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Double Deuce
25 Aug 06, 09:06
ACTIVE COMMANDER: Vas Fury
LOCATION: Vicinity Aspertsham
RETREAT DIRECTION: East
PBEM SLOT: 003
PASSWORD: edition

You will be deploying in the area marked by the Eastern area of Aspertsham and the beginning of the hills to the East.

Your opponent is: Rompa

Please coordinate contact through the SZO forum to get the game started.

HEX JJ6

....3 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
......x3 Lynx
----------------------------------------------------------------
ADDED SUPPORT (OFF-BOARD)

...A Bty/4 Bn/29 FA/2nd Bde/8th Inf Div
......x6 M109A2
...B Bty/4 Bn/29 FA/2nd Bde/8th Inf Div
......x6 M109A2
...C Bty/4 Bn/29 FA/2nd Bde/8th Inf Div
......x4 M110A2

----------------------------------------------------------------
Briefing: Your basic mission is to recon the area for enemy forces and secure Aspertsham and the nearby hills to screen the Main Body of NATO forces moving up from the South.

Additional mission objectives need to be obtained from the NATO Force Commander.

NOTE: Make sure when deploying and fighting the battle you remember that you can only exit forces off of the map via your designated Retreat Edge.

Double Deuce
07 Sep 06, 16:19
I have attached the DEPLOY File for the Aspertsham Battle to the 1st post in this thread.

Whoever will be the commander for this battle needs to download the file and load it using the WinSPMBT Scenario Editor and then deploy the available units "within the vicinity outlined by the 'X's and as mentioned in the 1st post of the thread.

Be sure to set the facings and ranges as your deploy file will become the main setup file for creating the Pbem battle file. Do not set ranges to 0 as the game engine sometimes automatically sets them to the default range when I add the other sides units into the file.

When you are done deploying, save the scen file, zip and reply to this thread making sure to re-attach the zipped deploy file to your post OR email it to me at doubledeuce@combat-campaigns.com

If you have any questions please ask.

Shortreengage
07 Sep 06, 23:57
FIRE SUPPORT:

A/4-29FA 8ID(Mech) 155mm

B/4-29FA 8ID(Mech) 155mm

C/4-29FA 8ID(Mech) 8"


C battery is not to be fired without approval from DIV. It is there to provide Counterbattery fires.(off board)

Vas FURY
08 Sep 06, 05:08
Understood. Will make ready and deploy within the next 3 days.

Vas FURY
10 Sep 06, 05:19
Ok, deployment complete and files sent back to you.

By capturing nearby hills (objective in briefing) do you also mean the three hills all the way to the east?

Double Deuce
10 Sep 06, 05:25
By capturing nearby hills (objective in briefing) do you also mean the three hills all the way to the east?The briefings are generic as there will be no real onboard objectives. They are meant as a guide. The real objectives are whatever Shortreengage wants you to accomplish in the battle such as taking terrain, identifiying enemy units or destroying them, etc.

Vas FURY
11 Sep 06, 09:17
Ah, i see, thanks for that.

So, Shortreengage... What would you like me to do :shy: ?

Double Deuce
12 Sep 06, 12:59
All Arty is delayed arrival until Turn 2 so no side can pre-target possible deploy areas.

Shortreengage
13 Sep 06, 01:22
Ah, i see, thanks for that.

So, Shortreengage... What would you like me to do :shy: ?

You are screening foreward of the Divisions Advanced Guard brigade. Your mission is to destroy all enemy recon in sector and Identify major enemy units. This is essentially a counter-recon/delay. Gain good positions for your AT assets. Deploy your Blowpipes ASAP. You can expect Hinds.

I think you will face the EG Recon again followed by SOV recon with at least one reinforced Motorized Rifle Company. Maybe a whole BN. If that is the case you are to DELAY and ATTRIT. Don't forget they can't see through smoke. your M150s can. Do not become decisively engaged so as you can't withdraw. Hurt them as you fall back. The rest of the Brigade is comming up behind you and will be in action soon. The Germans and US are behind them.
The 8" Guns are for off-board to off-board counterbattery fire. I will release them to you it they don't work or if you are in the soup. Keep me posted.

Vas FURY
13 Sep 06, 03:38
Ok, that is all good and understood. Once the battle is underway i will keep an update of each significant turn in this thread.

Double Deuce
18 Sep 06, 11:36
The actual Pbem File is being uploaded to the WP Forums. Please make contact with your opponent if you haven't already done so. You can do this via PM, email or posting in the open part of the forums.

REMEMBER: The Battle is to only go 24 Turns for FOW reasons. Once you complete Turn 24 you send me the file.

Vas FURY
22 Sep 06, 07:47
Ok, ive received the file from my opponent, Rompa, and its in my mailbox. Things are a bit busy here at the office for now so i shall try to take my turn end of the weekend - beginning next week, and then post the Turn 1 report shortly thereafter.

By the way, where should i post the report. Here?

Double Deuce
22 Sep 06, 08:16
By the way, where should i post the report. Here?Yes, use this thread as your AAR thread. That way each battle is kept seperate for easier following.

Shortreengage
30 Sep 06, 19:58
Is there a SITREP?

Vas FURY
01 Oct 06, 05:36
Lol, whats a sitrep? :OHNO:

Ive started the battle for Aspertham, and from the first turn, it seems that the canadians are at a significant disadvantage. The soviet forces seem to have semi - encircled the town and my small army, and they have many vantage positions that my troops have so far spotted from which they can fire down into the Aspertham streets while remaining in cover.

So far, my men have seen the following: 3x BDRM-2, 3x BMP-2 and 1x Scout team. My Leopard took out a BMP-2 (one shot with a 5% to hit:p ), an act which drew fire from 3 BMP-2s which i cant even see yet, so I can presume that they must have 2 or so platoons of the buggers in the area...

My main plan so far is to get a platoon of Canadians and 2x TOW M113s from Aspertham into the forest at the north, so that they can prevent encirclement and provide supporting fire into the northern sector of the city. The problem will be crossing the open road between the town and the forest, so i have plotted a small barrage of smoke to cover the movement, and hopefully they will get across unscathed (unfortunately, it will be quite obvious to the opponent that something has gone up there).

A platoon of Canadians is also holed up in the town of Aspertham, and they continue a slow advance into the town centre, supported by M113s and a Leopard.

Finally, the final platoon is slowly advancing through the southern forest, also supported by M113s and a Leopard, and they are there merely to ensure that i am not encircled from the south, and also to assist the sourthern sector of the town if the need for such arises.

Thats all so far...

Shortreengage
03 Oct 06, 11:52
SITuation REPort LOL.

Any air activity? Losses? Kills?

Vas FURY
03 Oct 06, 12:39
Ok guys, the situation is as follows...

SPOTTED:

1) 2x Mi-24 Hind-D (With Fleyta ATGM). One was fired upon twice by the same blowpipe team, but despite having 50% or so to hit for both shots, neither missile made contact. At present both helicopters are visible by my scouts in the north-west section of the map, and neither of them is retreating.

2) 1x T-64 B and 1x BMP-2 to the east of the northern forest. This is a serious threat, and because of this monster, i believe that it is better for me to change my plans to go across the road into the northern forest with a small force in order to prevent encirclement, and instead stay in the woodlands around eastern Aspertham. Furthermore, it could be fair to say that i will not be able to stop the encirclement now, as the BMP is far enough to the east to allow me to presume that other BMPs have gone further estwards. Not Good.

3) Spotted 3 more BMP-2s in the North West Forest, and took 1 out with a Leopard. The BMP-s which was on the ridge from last turn was taken out by another Leopard as well.

