View Full Version : OP 4 Zone G Battle
Double Deuce
03 Aug 04, 00:08
ZONE G
2nd Rebel Infantry Company
...x10 Rebel Squad
3rd Rebel Infantry Company
...x10 Rebel Squad
...x1 7.62 PKMS MMG
...x1 61mm T63 Mortar
...x1 Rebel Scouts
...x1 RPG-7 TM
4th Rebel Infantry Company
...x10 Rebel Squad
...x1 7.62 PKMS MMG
...x1 61mm T63 Mortar
6th Rebel Infantry Company
...x10 Rebel Squad
...x1 61mm T63 Mortar
7th Rebel Infantry Company
...x10 Rebel Squad
...x1 61mm T63 Mortar
8th Rebel Infantry Company
...x10 Rebel Squad
...x1 7.62 PKMS MMG
...x1 61mm T63 Mortar
...x1 Rebel Scouts
...x1 RPG-7 TM
1st Rebel AA Platoon
...x2 ZU 23mm AA
...x1 Rebel Squad
1st Recon Section
...x2 BRDM-2
...x1 Rebel Scouts
...x1 RPG-7 TM
2nd Recon Section
...x2 BRDM-2
...x1 Rebel Scouts
...x1 RPG-7 TM
3rd Recon Section
...x2 BMP-R
...x2 61mm T63 Mortar
1st Tank Platoon
...x3 T-54A
...x3 Rebel Squad
...x1 7.62 PKMS MMG
...x1 61mm T63 Mortar
...x1 Rebel Scouts
...x1 RPG-7 TM
2nd Tank Platoon
...x3 T-54A
...x3 Rebel Squad
...x1 7.62 PKMS MMG
...x1 Rebel Scouts
...x1 RPG-7 TM
Briefing: Locals are reporting a large Pro-Government force is converging on the town in ZONE G from the South. Just before they launch their attack they dispatch a small flanking force to protect against your forces coming in from the West.
Mission: Overrun the Pro-Government forces guarding the left flank of their attack on the town. Position your forces on the East edge of the map for a possible follow up attack against the main force attacking the town if necessary.
Double Deuce
05 Aug 04, 00:00
The battle file will go out soon. Temujin will lead this battle for the Rebel Team. The Pro-Government Team will go first.
Received the email from Skirmisher but he seems to have sent the wrong file, a spww2 slot 3 file. Hopefully, this will reflect his command abilities :D
I'll try and send as many reports as i can on this one.
DD I havn't got the units i thought i would be getting.
1st Rebel Mortar Section
...x2 120mm M43 Mortar
...x2 Truck
3rd Recon Section
...x2 BMP-R
...x2 61mm T63 Mortar
1st Tank Platoon
...x3 T-54A
...x3 Rebel Squad
...x1 7.62 PKMS MMG
...x1 61mm T63 Mortar
...x1 Rebel Scouts
...x1 RPG-7 TM
At first glance these units are missing, i havnt done a detailed check but these are the obvious ones. Whats happening?
[edit] no worries they are starting to come through. However i havn't been able to track down the MTLB's we got as replacements, they would be handy.
Anyway i just finished turn 2, im moving as fast as i can but its difficult terrain, we are spread out diagnally from southwest to northeast. Theres a clear valley coming up in the northern end which the road travels thru the middle. Scouts are already accross it so no ambush there. A little further on up the eastern hill along the road are several buildings, good ambush country. Im bringing the mortars up in range and ill scout the perimeter before the bulk of the avance gets there, it shouldnt be to hard to silence if a ambush does eventuate, it seems we have the numbers.
Double Deuce
08 Aug 04, 23:43
I didn't want to just dump them in a pile at the start (plus I was testing the also why the longer game (20 turns instead of 15).
still missing the 120mm mortars and trucks, also not in the list but was supposd to be in G was the 2 mtlb's i think thats right.
Double Deuce
09 Aug 04, 15:52
still missing the 120mm mortars and trucks, also not in the list but was supposd to be in G was the 2 mtlb's i think thats right.I may have screwed up the files a little. The units you mentioned are included in the Battle in the Town that Katusa is fighting. They were included in his file BUT were not added to his briefing thread. I have since added them and they should all be accurate now and match the actual battle files that are being used. These are the units;
1st Rebel Mortar Section
...x2 120mm M43 Mortar
...x2 Truck
1st Rebel Transport Platoon
...x2 MTLB
...x2 Truck
no probs as long as they are being used somewhere.
Although, with splitting this action in two it seems our superior force is being wasted on a smaller action while our small force is under threat from a large force. If it hadnt been split it would be in our favour, while splitting it seems to bring it into their favour, it was their side who pushed for the split. Not complaining, but i would just like to understand the reasons for doing it this way.
