GJS 7.3 AAR
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Close Combat Series -> Close Combat Last Stand Arnhem

#1: GJS 7.3 AAR Author: crewman PostPosted: Fri Feb 12, 2016 11:37 pm
    —
Steiner and I restarted our Grand Campaign with new settings ... 15 mins and Morale "off".
Previous results from first 7 battles (with 20 mins and Morale "on") can be seen here:

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=11191
 
We have agreed to use the following house rule:
Under certain conditions a defender will not cause disbandment of enemy BG by control of all Victory Locations:
1. Attacking BG entering map has only one VL
2. Is first battle since attacking BG entered map

With this rule, a defender is not allowed to cause disbandment of an attacking BG by taking control of all VL's, but can cause disbandment by destroying all enemy units.
This allows the attacking BG to retreat next turn, if the entry location and/or opposing BG are deemed too difficult to sustain an attack and may result in disbandment
But if the attacking BG remains on the same map for a second battle ... then the defending BG is allowed force disbandment by taking all VL's


Some edits made in 7.3 were specifically done for the purpose of getting Allies off the beaches more quickly. it's my belief that this will resemble history better and make it more interesting and increase dynamic strategic possibilities.
Unfortunately, when playing with Morale "on" ... the Allies still fail to gain as many inland VL's off the beaches as I expected.
But, as you can see below ... with Morale "off" the Allies have more success.
There are still enough German units in beach BG's to stall the Allied advance off the beaches ... especially when tanks are tracked, immobilized, or knocked out by ATG's

below is a brief description of each battle:

1. Merville  June 6, 00:20 turn 0: 5 teams were moved up right side of map to clear this flank and setup attack positions. An enemy team or two was engaged at top hedgerow and destroyed. 2 mortars then began smoke into field Allied side of two buildings in front of bunkers. Several teams were already exchanging fire with German MG and rifles in those two buildings from Allied teams in buildings at bottom right.
Once smoke was placed ... a three pronged attack launched from the top and middle of hedgerow and buildings area. MG was knocked out, but was a costly attack and taking fire from many directions.
Next bunkers and VL's were captured, but few teams were left to finish the attack on the top right VL houses and time ran out.

2. Pegasus  June 6, 00:20 turn 0: 2 mortars placed smoke in front of bridge and house. Several teams directed fire at gun pit to suppress 5cm gun while a few more teams rushed the gun and knocked it out. At the same time 5 or 6 teams ran across woods and road into central field VL location and destroyed German team/teams behind aircraft. The remaining VL's were captured using suppression fire and assaults. Steiner reported 50% of his units ran out of ammo.

3. Gold  June 6, 07:00 turn 1: Teams moved forward off beach towards hedge and received fire from MG pit. Two teams and tank fire destroyed this unit while Crab tanks detonated mines on the road. One Crab moved into position in hedge at top of hedgerow and exchanged fire with 2 5cm guns in far bunkers.
2 mortars placed smoke between house and hedge which signaled the advance of a Crab and Churchill Flame up the road towards the house while simultaneously 6 inf teams rushed the bottom section of map. German MG's and 5 cm Guns did a lot of damage along with inf teams and sniper fire. Artillery barrage was sent to closest 5 cm Gun as a Crab moved to take left most VL.
A Crab further back was knocked out by 5 cm Gun. Second inland VL was captured but German units remain for next battle.

4. Juno  June 6, 07:00 turn 1: Steiner had units set up in various crossfire directions pinning down the infantry attack even with the help of 2 mortar's smoke. Allied infantry was densely spaced to avoid mines which caused losses from mortar fire. One Allied tank was tracked on beach, one immobilized by infantry while close support house attack, one knocked out by hidden 5cm Gun.
Without tank support the attack stalled and Allies failed to capture inland VL.

5. Courseulles  June 6, 07:00 turn 1: Churchill support tank knocked out immediately from 5 cm Gun of left bunker near beach. Two DD's and infantry crossed bridges and captured two inland VL's. One DD was immobilized by German infantry in close house fighting. German teams still need cleared out next battle.

6. Sword  June 6, 07:00 turn 1: 2 mortars put down smoke while tanks and infantry advanced. All three tanks were tracked on seawall while under move orders. Battle stalled, and Allied infantry took big losses from 5 cm Gun and MG fire.