4) A BRDM-2 drove into my southernmost force at full speed, and was swiftly dispatched by an ambush from a Canadian squad. Unfortunately, this also means that the enemy will now be aware that I have a presence there, and will be more weary when advancing.

---
MOVEMENT:

Apart from advancing further into the town of Aspertham, i have kept the movement of my troops to a minimum this turn. I fear they may have units of the ridge to the west looking down into all of the woods with good visibility, and I am afraid of those helicopters. I have also set up a TOW M113 overlooking the northern forest in case that T64 gets bored and moves up, or if some other enemy assets decide to wander by. There is a scout team next to it in case it needs smoke cover to retreat.

The small troop of M113s (loaded with scouts) that i wished to move to the northern forest have been moved back a bit, as i feel that there is no point to risk it, and also because the enemy strength in the entire area is far greater than mine, so i should preserve whatever assets I have.

---
SITUATION:

[Own Casualties]
None

[Enemy Casualties]
3x BMP-2
1x BRDM-2
---
CONCLUSION:

I believe that the enemy force is at least twice as big as mine (points wise). I further believe that a succesful retreat to the east is highly unlikely, because i will have to go over the Huge hill, and i will be subject to enemy fire from 3 directions (plus the helicopters will still be able to circle around any smoke i may deploy to screen my withdrawal). I COULD retreat through the south-eastern route, but again, those helicopters could create trouble, as that way has little cover as well, and would take at least 9-14 turns to cover safely (and thats in the M113 transporters!).

Therefore, i propose to high command that my small advance force remain in Aspertham for the duration of the 24 turns. I will secure all the surrounding woodlands together with the town, and try to neutralise as many of the enemy assets as possible. It is my honest belief (and i will damn sure try my hardest) that I will suffer less casualties by remaining than if i were to retreat.

Finally, if i am given approval to remain, I would like to ask High Command to release the off map batteries for use at my own discretion. I will pre-plot them in a defensive circle and when the enemy advances to close in it will bombard them ruthlessly, and i will counterattack from the woods.

If the above request is denied, then I would like to ask to release to me just one 155 battery. There is a grouping of 3x BMP-2s to the north-west, close to the T-64 tank. Ive plotted the Arty there already, so if not cancelled, it could be there turn after next, and it would take out the BMPs most certainly (if they dont re-locate, which i think they wont do as they have excellent fields of fire from those locations right now), and maybe even the tank.



Anyway, that is all i have to report so far. High command, please revert back to me with your opinions/suggestions/orders.:D

Shortreengage
03 Oct 06, 14:29
The overall situation is questionable. Dita is taking heavy losses from red air.
There may have been a misunderstanding on the operational ADA routine.
I have ordered him to withdraw. The enemy seems to be trying to cut us off from our retreat hexes. I have not made contact in my sector. Vesku is a seaky git so I don't expect it for several turns.

Dita and you are both facing BMP2 and T64B reinforced by BRDMs and BRDM/AT5s That equates to the Soviet 7MRR and part of the 2nd Recon BN.
That implies a few things.

1) They are attacking with at least 1 MRR on our right. I'll shortly know who is on our left.

2) The 7MRR is attacking withn at least 2 BN up as I suspect that you are correct about being outnumbered. The key would be counting more than 12 BMPs or 4 tanks.

I recommend that you delay and continue to attrit. Especially with ARTY.

The 155s have been under your control since the begining. I only said to hold the 8" guns back for CB fire. Wait a couple of turns on the 8" Guns.
Be my guest to plaster them with 155 fire.

I'll consider your request. I have to to update my map. I also need to see who can relieve that unit next turn. I don't want it to be cut off and destroyed.

Vas FURY
03 Oct 06, 16:42
Yep, to destroy the maximum amount possible with a minimum amount of losses possible is what I intend to do.

Thanks for the 155 battery, and yeah, I will keep the 8" in reserve.

Will keep you informed.

Vas FURY out.
(Damn i LOVE all this military sh*t :D :ar15: :D )

Vas FURY
04 Oct 06, 11:51
Right. I am now most definitely certain, that this is gonna be one hell of a fight...:dead:

SPOTTED:

1) 3x Mi-24 Hind-D (together with the other 2, that makes 5 in total!) Two are to the North-West, Two are to the East and one was at the South. Now, i managed to do some crafty (and lucky) maneuvering with 3x M113s and brought them right behing the copter to the south. After opening fire on the helicopter with the 0.50 cal AAMGs and causing 47 total damage (4 hits) i brought the bugger down! Was very pleased with that:D

However, the problem i have right now, is that my opponent is flying the four other choppers at high altitude, and way outside of the range of my blowpipe SAM's. This means that if i move any of my armoured assets, they will get instantly fired upon, no matter whether theyre in the town or in the forest. Now, i have exploited that by running an empty M113 from north to south across the town, which caused two of the Hinds to open up and expend ammo (and more importantly 2 of those Fleyta ATGMs) without any hits. Its imperative for me to try to reduce their ammo by as much as possible, but i doubt i can make a sufficient amount of such runs with that M113 before it is finally hit and destroyed, and I am unwilling to sacrifice any more because i feel that i will need them for when the enemy infantry begins it's advance (and i have to hold out for 30 turns, not 24 as i though!)

2) Furthermore, spotted more T-64 Bs to the north and north west. Two are heading East to encircle me, and four are at northern forest looking south into the town, probably with excellent fields of view. Plotted one of the 155m battery on top of those.

3) The BMPs to the North West have been seen unloading mechanised infantry, and i have trained two HMG squads to fire at them from the forest when they get closer so as to maximise casualties.

One of the BMPs in the northern forest has been neutralised by my Leopard. one still remaining there which is visible, possibly more are present.

4) 2x 120 mm Mortars fired at the hill where my blowpipe SAMs were, but i had already relocated, and the fire was ineffective. Dont think i should counter with the 8inch. I think i may need that battery later for tank busting activities, when enemy armour starts to push into the town.

MOVEMENT:

Apart from the maneuvering in the south in order to down the chopper, and popping out the Leopard to take out the BMP2, i have kept troop movement to a minimum due to the fear of the high flying Hinds. Those bastards probably have a very pleasant view from up there, and are a serious threat.

I have also set up a TOW M113 to overlook the north east sector, maybe those T-64rs get caught in it's line of sight.

SITUATION:

[Own Casualties]
None

[Enemy Casualties]
4x BMP-2
1x BRDM-2
1x Hind-24 D

CONCLUSION:

Lol, as soon as the enemy realises how small of a force i have, for my troops, it will be a hell of a long day... and a day of long hell...

Main aim so far is to do as before, cause as much damage as possible, and make it seem as if i have a larger force than is actually the case.

Vas FURY out.

Shortreengage
05 Oct 06, 00:04
Roger, good work with the massed HMG fire. Remember to lead him 1 football field when he is moving:laugh:

I'm in contact with Hinds as well.

The game IS 24 turns. 30 is so you don't peek at the end game screen.

Vas FURY
10 Oct 06, 05:59
SPOTTED:

1) Absolutely nothing more. Lol. At end of turn a Mig-23 did a strafing run on an area to my rear, but i didnt have any units even close to there. My blowpipes didnt fire coz i have set their range to 10 or so for now, as I want to save the 6 missiles that i have left to engage the MI-24 Hinds when they get closer.

2) Apart from the Mig-23 attack, all of the enemy units already mentioned are where i last reported. Artillery is going to drop on some of those locations next turn, so we will see the result of that...

3) I attacked one of the T-64's to the North-West with the M150(TOW M113) that i had carefully positioned last turn, and I got an instant kill! (i then retreated the M150 back into the forest) Hopefully that will make the opponent hide his secont T-64 in the woods for fear of other attacks, and thus slow down his encirlcement process in the northern area.

