View Full Version : B Co/2nd Bn/2 Bde/7th Arm Div - vesku
Double Deuce
04 Jan 07, 10:24
Here is the Master OOB for B Co/2nd Bn/2 Bde/7th Arm Div for the Human Team vs AI Combat Campaign "Operation Combeforce".
This thread will be used for tracking OOB changes and for the unit commander to provide AAR's or other campaign related information.
B Co/2nd Bn/2 Bde/7th Arm Division
COMMANDER: vesku
MP: 7
Mech Inf Co
1x British HQ
1x Austin 30cwt
HQ Platoon
1x Rifle Section (#408)
1x Lloyd Carrier (#51)
1st Platoon
1x Rifle Section (#408)
3x Rifle Section (#69)
4x Lloyd Carrier (#51)
2nd Platoon
1x Rifle Section (#408)
3x Rifle Section (#69)
4x Lloyd Carrier (#51)
3rd Platoon
1x Rifle Section (#408)
3x Rifle Section (#69)
4x Lloyd Carrier (#51)
ADDITIONAL NOTES: To be added as needed.
Orders for OP1:
Movement: 5(1) 5(1) 5(1) 6(1) 5(1) 5(1) 6(1)
First platoon leads the column keeping 100m gaps between vehicles except 2nd squad which is moving 300m ahead of the column. Second platoon follows the first 200m behind keeping 50m gaps. HQs are with second. Third platoon is 200m behind second and has 50m gaps. If contact is established second and third platoon will move abreast 200m behind first and dismount. First will dismount and
engage.
Double Deuce
16 Jan 07, 16:05
Your forces have managed to reach their destination without contact.
From the sounds of gunfire you hear coming from the East and South you realize the other Companies in the Battalion may not have been so lucky.
Tiger_Reyth
21 Jan 07, 07:53
Gosh I'm sorry if I'm not supposed to butt in but dang this looks like fun! Kind of like roleplaying but playing a wargame too :D
T_R
You should see when a 20+ player combat campaign is going at full speed, that's even more fun but this has its pros, like being much much much faster to play. NATO vs WP took a year to advance to first Operational turn :)
Tiger_Reyth
21 Jan 07, 22:47
So I've heard.
I think DD can find a middle ground somehow and get the speed up and workload down. (hope, hope)
T_R
Orders for OP2:
Movement: 6(2)
Dismounted first platoon moves in lead keeping 100m gaps between squads in the line, vehicles move with HQs. Dismounter second and third platoon follows the first 200m behind abreast keeping 50m gaps in the line. HQs are between second and third.
Double Deuce
23 Feb 07, 11:28
OPERATIONAL TURN 2
COMMAND: B Co/2nd Bn/2nd Rifle Bde/7th Armoured Division
DATE: February 5, 1941
GAME PHASE: 0401-0800 - Dawn
WEATHER: CleaR
MOON PHASE: N/A
VISIBILITY (HEXES/METERS): 60h/3000m
SEARCHING: 100%
HITTING: 100%
ROUT/RALLY: 100%
TURNS: 20
SCEN SLOT#: 708
SITUATION: Advancing from the SouthWest you come to the large area of scrub. Before you can continue the advance you need to make sure you clear Bald Ridge of any enemy forces that may be hiding there. You will need to clear the nearby hills overlooking the sector as well. It is getting light now so visibility is pretty good.
SCENARIO FILE IS NOW ATTACHED
NOTE: If you are not the actual player for this scenario you can still download and play it but please do not post any findings or other informaton that may ruin FOW for the players in this campaign!
Double Deuce
24 Feb 07, 18:00
The scenario file is now attached to the previous post.
Same procedure as before. Keep a copy of the end game file for future review and evaluation.