7. Ouistreham  June 6, 07:00 turn 1:  Allied infantry teams advanced across a route directly to capture inland VL. Close support tank was knocked out by 5 cm in bunker at corner where only road access to VL opens to bunker field. DD Sherman took position beside this knocked out tank while infantry approached hedge near VL. Tank knocked out Gun and infantry capture VL. Still pockets of German MG's and teams to clear next battle

Stratmap image shows postion of BG's after 7 battles and German BG's arrival to Stratmap positions ... and will be used to predict their arrival to the front. Adjustments will be made to their positions as BG's are engaged.

Steiner kindly reminded me I forgot to move AB BG's that captured VL's inland, and offered to redo the move turn. I was thankful and moved to Ranville, but hesitated to move from Merville to Bavent. I got disbanded there from him in a previous Campaign and don't like the extremely small entry VL and surrounding buildings for enemy to fire from. Perhaps a wasted opportunity, but now I'll clear Merville and consider options.


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#2: Re: GJS 7.3 AAR Author: crewman PostPosted: Sun Feb 14, 2016 1:25 am
    —
8. Merville  June 6, 07:00 turn 1: Two or Three Germans teams cleared from top right group of building. note: decided to stay of this map and take control of all VL's ... which allows supply through this map attack route, in case supply through Ranville is broken or not established. Doing this gave up opportunity to attack Bavent against only Static troops.

9. Ranville  June 6, 07:00 turn 1: Allies facing another German Static BG. Entry VL was small but some cover. Five teams captured two central VL's meeting resistance from a couple of German teams. Three teams moved towards large manor type building and came under fire from inside the building and from a half track in front road area. Simultaneously, scouting along river bank found enemy fire at both ends of hedgerow ... but important enemy side hedges were captured at left side for staging next battle. At one point the manor VL was captured, but German troops moving in from left hedges and half track and MG fire was too much, Germans regained that VL.

10. Le Hamel  June 6, 07:00 turn 1:  Two mortars put smoke in front of main bunker, which was where 5 cm Gun was located. Two Crab tanks moved inland directly while a DD fired at bunker. Artillery hit bunker, but 5 cm Gun survived and knocked out beach DD. Two infantry teams followed Crab tanks as other teams moved into closet trenches.  A Crab tank cleared a sniper in hedge and took inland VL. Both Crab tanks now moved to support beach infantry from above, but 5 cm knocked one out. Crab that remained went on to capture other inland VL, and infantry on beach was pinned in trenches with little further progress.


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#3: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Sun Feb 14, 2016 4:44 am
    —
Nice AAR David.....cant wait for my Panzers  :D

PANZERS MARCHE!!!

#4: Re: GJS 7.3 AAR Author: crewman PostPosted: Sun Feb 14, 2016 1:09 pm
    —
Strat moves June 6, 15:00:
note: German positions further back are just speculation on my part, based on BG arrival locations and my prediction of where they are being moved each turn. I'll correct these positions when contact is made.

Of interest is situation of KG Meyer at Creully. For version 7.3, three German BG's were moved back one map in order to better represent the historical situation around Bayeaux. As you can see KG Meyer faces an important battle and decision of what to do next move turn. Meyer can stay at Creully and try to hold the line, or move backwards into Bayeaux to engage the 231st for a meeting engagement, or move into Thaon, absorb the Static units there and hold the line at that map.
Either way, Meyer is tasked with holding the line at some point ... until other German BG's arrive.

From what I've read ... KG Meyer was a reinforcement Battle Group and situated on the far side of Bayeaux in relation to the beaches. Meyer received orders to move towards Omaha beach as landings began there. While on route, Meyer received new orders to return to Bayeaux area and engage British landings in the area of Creully.
I battalion, ten StuG's, three ATG's, and 6 IG's moved back towards Cruellly while II battalion and 14 Marders continued to Coleville at Omaha.
A radio log record confirms this and an Allied report states seeing StuG's near the area of Cruelly.
Meyer's infantry had marched with little or no rest/food for a long time and Allied air strikes were hitting German movements along roadways.
It's said that the Meyer Battle Group was completely destroyed during evening/night of June 6th and Meyer killed.


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#5: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Feb 15, 2016 4:43 am
    —
11. Port Bessin  June 6, 15:00 turn 2: Only five or six German units here ... should have been easy to clear map. Scouting found sniper and infantry team in two structures at bottom right area, while 2 tanks and infantry moved for primary objective ... inland VL. Flame Croc moved too close to building where sniper/infantry was located and got immobilized by some type of AT weapon. Two more infantry teams were diverted to this area and smoke put down. But steep slope and constant enemy fire stalled assault and caused losses.
Similarly, infantry was slowed on approach to VL, but tank rolled in to capture it. Time ran out before area could be cleared.