4) 2x 120mm Mortars fired at my old blowpipe position again, (no hits) and i plan to counter them with my 120mm Mortars mounted on the halftracks (forgot their name :( )

5) Finally, fired at a group of scouts in the south with an M113, but no casualties, so i hid it back in some scrubs.

MOVEMENT:

1) Apart from some manuevering of a Leopard in the north region to allow it to fire on the Northern T-64's next turn, and some troop advances into the town, I havent moved a single unit, again because I think those 4x high-flying Hinds would shoot anything that moves into their line of sight. They are a major thorn in the side...

SITUATION:

[Own Casualties]
None

[Enemy Casualties]
4x BMP-2
1x BRDM-2
1x Hind-24 D
1x T-64 B

CONCLUSION:

Lol, same old, same old... 'Kill and dont be killed in return' is my doctrine...
Now, i would like to ask some of you experienced commanders who would know about the enemy order of battle, what can i expect from my opponent in terms of infantry during this engagement?

I have spotted many armoured units, but still no infantry elements (a factor which worries me to some extent, as they may be creeping up on me from the sides). Can any of you guys advise me what i might be up against? Or is this a purely armoured unit i am fighting, with no infantry elements?

Vas FURY out.

Shortreengage
11 Oct 06, 14:51
Good deal. Skirmishing is what I'm talking about.

You are in contact with Elements of A BMP equiped Motorized Rifle Battalion from the Soviet 7th MRR.

The question is: Are you up against a FORWARD SECURITY ELEMENT or the full ADVANCED GUARD. Or are they even using Soviet organisation and doctrine?


FORWARD SECURITY ELEMENT
.........x10 Mech Section
.........x13 BMP-2
.........x1 2-120mm Mortars
.........x2 SA-7 SAM
.........x3 RPG-7V Team
.........x2 UAZ-66
.........x2 7.62mm PKMS MMG
.........x2 30mm AGS-17 GL
.........x1 UAZ Jeep
.........x4 T-64B
.........x1 Engineer Sec
.........x1 BTR-70
.........x3 BRDM-2 Spandrel


ADVANCED GUARD

......U/I Bn/7th MRR/2nd MR Div
.........x31 Mech Section
.........x39 BMP-2
.........x1 2-120mm Mortars
.........x6 SA-7 SAM
.........x2 SPG-9 Recoilless
.........x2 Sagger team
.........x9 RPG-7V Team
.........x2 UAZ-66
.........x6 7.62mm PKMS MMG
.........x6 30mm AGS-17 GL
.........x3 UAZ Jeep
.........x13 T-64B
.........x2 ZSU-23-4 Shilka
.........x3 Engineer Sec
.........x3 BTR-70
.........x3 BRDM-2 Spandrel


All this supported by 2-4 Battalions of 122/152 ARTY plus our friends in FRONTAL AVIATION.

Assesment: I suspect that they are organising for combat like the Soviets but not necessarily using soviet doctrine. We fought their Divisional RECON last round. Now we should be up against REGT RECON and FSE/AG which we are,however they have a BMP2 equiped unit operating in both your and Dita's sector. I have also just ID'd a 120mm Mortar platoon operating in my sector. That would indicate that I will also soon be in contact with yet another BMP equiped unit. If this is correct then they are using the 7MRR as Divisional ADVANCED GUARD but advancing in line formation. The BMP2 is an excellent vehicle for this because it can easilly sweep our annoying M113s from the field(rapid fire autocannons rock in this role)and allow the tanks to concentrate on more important targets.

The question of tactics is influenced by the origin of ther enemy commanders.
Initially they were run by a couple of Hungarians and a former East German. They may have had experience in the WP military or have been influenced by it's doctrine. Those guys are mostly gone I believe. The front line commanders are a couple of northen Europeans who have a different approach to things. We will have to wait and see. Turn 7 and I still have not seen any of Vesku's vehicles. Just Hinds and mortar fire. Sneaky git.

As to the question of infantry, they may be A) operating seperatly dismounted or B) be landing in your rear area:eek: :eek: :eek:

Hinds can carry a squad of infantry. I suspect they may land infantry and ATGM teams along our routes of withdrawl. I would.

Guidance: 1) make sure that you have ID tags on on you prefs. So we can see if you are up against a mixed force.

2) Right click on KOed BMP2s to make sure that they are in fact BMP2s and not renamed BRM1s. BRMs have no ATGM.

Continue mission.

Vas FURY
12 Oct 06, 09:03
Thanks for that info Shortreengage, and it seems that this must be the Advanced guard, coz ive spotted 6 different t-64's, plus one destroyed.

The BMP-2s are indeed BMP-2 WITH ATGMs.

Will proceed as ordered.

See ya.

Vas FURY
13 Oct 06, 12:11
Hey all, I have more good news from the front.

SPOTTED:

1) The barrage of artillery which i plotted a couple of turns ago has yielded some nice results. The first, in the north-west sector, has destroyed a BMP-2, and has caused another to rout (the barrage is not over yet though). I have spotted 2x Mech Infantry sections there, probably escaping from the BMP's. One is retreating, one is pinned.

2) The second artillery, that was plotted to the West on top of the two high-flying Hinds has made one of the Hinds to appear as 'Buttoned', and the other Hind has dissapeared ( i dont know if it has been routed or destroyed, theres no flames in the hex,and it is not up in the air or I wouldve seen it, so probably routed). The main thing though, is that the very same barrage has destroyed 2x BMP-2s which i HAVENT spotted before, but which were close by and couldve fired into the town at my armour. Good Job to the 155s!

3) One Hind-D was circling to the north, near where the T-64's were waiting, so I had my blowpipe open up on it, the missile hit and caused 1 damage. The helicopter moved a bit, but it's still displaying a 'Ready' status. Will the (1) damage point dealt to it be sufficient to make it retreat?

4) The TOW M113 that was made ready to fire at northern T-64's has done so, and scored a kill on one without return fire. Ive moved it back under tree cover, but plan to pop it out again for another shot if the tanks dont move.

---
MOVEMENT:

1) Again, no serious movement with armoured units, apart from that M113 riding around. It was shot at by a Hind-24D with the ATGM, but evaded and escaped back into cover. I think ive made about 5 ATGM missiles miss in this manner.

2) I now have the centre , north, south and west of the town firmly secured (well, i say 'firmly' but its only a platoon of Canadians there! Theres just no enemies!). I'm also moving an HMG on top of the huge hill to the east of the town so that it can watch my rear, as per Shortreengage's advice.

---
SITUATION:


[Own Casualties]
None

[Enemy Casualties]
7x BMP-2
1x BRDM-2
1x Hind-24 D (+2x hopefully routed)
2x T-64 B

---
CONCLUSION:

So far so good. I have 2x 155 batteries dropping next turn on the north T-64 platoon and on the North-East one, so if Rompa doesnt relocate them, then it should hopefully result in a kill or two, and i have that M150 TOW there to shoot again if they dont die, or if they move into the kill zone. Apart from that, everything seems to be going OK, its just that the MAJOR problem, is that if I am indeed fighting an Advanced Guard of the WP, then WHERE THE HELL ARE THEY ALL?!?!? Will continue to keep my eyes open.

Vas FURY Out:salute:

Vas FURY
16 Oct 06, 06:22
TURN 6

Despite loosing an M150 TOW to a Hind ATGM, ive had a rather good turn today-


SPOTTED:

1) Ok, as I said above, during his turn my opponent has destroyed my TOW M113, and also fired an ATGM from a hind at the Leopard in northern forest, missing the tank but pinning it (the Leopard was out of radio contact with HQ and I was unable to rally it, so ive withdrawn it south closer to the town where its commander is hiding, so that it can rally and return). Ive also noticed that Rompa has made his Mi-24's fly low now, and i can only see 2 of them to the far East, but i suspect one more is in the north-west.