Also, if you want to post screenshots or any AAR type of info so the not involved can get a feel for what is going on that would be great. It should also help generate interest for the next, full campaign I am considering. The next one may include an OPFOR to play against as opposed to the AI so any input is important here. ;)
First and second platoon moved slowly towards Bald Ridge, no shots fired until they reached the ridge from where a platoon of fanteria was routed and eventually destroyed (on turn6). Meanwhile third platoon had charged forward on our left flank making it a klik behind Bald Ridge before turning sharply to north arriving behind the supposed enemy positions. They intercepted a dispatch rider and dispathced them quickly (turn8). Casualties so far were two wounded, no need to use carriers as ambulance at this point. Then alarm was sounded as two light tanks arrived from the north, third platoon moved back east catching them from behind while two platoons fired furiously from the ridge. It took 6 turns of fire from the whole company to destroy them costing us 6 more men (you can imagine how boring it is to push "f" for a 15 minutes, had to rip messages and effects off to save my life). I was a bit surprised to notice that the battle didn't end when the second tank finally was down after taking couple of truck loads of ammo. Well, there was a nasty surprise by Italians, they had sent a company of infantry from the south to join the battle, a little late but have to respect the effort. Company rushed back south with guns blazing, leaving a platoon scattered around the Ridge to prevent a second such surprise. After a three turn fire the enemy was shot down in the open costing us two more men, total casualties of 10 men.
It is a bore to play against AI, even when the strategic part and the planning is fun the actual tactical battle can't be more boring than against AI. Sad to say but I wouldn't participate in a campaign like this ... and DD, you know that I'm a big fan of your campaigns.
Double Deuce
25 Feb 07, 07:23
It is a bore to play against AI, even when the strategic part and the planning is fun the actual tactical battle can't be more boring than against AI. Sad to say but I wouldn't participate in a campaign like this ... and DD, you know that I'm a big fan of your campaigns.That's why I have the 4 of you testing that I do. ;)
You are all involved in the PvP Combat Campaigns so only you can comment how it compares and I should keep this format or if it is worth expanding the format to include PvP in some form.
Double Deuce
26 Feb 07, 00:13
Another thing that running this campaign this way is that it is helping me create a new user campaign for WinSPWW2, to include playtesting of the prospective scenario's.
After 4-5 rounds I should have nice 12-15 scenario campaign designed. :halo:
This is a good way to build a campaign, tested scens and a possibility for alternative branches. I was wondering about the condition of our companies, we have not a single unit of support, no scouts, AT-units, nothing! Or is there something attached to other companies?
Double Deuce
26 Feb 07, 02:06
No one got any "extra's" this round but last round mr_clark got some arty. I am reworking the charts as we go for both enemy forces and friendly support determination.
I'm not an expert on British OOBs but didn't they have any support on battalion level? AT-platoon, mortars, anything? Just wondering, I could have used some scouts and certainly an AT-gun or two. Not to overwhelm the poor opponent more but to create some realism and to give more options on the field, now we have riflesquads and carriers which are quite restricted in their battlefield performance. Could make it a bit more interesting to play, I almost fell a sleep during the battle and once the nice counterattack from south occurred I was fed up with the battle already.
Double Deuce
26 Feb 07, 05:16
They didn't have many of these for this part of the operation. They piled a bunch of infantry into some light vehicles and sent them racing across the desert trying to block the Italians escape. They did have some light tanks that were farther ahead closer to the coast. What your battalion is basically doing is blocking the route behind the main force with the tanks and other units who are further west.
Much of it I just fudged so I had something more manageable to test the format. If these were German forces you were encountering a few months later in 41 it would be different story and not quite so easy.
In the next one there will be a much more varied force mix for both sides and would most likely be East front.
Ok, so this is a ripped battalion, explains the lack of support.
Orders for OP3:
Movement: 6(2)
Dismounted first platoon moves in lead keeping 100m gaps between squads in the line, vehicles move with HQs. Dismounted second and third platoon follows the first 200m behind abreast keeping 50m gaps in the line. HQs are between second and third.
Double Deuce
27 Mar 07, 10:17
Your forces have managed to reach their destination without any contact.
Double Deuce
11 Apr 07, 16:51
Vesku - Can you step in to command Cam's men if he doesn't post and show up in the next day or so?
If so please go ahead and make contact with katana and prep to get the PBeM game going with him. Also, please download the game file in his unit thread and when you have let me know and I'll PM the PW to you so you'll be ready to go should he not show up soon.
Yes, I can fill in for Cam while he's gone. I'll let him finish the battle once he gets back.
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