12. Gold  June 6, 15:00 turn 2: Movement off beaches by the first Allied BG, puts new arriving BG back on the beaches ... but with captured ground turning neutral. A persistent enemy held off for a while, but was outnumbered.

13. Juno June 6, 15:00 turn 2: Back on the beach but access to some previously captured ground. Advances to center building without enemy fire. Three infantry teams sneaking in cabbage field took fire as they neared the inland VL. MG fire from top house and beach trench began. Vickers put into action against beach MG as well as a rifle team, and 5 cm Gun spotted firing in top most hedge. Artillery knocked out Gun, and three tanks supported infantry into inland VL and top house. One Sherman knocked out by infantry AT. Extremely difficult to destroy enemy units in hedges, and required close assaults to get it done.

14. Cour  June 6, 15:00 turn 2: Again back on beach and BG arriving used five armored cars to help infantry recapture VL and destroy enemy positions.

15. Sword  June 6, 15:00 turn 2: Started at beach but had access for a tank on ramp off beach. Several infantry placed beach side of upper buildings. Smoke put down and two Shermans (no Crabs available) and infantry retook houses at bottom area. One Sherman got tracked on seawall. Upper building were captured and then all infantry teams as well as a Vickers sent to taller buildings and all fired at 5 cm Gun at top left VL and MG at lower VL.
Once Gun was suppressed, two Shermans exchanged fire until after five or six shots ... the Gun was knocked out.
Time was running out, so tanks began route across field with mines four deep. But without Crab tanks, the Shermans had to try a route along creek and minefield ... which was successfully carried out using way points.
Sherman arrived at top VL with less than minute and half left for time, but MG at lower MG survived.

16. Ouistreham June 6, 15:00 turn 2: Had to recapture ground and root out MG's and infantry in tough bunkers. Finally made it to inland VL after clearing all but one VL. Twenty more seconds was needed for an Allied infantry team to capture last VL.
Steiner reported that 2 soldiers survive in bunker near VL.


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#6: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Mon Feb 15, 2016 9:10 am
    —
my 2 cents.......
IMO its now a easier for the allies to get off the beaches, but not overly easy. the germans can still put up a good fight and stall the allies in some places. just having the germans stay on the map for a second battle messes up the allies ability to move off 2 BG's inland...they are only able to move the primary BG inland in those cases.

in the original ver. 6.0 it was easy for the Germans to delay the allies on some beaches up to 2 to 3 turns.

but as David says... the minor changes he has made to the static bg's, appear to have the desired affect, and more historically accurate.

the affectiveness of the german 50 mm a/t gun that the german static BG's have is a mixed bag. in some cases it can be very deadly, so reducing the numbers of these by 1 gun on some beachs and taking the 88 flaks out of port e besson as david has done is a good move IMO.

not sure how im going to handle Bayeux as david mentions. this is the 1st time ...obviously ....that the germans are faced with this dilemma. the allies are potentially going to be able to march into Bayeux this following turn...out of supply but still able to march in.
the german has to decide where he is going to try and make his defensive line and how important bayuex is to that line. if meyer pulls back into Bayeux with his now limited resources, he leaves a hole in the line at Cruelly and Thoan that could take up to 3 turns for the germans to get a BG to, to plug the hole. altho Thoan still has a static BG in it and if Meyer pulls back to it, he is good shape to hold for awhile?  Shocked
allot will depend on how the rest of the german static BG's do in the next battles, and if ive made a statigic blunder in the moving of my reinforcements.  Cool

bayuex its self as a map is a bit of a conundrum. because it is a strategic hup with 7 entry and exit roads, it becomes a map that is hard to keep the enemy off. more on this map later........

so far im enjoying this GC with my intrepid tea drinking canuck opponent  Very Happy and so far I think it is more historically accurate.

PANZERS MARCHE !

Oberst Steiner

#7: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Feb 18, 2016 12:31 am
    —
17. Creully  June 6, 15:00 turn 2: Allies enter Creully at bottom right. Two tanks tracked immediately even before being moved. Tanks were placed to close to hedgerows and bushes around house, due to small area to deploy them. Also keep in mind there is possible problem of being trapped in fields because some gateways are too small for vehicles to pass through. A disappointing start but plans revised and attack continues.

