forces. Perhaps WP recon elements were extraordinarily thin? Perhaps they're waiting in ambush, hoping I chase them to the north?
Unless CENTCOM wants me to push further north on a goose chase, I propose to hunker in here and defend the towns and highway. At this point, I've eliminated 3 RPG teams as well as a transport, and have suffered no losses at all. Not a man! Spirits are high but caution prevails ....
Turn 7
Got another RPG-7 team. They seem pretty incompetent, the RPG-7 teams that is.
Eastern forces continue to move into Strilzer ... no contact at all. Very curious. Western forces moving around just a bit, continuing to expand the net to the NE (where a prior contact had been located but now is lost).
WP obviously has some troops somewhere inside my growing perimeter as he just dropped some 122mm artillery on top of my 3 grouped tanks in Parzt. One tank took some damage, but nothing debilitating .... I'll have to move them to cover and hunt for the observer who is calling the fire in.
Hill 453 is now in friendly control as well, leaving only 451 for OPFOR.
On the plus side, my 155mm CB fire got 22 hits! OUCH! :D
Turn 8
Basic plan remains the same.
Spotted a few more units. Destroyed a SPW-40P at 29,1 using Leopard. Destroyed a Soviet PRP-2 (first Soviet units contacted) at 56,5 using Cougar 20mm.
Spotted a SPW-40P at 61,8, heading SW at 22 MPH, and have called in heavy arty fire including CM in area (suspect others near there).
Lastly, spotted the HQ mounted in a SPW-60PB at 68,3 heading NE (offmap) at 26 mph.
The OPFOR in area are thin, very thin. They are running a very light recon screen in this area. I suspect this is not their big push ...
Turn 9
I guess I forgot to post this last night.
All prior contacts lost. They're running.
One new contact -- an ATGM team in the woods just north of Parst. I forget the name of the weapon, something like Maluka.
It fired a missle at one of my tanks. I was really p/o'd as I watched it float through the air in slow-mo bearing down on the armor. Luckily, it missed. Tank buttoned-up, popped smoke, reversed over hill crest so that it was behind cover, then used Z-Fire to unload on the ATGM position. Succeeded in "pinning" the enemy, allowing a second Leopard with direct LOS to unload, then pop smoke and reverse to cover. Killed 1 person in team and have forced them to retreat (which actually is a rush towards me, given map orientation and positioning).
I am maneuvering a Lynx through woods to be waiting for them as they enter the woods that they are now running towards, and have moved forward a M113 (no troops) to the ATGM's west, so OPFOR will be surrounded on three sides.
Oh yes, I also directed all on-map mortars to the position (since its the only OPFOR I see and I don't want to use off-map to risk CB fire).
Shortreengage
03 Jun 06, 04:44
Looking good, Continue Mission.
I know this aint the appropriate place to post this, but how do you pop smoke manually from the smoke dispensers on the vehicles? Or by popped smoke do you mean you fired a smoke shell into a hex?
Shortreengage
04 Jun 06, 04:46
VAS, you use the hot key. Just push the button.....The "D" key is the one.
Turn 10
Best turn yet ... for WP.
I stumbled upon 3 of those Malutka toting APVs - they tore up one of my Cougars. Also lost a M113 to another Malutka. Bastard commies.
Having secured the main objectives I had transitioned into a seek & destroy mission. Unfortunately for me, they were just sitting and waiting for that.
Anyhow, we'll see if my cluster munitions can take out those 3 APVs, or if they're able to get them the heck outta dodge before the hurt.
Turn 11
Ugh. Lost a tank. And the 2nd Cougar. And 2 M113s.
He's doing exactly what I would do in a PBEM - making me come to him. And like a fool, I did it. In looking back over my posts, I was fully aware that this was what he was doing. I just got lazy and overanxious.
Bah, I'm going back to guarding the main objs since I have them all and if he wants a piece of me, make him come and get.
Shortreengage
08 Jun 06, 02:03
Yeah, Finns are sneaky like that. At least all the ones I've gamed against. VESKU is a very good player. Use your ARTY. What are your total losses?