2) The Artillery fire from 2x 155 batteries has landed on the two T-64B positions. To the north, it has destroyed 1x T-64B, and 3x t-64Bs in the North West!!!. That means, that a whole platoon of those tanks that has been trying to circle me has now been eliminated, as i have 4x burning hulks in that area! Good stuff!.

3) Using the fact that opponent is flying his Hinds at a low altitude and thus cannot see as much any more, i have manuevered a Leopard from the town to fire at a BMP-2 in the northern forest, destroying it and making it disembark a Mechanised Infantry squad. This will be fired at by HMG's next turn.

3) I have also spotted 2x Mechanized infantry sections in the Eastern part of the town of Aspertham. I dunno if theyre advancing or staying put, will observe and report.

4) Finally, and to my greatest Joy, A Mig-23 (probably same one as before )has done a standoff attack, but has destroyed it's own tank/artillery piece (happened quickly, couldnt see, will confirm next turn) in the far top left of the map! Rompa wont be pleased... :laugh:

---
MOVEMENT:

1) Again, using the low-flying Hinds factor, ive moved up a lot of the M113's in the town to support the advancing infantry, and hid them behind buildings.
Also, i fired my 3x120mm Artillery last turn, and loaded them Into M113's and am moving them into southern forest to disembark and fire again next turn. Im doing this to make Rompa thing that ive got more troops/arty than there really is, and to hopefully expend some of his artillery's ammunition, as he fires his CB at emptry smoke hexes:D

---
SITUATION:


[Own Casualties]
1x M150

[Enemy Casualties]
8x BMP-2
1x BRDM-2
1x Hind-24 D (+1x routed confirmed; 1x routed hopefully)
6x T-64 B

---
CONCLUSION:

Well, I dont want to hex myself, but I think its going pretty well so far, and im just gonna keep doing what im doing for now, and that is make Rompa wince and curse (:mad: ) with every unit he loses :p

Vas FURY out.

Shortreengage
17 Oct 06, 16:23
Well, somebody has to be doing well. I'm on turn 9 and have lost 6-7 APCs to HINDs. Got some hits on same but nothing spectacular. Shelled some mortars. Silenced and killed the truck. Whoopie!

Continue mission. I'm sure you'll start seeing more of them.:clown:

Vas FURY
30 Oct 06, 08:40
TURN 7
======

Ok, got the game going again, and here is the next update:


SPOTTED:

1) Just to confirm from last turn, the friendly unit which the Mig-23 destroyed was a 'DMZ', which looks to be just a simple armoured bulldozer, so not that great a kill, but better than having one of mine destroyed!

2) During his turn, i had 3x Hinds fire ATGMs and rockets at my 'rogue' M113, with all shots missing. One hind then shot at a canadian rifle squad, causing suppression but no kills.

3) So far, the enemy seems to be holding back. All I can see is a BMP-2 in the Northern Forest, and 3x Hinds-24, One to the North, one to the West (both of these flying high), and one creeping round low the southern forest (i plan to engage it once again with massed HMG fire from my 4x M113's in the south.

---
MOVEMENT:

1) I retreated the rifle squad which was under fire back to the east of town (as it was spotted), had an M113 pick it up and take it further back. During this the M113 came under ATGM fire from 2x Hinds, but escaped unscathed (i think ive made the Hinds expend about 25 ATGMs by now).

2) Two of the other squads from the same platoon were moved west towards the enemy, in the south of the town and in the north. I now have decent arcs of fire, and am ready to engage an advance. I wont proceed further West because they have infantry spotting somewhere there, and Hinds are shooting from afar, so i will let them come to me instead, and remain hidden till the last possible minute.

3) Had manuevered some other armoured assets, but lack of visible targets means that i dont know which direction to cover for now, and i have mainly left all the units where they previously were, as i have decent fire arcs established. Fired with an HMG at a lone Mech Infantry squad in the North-West Forest, which had rallied after it's BMP-2 was destroyed, and I killed 1 man. Lol, after all the other turns, this seems quite dissapointing :shy:

---
SITUATION:

[Own Casualties]
1x M150

[Enemy Casualties]
8x BMP-2
1x BRDM-2
1x Hind-24 D (+1x routed confirmed; 1x routed hopefully)
6x T-64 B
1x Mech Inf.

---
CONCLUSION:

Just minding my time, trying to spot some more targets so that i can engage them effectively. Those Hinds are a hell of a nuisance...

Vas FURY out.

Shortreengage
30 Oct 06, 14:55
You're still looking good. I'm still being raked over the coals by Hinds. Attempting to break contact and save my Armor/AT assets. Just now on T14 seeing more ground troops. It appears there are E Germans present as well.

dita
30 Oct 06, 15:35
Looking pretty good Vas. Keep up the good work.

Vas FURY
02 Nov 06, 11:51
Ah, thank you thank you... all this praise... :clap: :hail: :hurray: :salute: :o

:D Anyway, more updates from the front:

TURN 8
======

SPOTTED:

1) Opponent moved up a BMP-2 into the town, rather recklessly, and it was dispatched by an ambushing Canadian Squad with ease. Two Hinds (presume 1 more is hiding) have begun flying high into the town, and i believe they spotted a lot of my troops, because loads of things were fired at, and I had a Leopard tank (in the far south) destroyed, together with an M113 and 1 Infantry soldier in the town. That was all for the opponent turn. Not good.

2) During my turn, he he he he he he... oh my god, i cant stop laughing.... during my turn, i had managed to down both of those Hinds, again with massed AAMG fire from the M113s!!! It wasnt accurate (6%) at best, but when you have 8 with 6 shots each firing at close-ish range High Flyng targets, it can be deadly, as Im sure Rompa has learned now.

3) Apart from that, everywhere else is quiet. I presume one more Hind left in the area, judging from the amount of shots made during my opponents turn, as I saw 3x Fleyta ATGMs flying at my units (one missed). I have a blowpipe team with 2x missiles, and another with 1x, but i think I will save these for when the Mig-23 returns, and I will try to down the remaining chopper(s) with the AAMGs.

---
MOVEMENT:

1) Because of those Hinds, i have moved almost everybody to somewhere other than where they were when they got spotted, as I can be pretty sure that artillery will be dropping quite soon. Thats all.

---
SITUATION:

[Own Casualties]
1x Leopard
1x M150
1x M113
1x Canadian Infantry Soldier

[Enemy Casualties]
9x BMP-2
1x BRDM-2
3x Hind-24 D (+1x routed confirmed; 1x routed hopefully)
6x T-64 B
1x Mech Inf.

---
CONCLUSION:

Once again, those M113's which i always criticise for being useless (and thus never buy them for PBEM games) have impressed me to unbelievable extents.

I believe that the enemy is starting his advance into the town, which would explain why he pushed the choppers on the offensive, but now that he has lost them, i dont know what his next course of action would be. We will wait and see...

Over and Out.

Vas FURY
13 Nov 06, 10:47
TURN 9
======

SPOTTED:

1) The only units spotted this turn, were 3x BMP-2, which were trying to encircle me to the north from them Northern Forest. The first was spotted during my opponents turn, and fired at by the ambushing TOW M113, but despite having a decent chance to hit, the ATGM missed, and the M150 was destroyed by returning fire from the BMP-2. However, during my turn, i managed to manuever a Leopard into a good firing position, and took out 2 of the BMPs. One disembarked a mechanized infantry squad, and this will be fired at by some M113's and Lynx armoured troop carrier next turn.

2) That Mig-23 did another standoff attack at a M113, but despite hitting it, the Kerry didnt destroy it.
---
MOVEMENT:

1) Manuevered some armoured assets in the northern part of Aspertham in order to counter any possible attack from the north, which might follow the BMP-2 advance that I have managed to forestall for now.