Battle plan was to scout top field to access enemy strength, and attempt to capture Bayeaux VL (at central top of map) if resistance was weak to medium. But if too strong, then regroup and push left for Thaon VL.

Closest two upper fields were easy to clear. Made contact with enemy teams when moving through group of three buildings, but captured and then taking fire from building and hedge across road. StuG spotted further down the road to left waiting for anything to emerge. Flame tank moved along top dirt road to help support infantry, but was knocked out by 7.5 cm ATG in hedge across from intersection. Large infantry assault began route across road at top right VL into field. Two teams worked there way down hedgerow and knocked out 7.5 Gun and the rest broke through to VL in two waves. Suspected enemy could have held VL here, but perhaps had other units protecting Thaon VL. Important battle that keeps KG Meyer from moving into Bayeaux and allows supply to flow through.

18. Basly  June 6, 15:00 turn 2: Objective was to capture Hemanville VL if possible. Entered map at top right VL and moved three tanks in center grass/buildings area to support infantry. Collective fire pushed enemy team out of church, and then infantry moved into top field in three groups towards top VL. Two tanks crossed into same field in support. Enemy fire from several locations and tough fighting, but attack progressed well as VL captured. Infantry tasked with keeping momentum to capture top left field areas and attempt Hermanville VL. Attack stalled as enemy moved in to support a defense of this area. Allied tank brought around crossroads to support attack from behind, but knocked out by 88 ATG. VL captured at one point as time ran down, but was lost. Two other tanks knocked out by crossfire from two 88's protecting road to VL.
Costly battle for Allies but ground captured to help set up next battle here.

19. Benouville  June 6, 15:00 turn 2: Allies start cautious attack from bottom left VL, but find little resistance ... so move fast to find contact points. Primary objective is Supply VL into Pegasus, and that's where enemy held ground and fighting intensified. Two other patrols sent to find enemy strength in areas top right and center fields.
As soon as, Pegasus VL was captured ... units were sent to gain as much ground as possible. An Allied tank knocked out at top road from a Marder in ambush defending inland VL's across field.


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#8: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Feb 18, 2016 1:05 am
    —
German Static BG's have less units but are still tough and require hard fighting to gain ground. In my opinion, having Morale "off" has been essential for Allies to keep momentum ... before full roster German mobile BG's arrive to the front lines.

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#9: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Thu Feb 18, 2016 1:41 am
    —
you didn't post the AB fights at ranville and bavent bro.

#10: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Feb 18, 2016 4:44 am
    —
hi Steiner, didn't forget ... just posting as time permits :)

20. Bavent  June 6, 15:00 turn 2: Entry deployment at bottom right was small, and up against a full BG with SPG capabilities. A 6 pdr placed in hedge to cover bottom road along with cmd team and infantry. 6 pdr and 75 mm with infantry placed in small hedge in front of tall wall and facing up road towards top of map. Three infantry teams sent into field moving up towards hedge and buildings and met with intense fire when nearing hedge. Teams pulled back to middle of field. Germans began first series of attacks to knock Para off this map. Germans infantry poured over hedge from buildings area and Allied guns targeted German infantry crossing road into same field with small smoke cover. More Allied infantry moved up to center of field combining efforts with first three teams. Para held center of field after furious battle raged, and then German infantry pulled back to houses. At same time a 10.5 cm SPG hammered the hedges from the courtyard through the entryway, but had limited line of sight. A couple of attempts by infantry coming over the wall to take the Allied pair of Guns outside the gateway were repelled, but at high cost. One Gun eventually knocked out by a SPG. A 5 cm half track shot up the area also from the vertical road leading towards top of map. Para will have hard time maintaining ground here and will have to decide whether to stay or pull back off this map next move turn.

21. Ranville  June 6, 15:00 turn 2: A second Para BG landed on this map, but deployed in same ground as gained by initial AB BG. I realized later that the initial AB was on top in the Strat map and therefore the in coming BG deployed in this manner. If I had put the incoming BG on top (in service) ... then it would probably be dropped in a random location somewhere on map.