Continue Mission
Hmmm, I`m like I observed in my ongoing battle, I`ve a sneaky feeling this is what may be happening in my battle.
Luring me in into the two objective hills, until I`m up close. Will pound with artillery more before making launching the "big offensive"
Patience is certainly key, I`ve been caught out soooo many times due to lack of patience....
Hold fast pepper...payback will come for the loss of that tank....:)
Turn 12
OK much better results this time.
Took out 2 Malutka teams and have a MMG team on the run, another RPG team near center under fire.
Shoot and scoot with my mortars, not sure where the Malutka team is that took out my tank, but it will be found and neutralized.
Perhaps he is closer to the hills than I thought, performing a slow infantry crawl forward. Regardless, as indicated prior, I will keep my troops at the objectives in tactically sound positions to cover each other and hopefully he'll move forward (or waste his arty on the top of the hill, which is quite empty).
My Total Losses:
2x M113A1
1x Rifle Section
1x Leopard (!)
1x Scouts (not sure where this died?)
2x Cougar (especially troubling since my typical style relies heavily on this type of fast, light armored but autocannon equipped vehicle)
2x Crew
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.
OK trip is cancelled, I'll be around.
Double Deuce
12 Jun 06, 23:17
I have the file so you should be good. I am waiting until the other battle is close to ending before posting details so as not to affect any FOW stuff that may influence actions in that engagement. :smoke:
Shortreengage
13 Jun 06, 00:31
I'm a bit concerned about the Cougars firing 20mm as they have a low velocity 76mm as opposed to an autocannon. Other than that good work.
As for results, DD I think you should lay out some rules on "ending" games prematurely by pulling out. If a player sends the turn to the other player, then in my view they should not be able to later decide "Oops, now I want to pull out" -- especially after the next turn is played and sent to them. The reasoning here is obvious. "Wow, his arty decimated me this round. Uhh, OK, I'll pull out now!" Not saying that happened here with WESCU, but you understand I'm sure ...
Also, on the pull-out rules, I think any units spotted before the pull-out who are not within, say 5 or so hexes of escape route, should be considered dead. I had literally 2 malutka teams, an rpg team and a MMG all surrounded. They were all dismounted and I woulda tore em up. Doesn't seem right that they can just slip away *poof* ... :mad:
As for Cougars, are they really 76mm? That sounds big. Whats the penetration rating on that thing? Damn me for running them around like a LAV-20 recon platoon section ...
Double Deuce
13 Jun 06, 02:26
As for results, DD I think you should lay out some rules on "ending" games prematurely by pulling out. If a player sends the turn to the other player, then in my view they should not be able to later decide "Oops, now I want to pull out" -- especially after the next turn is played and sent to them. The reasoning here is obvious. "Wow, his arty decimated me this round. Uhh, OK, I'll pull out now!" Not saying that happened here with WESCU, but you understand I'm sure ... This was a one time event. Normally if this were to happen I would abstract the results prejudiced against the one ending the game. Since I set up the game in a way that his units were essentially trapped and at an immediate disadvantage due to the retreat routine in WinSPMBT.
Shortreengage
21 Jun 06, 15:19
Same as I told Dita this fight seems over and we hold the field. Get some scouts down to the KOed vehicles and scrounge for exploitable intel. IE Maps, Graphics, Cyphers, and any POWs we can get.
Good work.
Double Deuce
22 Jun 06, 00:29
LOSSES
...1 Co/1er Bn Roy 22e/4th Mech Bde
......x1 Rifle Section
......x2 M113A1
......x1 Leopard C1 A3
......x1 Scouts
......x2 Couger
----------------------------------------------------------------
AAR: Coming Soon!
CURRENT UNIT LOCATIONS:
HEX EE7 --> 1 Co/1er Bn Roy 22e/4th Mech Bde
Double Deuce
26 Jun 06, 18:45
CONFIRMED ENEMY LOSSES
...x2 SPW-40P
...x1 PRP-2
Unit Identified as part of East German 9th Rec Bn/9th Tk Div
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