2) Retreated some infantry from the centre of Aspertham eastwards, as they were spotted by Hinds last turn, and I presumed that Artillery had been plotted on that position, and surely enough, when I ended my turn, a huge barrage fell into the locations where the soldiers were before. Gonna do some serious counter barrage fire next turn.

---
SITUATION:

[Own Casualties]
1x Leopard
2x M150 (TOW M113)
1x M113
1x Canadian Infantry Soldier

[Enemy Casualties]
11x BMP-2
1x BRDM-2
3x Hind-24 D (+1x routed confirmed; 1x routed hopefully)
6x T-64 B
1x Mech Inf.

---
CONCLUSION:

Now that he has started moving around, it would be very interesting to see how many units he actually commits to the attack, and whether he will continue it after losing the two BMPs full with soldiers. Furthermore, i wonder if Rompa is making any andvances in the southern sector, it would have been nice to have a scout helo, but beggars cant be choosers, so ima have to make do and sit tight & wait if theyre coming.

Vas FURY Out.

Shortreengage
14 Nov 06, 20:11
Ochen horosho! Er, I mean excellent! I'll start up my turn again since you are catching up. Vesku is wiping the floor with me. I'll just have to grinn and bear it:OHNO:

Vas FURY
15 Nov 06, 05:47
These Scout engagements are very difficult battles that were fighting since the soviets seem to have both ground and air superiority at least three times more than that of ours. I only hope that we will have more sizeable forces to play with in the later ones, supported by sufficient air assets.

Hey Shortreen, what happened to your battle's thread?

Double Deuce
16 Nov 06, 12:30
The WP Team will be swapping out commanders for this battle. Rompa has had RL intervene and we really need to get this battle sped up. I believe azog will be his replacement. We will be getting him the necessary files and up to speed on things as soon as possible.

Shortreengage
17 Nov 06, 23:45
This guy may be a lot better than your current oppo Vas. What is you turn rate like?

Shortreengage
18 Nov 06, 00:40
These Scout engagements are very difficult battles that were fighting since the soviets seem to have both ground and air superiority at least three times more than that of ours. I only hope that we will have more sizeable forces to play with in the later ones, supported by sufficient air assets.

Hey Shortreen, what happened to your battle's thread?

Long story short, The force will probably be annihilated. Just lost 2 Leos and 2 PCs to hinds. I have to re-examine the whole Campaign. The Hind threat is considerable.their ground forces are so strong they can afford to throw away their Hind s if they like. We on the other hand cannot afford to waste our Cobras and our Little BO105s that are little traffic choppers with missiles. We are weak on ADA and the Canadians are weak on just about everything. We have no Divisional Recon and in fact no "Division Base" at all. What we have has been cobbled out of hide and some creative MTOE changes. We may have gotten the short end on this. I'm also pretty pissed on the fact that the canadians forgot to send FOs to their units. We may have to use Cobras in the Anti-air role but I am loathe to do this.

Double Deuce
18 Nov 06, 01:51
Long story short, The force will probably be annihilated. Just lost 2 Leos and 2 PCs to hinds. I have to re-examine the whole Campaign. Well, don't take it too hard. Neither Vesku or Stonefire are slouches when it comes to SP, about any version. That and the WP team has a system set up for their best players to "train" their other commanders.

Vas FURY
18 Nov 06, 05:27
Lol, thanks for that espionage intelligence Deuce :D

Shortreen, my turn rate is about 2 turns a week, as long as the opponent sends his turns in time. Now that I will have a different opponent, things might go quicker, or they may go slower. In any case, ive sent my turn a while back so now I am waiting to hear from the WP.

Vas FURY
18 Nov 06, 05:31
Actually, talking about espionage, do you guys think we could recruit a player from the WP team to report their thoughts and plans to us? I mean, it would be very 'real life' like to have an intelligence-providing mole on the opponents team. Maybe some of you guys have played with some of the WP peoples before, and established friendships that can be used to recruit them to ourselves. In order for them to be interested, we should give them a medal of some kind at the end of the war or something, or raise their reputation points n stuff. Any ideas?

Double Deuce
22 Nov 06, 09:04
. . . .my turn rate is about 2 turns a week, as long as the opponent sends his turns in time. Now that I will have a different opponent, things might go quicker, or they may go slower. In any case, ive sent my turn a while back so now I am waiting to hear from the WP.
Your opponent is azog_ (http://www.xtreme-gamer.com/forums/members/azog_.html) . You should be able to make contact with him via his profile (either PM or Email). He had posted he is busy for the next couple of days - back on Nov 20 so he shuld be about ready to jump in.

Vas FURY
28 Nov 06, 10:01
TURN 10
======

SPOTTED:

1) Ok, back to battle now. I will keep this report short as there is a lot of work to be done, and a lot of money to be made!!! This turn I spotted a scout unit in the woods south of town, this was engaged and suffered two casualties, then an infantry mech section and a BMP-2in the centre of the town, with the infantry losing 2 soldiers to my fire. Finally, I engaged a retreating Mech-section to the north (fleeing from one of the burning BMP-2s) and managed to down a single trooper.

2) Ooh, I forgot to say , two small BDRMs were spotted in the southern forest, they will be engaged by a leopard next turn.

3) Enemy fired a lot of artillery, but I have already moved my troops away in M113s, so no casualties or suppression to my guys.

---
MOVEMENT:

1) Moved up some halftracks into the town behind buildings, because I believe that there will be more infantry making advances within the next 3-4 turns. The halftrack MGs will help me to keep those threats suppressed, and I have a leopard on standby to counter the BMP-2

---
SITUATION:

[Own Casualties]
1x Leopard
2x M150 (TOW M113)
1x M113
1x Canadian Infantry Soldier

[Enemy Casualties]
11x BMP-2
1x BRDM-2
3x Hind-24 D (+1x routed confirmed; 1x routed hopefully)
6x T-64 B
5x Mech Inf. Soldier
2x Scout Soldier
2x Crew

---
CONCLUSION:

Too early to say yet whether my new opponent will be more of a challenge. I am expecting an infantry assault into the centre of the town from him, plus I believe that he may try to proceed in the southern woods as well, because they didnt do too good going north, did they? :laugh:

Vas FURY Out.

Vas FURY
01 Dec 06, 07:13
TURN 11
======

Probably my worst turn so far.

SPOTTED:

1) 2x T-64Bs opened fire into the town from the north-west forest. Although my Leopard returned fire and hit one tank, it didnt get a kill, and was unfortunately destroyed by the enemy.


2) BMP-2's also fired from that area and managed to destroy an M113 troop carrier (empty).

3) The Mig-23 returned, did a standoff attack with a kerry, and killed another M113. I think that was the last PGM, or maybe one more left, so hopefully the stand off attacks will cease and I will be able to shoot him down with my remaining 3 blowpipe SAMs. (I think i took out all choppers, so now I will let them try to take down the Mig.

4) Enemy fired a **** load of artillery, no casualties, but probably I will have some serious suppression on some of my troops next turn.

---
MOVEMENT:

1) Kept most units stationary, as they are now in good positions to defend, but that Mig might have spotted some assets, so will move some armour again.

2) Finished off the fleeing Mech Squad and Crew to the north with HMG fire after maneuvering an HMG squad to cover the northern approach against infanty attack.

3) I made a squad of scouts run across the open road to the north most forest. Theyre half way there, and if they make it, I will start exploring with them for some targets for my artillery.