A 6 pdr placed in hedge at top left aimed at inland VL. A 17 pdr put in hedge to right of manor aimed at end of buildings to right of same VL. Three infantry teams moved into manor as battle began and received fire from buildings and hedge across field close to inland VL. Mortar, ATG's, and infantry sent fire back and slowed returning fire from German teams as they moved back. Simultaneously, two groups of infantry teams on different routes moved to capture VL at top right of map. Steiner usually places teams in pockets around the map, making it difficult and time consuming to capture VL's ... and usually requires and assault by at least two teams to destroy enemy units. Top right VL was captured by one group as the other group moved fast across the open field towards right side middle VL's and took fire from far left buildings.
Smoke laid down in front of left VL. and five infantry teams rushed to VL. VL captured but teams kept on road side of hedge which got the attention of a MG half track. As half track neared the hedge ... the Allied ATG knocked it out, and infantry moved through hedge and attempted to enter buildings under heavy enemy fire. At far right, both infantry groups worked together to root out pockets of infantry. Tough fights and hard to clear map.

22. Hamel  June 6, 15:00 turn 2: Entering again from beach and lost an Achilles soon after battle began. Two armored cars and infantry moved to clear bunkers and trenches under cover of mortar smoke. Tough fighting and superior Allied numbers cleared the beach and eventually all other VL's were captured but against determined resistance.

June 7, 07:00 Strat moves next.


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#11: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Feb 20, 2016 1:28 am
    —
June 7, 07:00 Strat moves:
Of interest ... KG Meyer moved out of Creully and most likely forming part of a German defense line at Thaon. Two Allied BG's arrive uncontested at Bayeux and other Allied BG's move inland off beaches. KG Oppeln arrived at Benouville.
Magny and Ouistreham remain German territory by Static BG's and require future arriving Allied BG's to move through and clear.


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#12: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Feb 20, 2016 1:51 am
    —
23. Port Bessin  June 7, 07:00 turn 3: Several German infantry teams cleared from this map.

24. Sword  June 7, 07:00 turn 3: German MG team cleared, but Sherman knocked out in mine field ... probably due to lack of more precise waypoints.

25. Tailleville  June 7, 07:00 turn 3: Allied primary objective was VL to Thaon. Several infantry teams sent to lower area of map and Sherman provided cover as infantry moved towards central map.
Two M10's drove up road and around central buildings with infantry at their right side in fields and buildings. Pockets of enemy MG and small weapons fire dealt with until arriving at hedges near Thaon VL. A short delay while infantry formed into two assault groups. VL was taken with heavy fighting and German ATG knocked out in location close to left side bottom VL, which was better positioned to ambush lower road. Time ran out as tanks and infantry pressed into next VL, but German's held.


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#13: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Feb 20, 2016 4:44 am
    —
26. Basly  June 7, 07:00 turn 3: Objective Hermanville VL (left side of map). Positioned lots of infantry teams in hedges and buildings in top left of map ... a Sherman behind cover and midway at back of street buildings. Battle started with few contact points of enemy fire. Moved infantry across a horizontal line towards VL, and found enemy positions as well as shell fire from an 88 hitting a rifle team in building at side of VL road.
During this time, three infantry teams and a tank tested enemy strength towards bottom right of map, and cleared a couple of resistance pockets along way. They pushed through and a Piat Group snuck in field to attack one of two 88's from behind, paired with another team moving to hedge in front and side of same ATG. Mortar fire had suppressed and taken out some crew of other 88, and now this one turned in direction of crawling Piat team.

At this time, all infantry top side of VL were sent in to take position and met several or more teams in close fighting. Flag turned neutral for a couple of minutes until Allies finally took control and destroyed most enemy there. Fire from two directions and a Sherman closing, allowed the Piat team to overrun the remaining 88.

27. Bieville  June 7, 07:00 turn 3: Allies enter at right middle VL and determined the priority objective (VL at opposite side) would be very difficult and too costly to capture in one battle ... and knowing powerful German BG's are soon to arrive in this area. Therefore the goal was to establish a line across the map to prevent exposed flanks in later battles and if possible, push towards ground at bottom left of map.

Movement down road into village crossroads found enemy fire from multiple locations, and these teams moved behind back of buildings for cover. A left sweep across top of map with a tank and a few teams was slowed by enemy MG and small arms fire. But combined action of fire and cover with infantry and tank captured some ground and established the top section of line.
Five or six infantry teams (in two groups) moved down the right side with support of two M10's. Manor buildings cleared of two or three German infantry teams, and then three Allied teams sent running across field to left hedges. Steiner spotted this and sent available German units from central village locations to set up and fire into field. One M10 sent across to building/VL across field. On arrival, it was immobilized by infantry inside of building and Allied infantry was pinned in center of field and couldn't provide back up. An artillery barrage was directed at buildings where fire into field was coming from, and Steiner later reported three teams destroyed from shelling. M10 exchanged fire for short time, but eventually bailed.

