Bortass
Member
Here's my first shot at an AAR. It's a work in progress... Any idea how to make the image better? I'm using imageshack, but I'm a noob at this....
My goals are basic. Hopefully to not bore you. Also, I'm hoping for any tactcal insights into this game. I'm hoping this AAR will be a learning experience for myself and others.
The scenario is SP074, The Last Tiger.
When i refer to left or right it is based on how the map is displayed, not on the actual flank of my forces. basically when i say left side it's the German left flank....
VC: Soviets need to get enough infantry into the town on brd 3 by game end and must have 1 afv with functional MA in the town as well. Yeah, I'm trying to be vague to avoid any copyright issues etc. Not sure about the rules for such things.
Key SSR - Mild breeze and +1 LV for turn 1 and 2.(dawn attack)
Setup:
Rus - enter on north edge T 1. There is another IS 2 on T3 that can enter either the east or west edge. No board number specified so it's the entire side.
Ger - anywhere on brd 3 and any hex <=5 on brd 17.
Soviets - 12 squads, mixture of 628, 527, and 447. 6 AFV at start including an IS 2 and a couple t34/85.
Germans - 7 squads, mix of 467 and 447. They also have a couple psk. AFV: Tiger with 9-1 AL that can set up hip. They also have a Nashorn and a ht with a 75L or LL.
I'm the Soviets and MlPanzer is the Germans.
Below is an image of the setup. All the Soviet stuff is concealed. i removed it for the sake of the image. I left the germans concealed since this is from my POV.
My pregame thoughts:
The Germans have a forward defence. My first thoughts were how to best try to pressure his lines and get behind him.
The AFV on the hill is most likely the Nashorn. It will easily crack any armor I have. It's positioned to be HD and cover alot of the map.
I think the Tiger is HIP in the 17U1 area. Centrally located to deal with my attack regardless of location and in easy reach of support for the bd 3 village.
The other 2 are the halftracks. The one on the left is probably the one with the 75 MA and it only has 2 squads in support.
The right side of the board is lousy for me to attack from. I'm not to horny about trying to drive tanks through a band of woods like that. It just slows me down and leads to bogging. Maybe I'm more concerned with bogging then I should be but dunno...
My main thrust is going to be on the left flank. I send 3 tanks to that side two with 628 riders. I also have 5 squads sans sw and 1 leader on foot on this side. I'm hoping to use the AFV to get behind this flank and push for the bd 3 village. The german AFV on this flank doesn't have the FF and GG hexrows in it's CA. So my main armored thrust is gonna be right down that line. He'll still be able to shoot at me but i want the CA change DRM.
The stuff in the center is to slow down a full fledged fall back of his units. Half of my infantry along with 2 leaders and all my sw go here. I hope that I can put enough pressure here so that units can't fall back.
I plan to try to get a t34 into the 17U1 area of the board on t1. I think there's a Tiger in that area and I'm hoping to flush it early. I expect to lose at least 1 tank when it drops HIP regardless of what I do. So I'd rather try to flush it right away instead of worry about it all game.
The Sherman in the 17V10 area is there to try to close on the center village and drop smoke in the 17U8 area to allow the T34 to make it's run for glory with the Tiger. PF from building don't worry me too much. I figure my tanks are expendable and killing his Inf is my key. So let them eat backblast!
The squad near 17K10, is just there to strip some ? from his AFVs. The Sherman on that flank is gonna try to get into the area of the 17K row. I'm hoping to either pressure his squads in the village or mess with the nashorn on the hill.
T1 soon to come hopefully.
My goals are basic. Hopefully to not bore you. Also, I'm hoping for any tactcal insights into this game. I'm hoping this AAR will be a learning experience for myself and others.
The scenario is SP074, The Last Tiger.
When i refer to left or right it is based on how the map is displayed, not on the actual flank of my forces. basically when i say left side it's the German left flank....
VC: Soviets need to get enough infantry into the town on brd 3 by game end and must have 1 afv with functional MA in the town as well. Yeah, I'm trying to be vague to avoid any copyright issues etc. Not sure about the rules for such things.
Key SSR - Mild breeze and +1 LV for turn 1 and 2.(dawn attack)
Setup:
Rus - enter on north edge T 1. There is another IS 2 on T3 that can enter either the east or west edge. No board number specified so it's the entire side.
Ger - anywhere on brd 3 and any hex <=5 on brd 17.
Soviets - 12 squads, mixture of 628, 527, and 447. 6 AFV at start including an IS 2 and a couple t34/85.
Germans - 7 squads, mix of 467 and 447. They also have a couple psk. AFV: Tiger with 9-1 AL that can set up hip. They also have a Nashorn and a ht with a 75L or LL.
I'm the Soviets and MlPanzer is the Germans.
Below is an image of the setup. All the Soviet stuff is concealed. i removed it for the sake of the image. I left the germans concealed since this is from my POV.
My pregame thoughts:
The Germans have a forward defence. My first thoughts were how to best try to pressure his lines and get behind him.
The AFV on the hill is most likely the Nashorn. It will easily crack any armor I have. It's positioned to be HD and cover alot of the map.
I think the Tiger is HIP in the 17U1 area. Centrally located to deal with my attack regardless of location and in easy reach of support for the bd 3 village.
The other 2 are the halftracks. The one on the left is probably the one with the 75 MA and it only has 2 squads in support.
The right side of the board is lousy for me to attack from. I'm not to horny about trying to drive tanks through a band of woods like that. It just slows me down and leads to bogging. Maybe I'm more concerned with bogging then I should be but dunno...
My main thrust is going to be on the left flank. I send 3 tanks to that side two with 628 riders. I also have 5 squads sans sw and 1 leader on foot on this side. I'm hoping to use the AFV to get behind this flank and push for the bd 3 village. The german AFV on this flank doesn't have the FF and GG hexrows in it's CA. So my main armored thrust is gonna be right down that line. He'll still be able to shoot at me but i want the CA change DRM.
The stuff in the center is to slow down a full fledged fall back of his units. Half of my infantry along with 2 leaders and all my sw go here. I hope that I can put enough pressure here so that units can't fall back.
I plan to try to get a t34 into the 17U1 area of the board on t1. I think there's a Tiger in that area and I'm hoping to flush it early. I expect to lose at least 1 tank when it drops HIP regardless of what I do. So I'd rather try to flush it right away instead of worry about it all game.
The Sherman in the 17V10 area is there to try to close on the center village and drop smoke in the 17U8 area to allow the T34 to make it's run for glory with the Tiger. PF from building don't worry me too much. I figure my tanks are expendable and killing his Inf is my key. So let them eat backblast!
The squad near 17K10, is just there to strip some ? from his AFVs. The Sherman on that flank is gonna try to get into the area of the 17K row. I'm hoping to either pressure his squads in the village or mess with the nashorn on the hill.
T1 soon to come hopefully.
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