Double Deuce
09 Aug 04, 22:55
Not complaining, but i would just like to understand the reasons for doing it this way.The Pro-Government Team found out about the flanking attack and decided to send a force out to meet it. I made them break their force into 2 groups, then just guessed what RED forces would be in what general area. Also, since we had 2 commanders per side wanting to play I just broke it out into 2 battles.
The Pro-Government Team found out about the flanking attack and decided to send a force out to meet it. I made them break their force into 2 groups, then just guessed what RED forces would be in what general area. Also, since we had 2 commanders per side wanting to play I just broke it out into 2 battles.
Ok, just hope that was game intel that tipped em off not a leak from here.
On a brighter not Turn 5: CONTACT! Lead elements of scouts and rpg teams have come across what looks to be a platoon (at this stage) hanging out spotting artillery on the south eastern hill. All squads were engaged by support, armour and mech recon units in the north who have a clear view of them once they were spotted by. It should take a couple of turns tho before i can gather enough infantry to take the ground but in the meantime they are open to the forces in the north to rip them apart.
A few hundred metres south of the road and buildings a scout team spotted a support squad and again armour was brought to bear on them from range killing 3 and retreating the rest.
All up a bit over half a dozen casualties on the gov side with two squads pinned and two retreating. There was no return fire except some light mortar (2 tubes) fell behind our forward positioned mortars.
Movement along the road unimpeded at this stage and progress is going ok but cautious.
Our scouts have done well to spot and withdraw, although we may lose a rpg team if the enemy wishes to stay and weather the heavy support fire in the south. In all a productive turn.
Turn 6: Sparodic fighting all along the front now, trying to keep him engaged till the bulk of the infantry catches up. Although, the terrain is blocking our view there are patches here and there that when the enemy moves several of our heavier weapon types open up with deadly results. So he may think twice before trying to withdraw to fast, giving me time to close in.
There has also been contact on the road, nothing serious as yet but expect things to hot up for us, it may take time to swing our mortar fire over to it.
Turn 8: Everything is running smoothly, all along the line. The enemy is spread way too thinly to challenge my forces seriously. The road is nearly clear, but the strongest opposition seems to be in the south. This is not a problem its just a bit slower going there, and theres a platoon outflanking his few squads that are resisting there and the rest of the company is pushing head on supported by a tank and BMP-R. Ive actually been able to push well into his lines about 400 metres south of the road with scouts and rpg units, closely followed by a platoon and some armour and an rpg unit has all but destroyed one of his mortars.
Enemy losses to date, roughly a scout team and 2 support squads, however most of his units ive engaged are 1 or 2 more hits away from surendering, probably a dozen or so in that condition.
Our losses. roughly 2 rpg teams and a scout team. Only 2 infantry squads have been hit baddly enough to warrant withdrawing them from the action. All other units are still in strong fighting condition.
The big achievers have been the scouts and rpg teams i think for their ability to get through the lines unseen and excellent spotting of the enemy. Also those 23mm AA's are excellent direct fire support, this turn one fired at an enemy squad that was untouched, the result was 5 kills in the first shot unfortunately they dropped smoke and withdrew so i couldn't finish them off.
Turn 9: More of the same, some Mblt's would be nice to get units into position to finish of the near dead squads. We have 5 units KO'd the enemy would have over a dozen knocked out i'd say, including a mortar, probably 6 more killed next turn.
DD, if i have the area around the mortar clearly in my hands by the end of game can we have it?
Double Deuce
20 Aug 04, 13:30
DD, if i have the area around the mortar clearly in my hands by the end of game can we have it?Yes, it would most likely be considerd captured.
Also, I have the file from your opponent (Skirmisher) who has withdrawn from the field and I will be evaluating the game file (hopefully this weekend at the latest).
Double Deuce
25 Aug 04, 00:07
After conducting a counterattack into Zone G, Rebel forces managed to drive the Pro-Government blocking force from the field. Early reports indicate few Pro-Government soldiers managed to escape the rebel onslaught.
Rebel losses were light but included;
1st Recon Section
...x1 RPG-7 TM
2nd Recon Section
...x1 BRDM-2
...x1 Scouts
...x1 RPG-7 TM
3rd Rebel Infantry Company
...x1 Rebel Squad
...x1 7.62 PKMS MMG
4th Rebel Infantry Company
...x1 7.62 PKMS MMG
8th Rebel Infantry Company
...x1 x1 RPG-7 TM
Both Rebel and Pro-Government Forces are still active in the zone!
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