28. Benouville June 7, 07:00 turn 3: Was not expecting KG Oppeln to arrive here, and previous battle left German deployment surrounding much of the Allies supply VL. A poor choice of strategy on my part last battle here.
Allies BG arrived in with few little extra points and faced a possible five or more Pz IV's with two Shermans, and a 17 pdr ATG.
Allies decided to pull back and defend bottom right supply VL. Battle started with German fire power shelling and directing MG fire at possible ambush locations on route towards Pegasus. An Allied rifle team sent on patrol to find enemy presence in top right area, but found none and took that area VL ... then set up in hedge covering center field. A Sherman moved from an ambush position further back to join them.
Realizing the German attack was pointed in direction of Pegasus ... units were brought forward, but still behind cover. An intense short battle of opposing infantry, two or three Pz IV's and a Sherman finished remaining time. Germans capture Pegasus and cut supply to AB on other side of bridge.

29. Bavent June 7, 07:00 turn 3: Allies placed four 6 pdr's to help keep back the determined tough German BG.
Intense German assaults one after another throughout the entire battle. AB units were able to keep from being overrun, but costly for both sides.


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#14: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Sat Feb 20, 2016 2:39 pm
    —
things are going to start heating up for the intrepid tea drinking allies soon. the one sided beach battles are all but over.....now the hedge rows are mine  Twisted Evil
Hitler has ordered the Panzers to push them back into the sea!

PANZERS MARCHE!

#15: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Feb 22, 2016 7:54 am
    —
30. Ranville June 7, 07:00 turn 3: Last of "turn 3" battles, KG Luck arrives at Ranville with armor. Airborne have difficult choices to make, since German's have deployment deep into right side of map as well as buildings close to Allied supply VL at top left and large open fields between the two areas. Airborne have to keep supply VL protected as priority one, but decide at what proportion to defend previously gained ground at right side of map.

Battle started with German infantry moving through woods and buildings towards right side VL's, and soon a Pz IV seen approaching from bottom right road area. German infantry was held back by Co. Cmd, Bren, and Vickers positioned in two buildings, while a second attack emerged towards church from bottom area. More German infantry showed their presence and the Pz IV began ripping up buildings as it rolled forward.
Unfortunately the Airborne units here were separated from help from other units, but an artillery strike was called in to help their worsening situation. Artillery knocked out a Pz IV and destroyed some infantry, but was unable to hold back the attack, which saw another Pz IV and 10.5 cm SPG. An Allied 75 mm howitzer in woods behind church, and rifle team in church, anchored the last defense position ... but the 75 was knocked out as the entire area was overwhelmed ... resulting in loss of all AB units there. The 10.5 cm SPG was destroyed as it approached to cross the field by a 6 pdr ambushing from further back.



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#16: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Feb 22, 2016 8:50 am
    —
June 7, 15:00 Strat moves:
Allied Command received intelligence report of potential mole leaking information to enemy ... therefore, Strat reports will contain only information about Allied front line BG's as well as predicted locations of German movements behind front lines. Full Allied BG info will be available for each turn ... after several turns have past, and information deemed no longer useful to German strategic planners.  Laughing  Shocked  Rolling Eyes


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#17: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Feb 22, 2016 9:05 am
    —
31. Ouistreham June 7, 15:00 turn 4: Since only two German soldiers survive here ... Steiner suggested placing them near and ending battle quickly, since stalling Allied BG's had already been accomplished by this static BG and no need to waste time. Allies agreed and clear map.

32. Tailleville June 7, 15:00 turn 4: Similar situation here as above mentioned, with exception of more German strength ... 5 infantry teams. Steiner suggested a pre-staged area of battle at Hermanville VL. Allies agreed, and remaining German teams put in tough fight. Of note, three soldiers ran out of building throwing grenades at tank. Sherman reversed to get distance from attackers, but was immobilized.



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#18: Re: GJS 7.3 AAR Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Mon Feb 22, 2016 2:35 pm
    —
crewman wrote (View Post):
Steiner suggested placing them near and ending battle quickly, since stalling Allied BG's had already been accomplished by this static BG and no need to waste time. Allies agreed and clear map.