---
SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
3x M113
1x Canadian Infantry Soldier

[Enemy Casualties]
11x BMP-2
1x BRDM-2
3x Hind-24 D (+1x routed confirmed; 1x routed hopefully)
6x T-64 B
12x Mech Inf. Soldier
2x Scout Soldier
8x Crew

---
CONCLUSION:

Opponent is playing smart now, popping out tanks to fire and then moving them back into the forests in exactly the same way that I have been doing it in, so the problem I will have now is spotting for targets, whereas they have the benefit of some higher ground in places, especially that wooded hill to the north-west, which overlooks the entire town.

Vas FURY Out.

Shortreengage
02 Dec 06, 14:20
If he is firing alot of off board arty you might want to let some batteries stay silent and do the counterbattery thing.

Vas FURY
04 Dec 06, 04:28
But hoe can I counterbattery artillery which is off board? Hes definitely firing tonnes of artillery, and theres no telltale smoke signs on the map...

Vas FURY
04 Dec 06, 07:36
TURN 12
======

SPOTTED:

1) Ok, I now have positive confirmed locations of 4x T-64's (One in North Forest, and three in North-West, and 2x BMP-2 (One in North forest, one on a Hill to the West). I have plotted two 155mm barrages, one on northern tank, and one on the North-western T-64B.

2) One Mech Section advanced through centre of town, but i took down 2 soldiers with HMGs from an M113, and theyre now in retreat.

3) To my dismay, opponent fired **** loads of 120mm arty on my positions (I think it was even of the AP kind) and 3x of my Canadian Infantry squads got hit in the centre of Aspertham (they were in houses, but i saw some losses, unfortunately fast artillery was turned on and i couldnt confirm how many. Will presume approx 5 men overall). One HMG squad also got hit, but i dont hink any casualties were suffered. I will have to deal with some serious suppression next turn:nervous:

---
MOVEMENT:

1) I have almost managed to get a scout unit to the northern forest. It is now on it's outskirst, and should be in the trees next turn.

2) No other armoured movement, fear of overlooking BMP-2 that was spotted on Western hill, as well as the T-64's in the North-Western forest, as they seem to have good fields of fire into the town.

3) In the south, slowly advancing the canadian platoon, going to try a slow encirclement process.

---
SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
3x M113
6x Canadian Infantry Soldier

[Enemy Casualties]
11x BMP-2
1x BRDM-2
3x Hind-24 D (+1x routed confirmed; 1x routed hopefully)
6x T-64 B
14x Mech Inf. Soldier
2x Scout Soldier
8x Crew

---
CONCLUSION:

At least now I have spotted some targets for taking down. I make a formal request to the Theatre Commander to release to my use one salvo of 8 inch battery fire (PLEASEEEEE). I have plotted it on to the two T-64's in north-western forest, and I believe they can both be taken out. If you dont approve, then I will cancel it, but I believe that this is a viable target and I will only use one salvo of this precious battery. I would have used my two other 155mm batteries but theyre already pre plotted on estimated routes of attack of the enemy. Let Me know please!

Vas FURY Out.

Vas FURY
05 Dec 06, 06:39
TURN 13
======

A very quick turn this one, as not much happened.

SPOTTED:

1) Spotted a 4th T-64B in the far west in the trees, and a BMP-2 seen near edges of the northern forest.

2) The scout unit that was running to the north, was engaged by 2x Mech Infantry squads and destroyed. These squads were pinned by long range HMG fire and one enemy soldier fell to the bullets.

3) 2x Mech Infantry squads seen in the buildings to the west of Aspertham's centre. They will be within firing range in about 3 turns, if my troops dont get decimated by the artillery, that is.

---
MOVEMENT:

1) Hardly any movement, have rallied the squads that came under arty fire last turn, and managed to move some out of harms way, but 2 or three squads were too heavily pinned and couldnt leg it, and were under arty fire again this turn as well.

2) Spotted some enemy Arty smoke, plotted some cb fire from my 120mm mortars on those positions.

3) In the south, continuing advance of infantry supported by 3x M113's and a Leopard

---
SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
3x M113
6x Canadian Infantry Soldier
4x Scout Soldiers

[Enemy Casualties]
11x BMP-2
1x BRDM-2
3x Hind-24 D (+1x routed confirmed; 1x routed hopefully)
6x T-64 B
15x Mech Inf. Soldier
2x Scout Soldier
9x Crew

---
CONCLUSION:

Still awaiting permission from Shortreen to fire a salvo from the 8-inch. Have re-plotted it to fall next turn onto two T-64's if the battery is released to me. Thats all for now.

Vas FURY
07 Dec 06, 05:25
TURN 14
======

SPOTTED:

1) I am now certain that I am almost surrounded, for I have spotted a BMP-2 in the hills to the far north east of my position. Its too far off to engage, but it nevertheless shows that the opponent has managed to get some troops to block off any routes of retreat.

2) The squad in the southern forest came under fire from 2x enemy BRDM-2's and lost one soldier, but I managed to rally and escape.

---
MOVEMENT:

1) Again, not moving, staying put, rallying after all the artillery, and just waiting for any attack. Oppoent is smarter now in that he doesnt leave any targets in the open for me to engage, so not much I can do for now but wait.

---
SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
3x M113
7x Canadian Infantry Soldier
4x Scout Soldiers

[Enemy Casualties]
11x BMP-2
1x BRDM-2
3x Hind-24 D (+2x routed confirmed)
6x T-64 B
15x Mech Inf. Soldier
2x Scout Soldier
9x Crew

---
CONCLUSION:

I replotted the 8inch battery since Ive had no confirmation of its release to me yet. It is once again ready to drop next turn, so if im allowed to drop it, then let me know, and if not, then also let me know:o

Shortreengage
12 Dec 06, 13:44
1) Odds are that you are up againt at least 1 Battalion if not 2. Check the flags on units to see if there are no E Germans involved. I'm facing bot a USSR BMP unit and some NVA guys.

2) you may need to consider withdrawing. Carefully. The encirclement is likely their plan from the begining.

3) Arty that have missions plotted won't fire counterbattery missions. They have to sit around and wait.

4)use your Arty as you see fit.

5)try to speed things up.

6)good luck

Vas FURY
13 Dec 06, 10:18
Shortreen, your orders and advice understood and confirmed. Will do.

The only problem is careful withdrawal. My troops are far spread on a north-south axis, and it would take me at least 5 turns to regroup them to allow for a supported tactical retreat to even begin. If I retreat without regrouping, I will lose more troops than necessary. Finally, they will have good shots at me all the way during my retreat, as they have wooded cover on hills to the East, while I have to cross virtually barren terrain to get to the eastern edge.

How likely is the possibility of support forces coming to rescue this unit during the next phase, if it remains encircled by the end of the battle?

Shortreengage
14 Dec 06, 16:05
A good question. I would have to see the map at end state. How many turns left? Obviously you are now in the Delay and Attrit mode. Which you are doing nicely BTW. But don't get cockey, you have a much tougher oppo now.

Vas FURY
15 Dec 06, 09:42
Nine turns left, and yes, opponent is tougher. He isnt leaving any targets in the open for me to take care of... :cry:

Vas FURY
15 Dec 06, 15:04
TURN 15
======

Gotta keep this one quick, in a rush!


SPOTTED:

1) Killed enemy BMP-2 in south forest with leopard, lost 1x Soldier in same area due to Arty fire.
---
MOVEMENT:

1) None

---
SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
3x M113
7x Canadian Infantry Soldier
5x Scout Soldiers

[Enemy Casualties]
12x BMP-2
1x BRDM-2
3x Hind-24 D (+2x routed confirmed)
6x T-64 B
15x Mech Inf. Soldier
2x Scout Soldier
9x Crew

---
CONCLUSION:

Im LATE!!!!!