Very sporting of him  Smile and it stops the tedious search and destroy of the entire map.

Good AAR, keep the battles coming.

#19: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Feb 23, 2016 7:35 am
    —
Thanks pvt_Grunt ...

33. Bieville June 7, 15:00 turn 4: Allies had a bit of a point issue this turn, cause was only able to get a Sherman and two 6 pdr's, and had to have one less active roster slot to acquire that. Need to be aware of points getting low from previous battle and if there were big losses to account for. And also swap front line BG's if map has stacked BG's.

Allies are up against a powerful Armor Pz IV BG here ... so with a shallow roster for this battle, Allies form a tight defense near top right corner of map and central crossroads area. One 6 pdr placed in hedge to cover bottom field with rifle and cmd teams. Second 6 pdr sighting down to the crossroads and also able to traverse right and cover top field. Sherman roaming to secure any breakthrough while infantry out of direct fire lines, but close behind.
Battle started with Germans coming from top left, but a cautious attack. Allies stayed patient and gave up some ground, but fought back enough keep any major break in lines. Sherman shot up enemy infantry from crossroads area, but not going into sight of Pz IV coming down top road. Sherman's presence was enough to hold Pz IV's movement, so Sherman moved to top field where German infantry were pushing through. Central buildings had infantry exchanging fire from buildings, while Sherman shot at some hedges near top and then moved down into center field cabbages to shoot at infantry in buildings on other side of hedge. Ambushing German Pz IV had line of sight through pathway in hedge and Sherman destroyed with less than two mins remaining. Allies will swap BG's next battle here and rebuild points for this BG.  

34. BenouvilleJune 7, 15:00 turn 4: Allies load up with a combo of five tanks ... Shermans, FF, M10 17 pdr. Two tanks  at top right of central field wait for infantry to recon left couple of hedges and a Vickers in center house covering left into field. Field is clear, far diagonal house has MG. Infantry find Pz IV in next field and Piat Group brought up to prepare a shot, at same time two tanks move in to approach hedge for simultaneous shots. Several shots exchanged as Allied tanks find line of sight through hedge. Pz IV goes up in smoke before Piat is ready to fire. MG in German top corner VL hold out against two infantry teams assaulting, when another Pz IV pushes into next left hedge and is knocked out by same pair of Allied tanks, then making their way to top of vertical road running down to Pegasus VL.
A Pz IV is waiting at T section of road and guns blaze, but only one Allied tank can get line of sight. Pz IV knocks out M10 while Sherman tries for position.
Time is running out, so three tanks and infantry in hedge area near Pegasus VL make a push to capture. These tanks and infantry had stopped at couple of German infantry probes into hedges. Mortar smoke sent in and an Artillery barrage unloaded at area near VL. Tanks cross by an opening in hedges and took fire form waiting Pz IV and ATG half track. Two Allied tanks swung their turrets and fired, but FF was destroyed. Two tanks able to round building to find a waiting Pz IV. Sherman got hit, but time ran out.
Two Pz IV's destroyed, two damaged and three Allied tanks destroyed ... maybe one of those just damaged.



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#20: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Feb 23, 2016 11:28 am
    —
35. Thaon June 7, 15:00 turn 4: Allies enter map at right side center VL and engage KG Meyer. Allies deploy four M-10's and large group of infantry between two tree lines. Enemy infantry pushed back out of houses directly ahead. Two M-10's move in close to buildings as infantry get into first buildings and take fire from across the road and houses further up the map.
A fifth M-10 and infantry guard the rear flank behind hedge is hay field ... it gets MG fire from across field building, but returns fire and does some damage to their crew as they pull back.

Infantry gets stalled near center road from German MG's and infantry and gets some shelter behind buildings. An M-10 hooks around bottom of buildings to help support but gets knocked out quickly by ATG in hedge across road.
Two infantry teams move backwards through tree line, get some cover from buildings and rush towards corner building VL ... but some are taken out by MG fire slicing through spaces between houses.
A StuG seen across the road to left another StuG up the road towards top of map. Time running down, so Allies set up a final attack. An M-10 loops around from back of tree line and moves left towards center crossroads. M-10 in hay field move up map with a rifle team. Infantry move back into buildings near tree lines and two M-10's move into gap between groups of building to engage StuG. Multiple shots exchanged, but M-10's knock out StuG and move into road and face second StuG ... several shots fire but time runs out.