Vas FURY
19 Dec 06, 08:09
TURN 16
======

Same as before, nothing has changed (and no time to report properly!:nervous: ) Basically, no kills for me and no losses, staying put, and holding out the arty barrages (which are extremely heavy now all over Aspertham and southern forests).

SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
3x M113
7x Canadian Infantry Soldier
5x Scout Soldiers

[Enemy Casualties]
12x BMP-2
1x BRDM-2
3x Hind-24 D (+2x routed confirmed)
6x T-64 B
15x Mech Inf. Soldier
2x Scout Soldier
9x Crew

Vas FURY
31 Dec 06, 04:43
TURN 17
======

SPOTTED & MOVEMENT:

1) Ok, after my arty barrages last turn, I could see a wrecked BMP-2 hull in the west of town, and all my artillery pieces show at least three or more kills on them, which means that some infantry must have been hit as well.

2) Spotted 2x other BMP-2 positions - one just West of Central Aspertham, one in the forest to the West, and have shifted my artillery respectively.

3) In the south, my Canadian troops pushed west, came across a scout team and dispatched it, and spotted a BDRM-2. A Leopard has been maneuvered to dispatch it.

4) At end of my turn, a Mig-23 completed a standoff attack on my northernmost Leopard with a Kerry PGM, and although it hit, it didnt do any damage. I believe the plane is out of Kerry's now, so if it starts strafing runs then I might at least have a chance to down it with the 3x Blowpipe missiles that I have left.
---

SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
3x M113
7x Canadian Infantry Soldier
5x Scout Soldiers

[Enemy Casualties]
13x BMP-2
1x BRDM-2
3x Hind-24 D (+2x routed confirmed)
6x T-64 B
15x Mech Inf. Soldier
3x Scout Soldier
9x Crew

---
CONCLUSION:

Im still being bombarded heavily everywhere by 122mm batteries, whether in preparation of assault or just for attrition, I dont know. My troops are holding steady, and managing to rally after each load of shrapnell drops on their heads, so Im happy with them for the time being.

Vas FURY
05 Jan 07, 12:01
TURN 18
======

SPOTTED & MOVEMENT:

1) Spotted quite a few of new enemy armour units this turn. First, I was shot at by a T-64B from North-Western woods when i tried maneuvering a leopard in the forests north of Aspertham. It missed, and i shot at it 2 times. I hit both times, ince with SABOT and once with HEAT, but unfortunately that front armour was too thick to penetrate, and i retreated the Leopard back east into tree cover.

2) In the south forest, i have acquired sight of 1x BRDM-2, 1x T-64B and 1x BMP-2. I had a Leopard pop out and destroy the BRDM-2, and have put it into a position to try and neutralise the T-64 within the next few turns. Ima have to maneuver cleverly, as there is no way I can even scratch that front armour of the tank.

3) My sourthern platoon of Canadians has been loaded onto M113's. Ima spearhead them into the enemy lines, hopefully break through somewhere near the T-64 in order to divert its attention and make it turn south, thus presenting it's flank to my Leopard. In any case, i need to move those troops as theyre under constant 122mm barraging, and i cant stay put or go back, as all that area is under fire, so ima go forward (i also dont think the opponent expects this to happen, so it would be a nice way to go through their line and come out behind.)

4) Finally, their barrages dropped on my troop's heads once again. Very very heavy fire, but theyre holding, and not taking casualties (thank God). I had some counter battery fire against the enemy, and it had caused 10 damage to a 122mm battery (thats what the message bar said)

---

SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
3x M113
7x Canadian Infantry Soldier
5x Scout Soldiers

[Enemy Casualties]
13x BMP-2
2x BRDM-2
3x Hind-24 D (+2x routed confirmed)
6x T-64 B
15x Mech Inf. Soldier
3x Scout Soldier
9x Crew

---
CONCLUSION:

I have the north approach into the town more or less secured, and I dont think an attack from there is possible as the enemy will have to cross wide areas with no cover, that are covered by my armour and scouts as well as 2x HMG's.

Therefore, if im attacked it will be either through the town directly, or through the southern approach (which is more probable judging by the sudden increase of armour activity in this area).

Thus, hopefully i can put the opponent off in the south by destroying just a few more armoured units, and thus making him more cautious, and in this way i can last it out to the end without any significant enemy advances. (Basically, if he charges me now, like he should have done from the very start, with everything he has got, there is NO WAY i can hold the town or even keep my most important assets undamaged and alive.) To discourage such an attack is my main task.

Vas FURY
17 Jan 07, 07:18
TURN 19
======

SPOTTED & MOVEMENT:

1) During Opponents Turn lost an M113 to BMP-2 fire in the centre of Aspertham, and had 2x men killed from an HMG squad.

2) In the south, the squad that I moved east, had spotted a lot of movement: 2x T-64b's, 1x BDRM-2, 1x GL40, 1x Scout. It came under fire, but was only suppressed, and i managed to pull it out during my turn. I manuevered a Leopard next to that squad and took out a T-64B, after which i layed a smoke screen all around the place with that squad and the tank coz it was quite an open position.

3) The three squads I was planning to take over to the east in M113's, i decided to retreat back into the woods to the west, due to the significant enemy movements which i had spotted in that vicinity. I would loose too many men trying to get a foothold against such odds.

4) In the centre of the town, I opened up an HMG at a Mech squad, at took one man down, causing it to retreat, but apart from that no other fire opportunities. I moved one rifle squad back to the West, loaded into a M113 and withdrew towards the western town edge with it, as the centre is coming under extreme arty fire from the enemy.

5) In the north, all is quiet, no movements, no nothing.

6) Loads of arty fire came down in the south and in the centre of the town, but as I had moved all my troops out, nobody got hit. 2x Mig-23's flew over the town, one was hit twice by blowpipe missiles, causing a total of 6 damage. So now there is only one enemy air asset left, and I also only have 1x blowpipe missile left... Tough one.
---

SITUATION:

[Own Casualties]
2x Leopard
2x M150 (TOW M113)
4x M113
7x Canadian Infantry Soldier
2x HMG Soldier
5x Scout Soldiers

[Enemy Casualties]
13x BMP-2
2x BRDM-2
3x Hind-24 D (+2x routed confirmed)
7x T-64 B
16x Mech Inf. Soldier
3x Scout Soldier
9x Crew
1x MIG-23 (Hit + Routed Confirmed)

---
CONCLUSION:

Gonna withdraw a little bit while still maintaining fire on the enemy, and thus hopefully slow their advance up until turn 24 comes.

Vas FURY
24 Jan 07, 07:38
TURN 20
======

SPOTTED & MOVEMENT:

1) Opponent is now pressing the attack through the centre of Aspertham and in the south. During his turn he managed to kill about 5 inf. soldiers, from various squads, and destroyed that southern Leopard with 2x T-64B's.

2) Nevertheless, my troops are heroically standing. That lone squad in the south, upon seeing the destruction of the Leopard, took out its fury on a BDRM-2, destroying it with a well placed LAW shot at max range, and then finishing off the crew.

3) In the centre of town, laid down suppressive fire onto advancing mech-squads, downing 1 soldier and pinning them down.

4) In the north, my HMG squad opened up on a spotted crew troop, which was being snuck towards my lines probably to observe positions for artillery. It was taken care of as well.

5) Finally, I maneuvered a Leopard in the north to fire at a spotted BMP-2, and destroyed it with the first shot. The surrounding scouts laid smoke to hide it.

---

SITUATION:

[Own Casualties]
3x Leopard
2x M150 (TOW M113)
4x M113
11x Canadian Infantry Soldier
2x HMG Soldier
5x Scout Soldiers

[Enemy Casualties]
14x BMP-2
3x BRDM-2
3x Hind-24 D (+2x routed confirmed)
7x T-64 B
17x Mech Inf. Soldier
3x Scout Soldier
13x Crew
1x MIG-23 (Hit + Routed Confirmed)

---
CONCLUSION:

Azog is pressing his troops forward (albeit cautiously). I dont know whether he intends to do a last attempt charge, or is just inching in slightly to gain more land to start in better positions during next Operational turn. In any case, I withdrew three squads in M113s in the south, but am still holding the line in the town. North seems to be safe-ish for now. Four turns left, so im holding on.

Vas FURY
31 Jan 07, 05:26
TURN 21
======

SPOTTED & MOVEMENT:

1) This turn started off terribly, but turned out quite good. During the opponents turn, he attacked along the whole front, moving up his troops further eastwards through Aspertham. He had routed two of my squads in southern Aspertham outskirts, killing 4 infantry soldiers in a hail of BDRM-2 and BMP2 bullets. Also, in the north, he killed a M150 (TOW M113) which had fired and hit (but didnt kill) an opponents T-64'B. He also fired at an M12A3 mobile 81mm platform, didnt kill it but immobilised it. I fired some smoke around it though so he wont be able to finish it off just yet. Finally, the BMP-2's which have surrounded me came upon a Blowpipe team on the Eastern hill, and killed one man. However that team was the one out of ammo, so it didnt matter as much, it just gave me an indication that the enemy has completely surrounded me and are pushing in to the west.

2) In the very south, the Canadian Infantry Squad which is cut off by all the enemy tanks and arty fire, had managed to heroically rally, moved through smoke, and destroyed an enemy T-64B by a side hit. It has no more AT shots, and AP arty is going to fall on their location, so it is indeed doomed, but they shall die heroically, having destroyed two enemy tanks by themselves, and probably gonna take down a bit more of the enemy as he moves in to finish them off, and thus gets caught in the blast.

3) In the north of Aspertham, another Infantry squad took out a BMP-2 with the LAW

4) Finally, after opponents artillery barrage, a Mig-23 did a low run on my mortar position, and managed to immobilise an M113 with it's HE rockets, but when it was flying away, it was hit by my last blowpipe missile for 4 damage. Guess it wont be coming back!
---

SITUATION:

[Own Casualties]
3x Leopard
2x M150 (TOW M113)
4x M113 + 1x Immobilised
15x Canadian Infantry Soldier
2x HMG Soldier
5x Scout Soldiers

[Enemy Casualties]
15x BMP-2
3x BRDM-2
3x Hind-24 D (+2x routed confirmed)
8x T-64 B
17x Mech Inf. Soldier
3x Scout Soldier
13x Crew
2x MIG-23

---
CONCLUSION:

Azog's cautious advance has become a full assault now, with aggressive advancements being made. Since I cannot retreat (nowhere to retreat) ima hold to every last inch of ground, and if I cant do that, ima try to relocate to the northern woods (I have M113s and Lynx transports next to every squad on stand-by, in case I will need to run).

In any case, im laying some smoke all over the centre of town to slow him down a bit for fear of hidden ambushes.

Vas FURY
31 Jan 07, 07:18
TURN 22
======

SPOTTED & MOVEMENT:

1) Holding of the attack. My two routed units were overrun and one was destroyed completely during the enemy's turn (the other I managed to pull out in an M113). Lost the last man in the HMG team in centre of town. Also, the lone squad in the south was annihilated too, and the blowpipe team on the hills to the east was destroyed completely.

2) Although not as much movement was done by the enemy, now that he has spotted some of my carefully positioned troops he is able to engage them with GLs and HMGs from long range from those hills I mentioned. Nonetheless, the smoke will be up next turn, so it should be fine.

3) Killed 2 Soldiers of MECH infantry in the north of town, and a BMP-2 in the south of town by a well-placed shot from a Leopard.
---

SITUATION:

[Own Casualties]
3x Leopard
2x M150 (TOW M113)
4x M113 + 1x Immobilised
25x Canadian Infantry Soldier
3x HMG Soldier
5x Scout Soldiers

[Enemy Casualties]
16x BMP-2
3x BRDM-2
3x Hind-24 D (+2x routed confirmed)
8x T-64 B
19x Mech Inf. Soldier
3x Scout Soldier
13x Crew
2x MIG-23

---
CONCLUSION:

Still the same as before. Holding fast. Afraid of the BMP-2s to the East though who may be able to shoot down into the town from my rear...

Short, are all the other battles complete now? I remember you said that you put yours on pause for the time being?

Vas FURY
02 Feb 07, 08:24
TURN 23
======

SPOTTED & MOVEMENT:

1) Nothing much has happened, opponent wary. He destroyed the my only other blowpipe SAM team on the hill (no more AA cover!) with a BMP 2 that had encirled me, but i took it out with an M150.

2) Next, during my turn I also killed 3x Mech Inf Soldiers from different squads, a 2 man crew unit, and destroyed a BRDM-2 in the centre of town with my Leopard.

3) During the arty phase, the enemy air-assets came out in force, with 2x Mig-23 attacks, which managed to kill an 81mm M12A3 halftrack, and a SU-17 which had a PGM hit on a Leopard, but with no effect (phew!)

---

SITUATION:

[Own Casualties]
3x Leopard
2x M150 (TOW M113)
4x M113 + 1x Immobilised
1x M12A3 81mm Halftrack
25x Canadian Infantry Soldier
3x HMG Soldier
5x Scout Soldiers
2x Blowpipe teams

[Enemy Casualties]
17x BMP-2
4x BRDM-2
3x Hind-24 D (+2x routed confirmed)
8x T-64 B
22x Mech Inf. Soldier
3x Scout Soldier
15x Crew
2x MIG-23

---
CONCLUSION:

Next turn is the last. Fingers crossed.

Vas FURY
05 Feb 07, 06:43
TURN 24
======

SPOTTED & MOVEMENT:

1) Nothing significant happened for the last turn. During his go, Azog killed two infantry soldiers with a BRDM-2 in the southern forests, and destroyed a Lynx transporter in the centre of town with a BMP-2.

2) I retaliated by killing that BMP-2 in the centre with a Leopard, and also killed 2x Scout team troops with another Lynx transporter. That was it :o
---

SITUATION:

[Own Casualties]
3x Leopard
2x M150 (TOW M113)
4x M113 + 1x Immobilised
1x Lynx
1x M12A3 81mm Halftrack
27x Canadian Infantry Soldier
3x HMG Soldier
5x Scout Soldiers
2x Blowpipe teams

[Enemy Casualties]
18x BMP-2
4x BRDM-2
3x Hind-24 D (+2x routed confirmed)
8x T-64 B
22x Mech Inf. Soldier
5x Scout Soldier
15x Crew
2x MIG-23

---
CONCLUSION:

GameOver, and I think the Canadians did rather well! We have roughly suffered about, what, 1500-1700 points worth of losses, while they have lost a MINIMUM 7000 (thats just counting the armour!) However, the Canadians WILL be overrun if they dont get any more support (primarily need air - Helicopters) in the next turn.

dita
05 Feb 07, 13:45
Well done on a hard battle well fought!

Shortreengage
06 Feb 07, 23:01
Excellent work! You did alot better than we did. Time to sort things out and see what can be done.

Vas FURY
07 Feb 07, 05:01
Hey, we all did good. My opponent told me that on their forum your foes were surpried at how much resistance you and Dita gave em.

Double Deuce
12 Feb 07, 10:57
LOSSES

HEX KK6

....3 Co/1er Bn Roy 22e/4th Mech Bde
......x2 Rifle Section
......x5 M113A1
......x1 .50 HMG Section
......x2 Blowpipe
......x3 M150 (#46)
......x1 M125A1
......x3 Leopard C1 A3
......x1 Scouts
......x1 Lynx
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