36. Hermanville June 7, 15:00 turn 4: Allies have reasonably good VL cover to start battle, but are up against more tough armor and infantry with AT capabilities and lots of MG's.
A patrol sent down bottom of hedges from right to left, receives fire from waiting Pz IV. A Piat group sent to sneak into position. Several infantry teams sent sneaking into cabbage field, while other infantry test strength in buildings left of Allied VL ... finds fire from several directions and pulls back.
M-10 moves left across center road to suppress enemy infantry in buildings further up road. M-10 goes up in smoke, taking shell from 88 in hedge across cabbage field. Mortar sends shells and immobilizes Gun after many rounds, Sherman finishes it off from position in center hedge. Piat Group get close to Pz IV undetected while infantry crawling in field are spotted when half way across and take fire. This signals tanks to break cover and move towards bottom road and go for VL. Piat sets up, fires, and knocks out Pz IV. Artillery barrage called in to soften target area ...unfortunately, two Allied tanks get tracked moving out from their cover, but two tanks turn the corner in direction of VL. One of them gets tracked while side facing enemy 88 (in hedge in front of VL) and is destroyed. 88 gets hits but still fires. Time runs out.



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#21: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Feb 24, 2016 12:58 am
    —
37. Lingevres June 7, 15:00 turn 4: Allies moved into Bayeaux and found it without German defenders, but wait one turn for second friendly BG to arrive, in order to keep full control of map, before moving deeper into enemy territory ... Lingevres.

Tough German Recon BG also just arrived here, which results in a meeting engagement. Allies realize importance of racing forward to take as much ground as possible. Germans arrive at bottom middle VL and Allies top right. Allies split into two groups, each tasked with capturing different VL's or at least gaining as much ground possible towards that goal.
Lead tank for each group sent directly to VL's while other tanks set to hold back slightly to wait for and support infantry.
First Allied Sherman moving left and down across bridge spots German ATG half track directly beside as they pass each other on separate bridges. Sherman swings to fire, but can't acquire fast moving target heading up road and into top left corner and pinning Allied infantry in that area with MG fire. Last tank in that group sent back and up dirt road to take out half track ... while first Sherman and Flame tank proceed to left VL. Sherman gets knocked out by ambushing half track, so Flame tank waits and throws flame and MG at German infantry in surrounding buildings. Sherman up top holds back from pursuing left corner half track, cause infantry see it in ambush position. Therefore Sherman moves to help Flame tank which is without infantry support due to being pinned at bridge area by MG's in buildings. Sherman and Flame tank try to get line of sight together against half track, but Sherman gets knocked out and Flame pulls back, but holds ground there.

Second Allied group gains VL's while moving down right side, but first Sherman get knocked out by waiting half track, and similarly as other group, infantry gets pinned near bridge. Second Sherman supports two infantry teams into buildings at right side, but infantry finds half track waiting on other side of house ... and lose majority of men, but immobilize HT and grab VL. A Bren team runs across road to capture crossroads VL, while taking fire from another HT ... as time runs out.
Allies take big losses, in somewhat careless strategy ... but gain valuable ground for next battle.

38. Ranville June 7, 15:00 turn 4: Allies decide objective is to capture three VL's at right side of map which include the linking VL to Merville. The burden of risk is high with the strategy, but if accomplished ... an AB BG will be moved in from Merville next turn and connect ground with Ranville AB, and then hv better opportunity to keep German units pinned on left side of map.

Two 6 pdr's, and a Vickers team set up cross fire sights from hedges and buildings at left side of map to protect against German movement towards Allies Pegasus VL.
Three Tetrarch tanks and all other infantry placed in orchard (encircled with hedges) at right side where Allies control one VL in left top of orchard corner hedge.
Battle begins with fire from several German units in various locations embedding within hedges, as well as house across orchard where next VL is.
Tetrarch tanks help infantry destroy and push enemy units back, but taking big infantry losses. Tetrarch tank at orchard gateway exchanges fire with half track ATG at crossroads, but gets knocked. AB eventually move into house and capture VL there, but continue fighting to hold ... and receive MG42 bullets from across field buildings. Mortar smoke placed on road to cover two Tetrarch's exit from orchard and help a Bren team cross road and get behind house.
German HT backs into ambush location near church. One tank stops at cross roads area and puts fire into German infantry in houses while second Tetrarch swings around building and get sights on rear section of HT ... fires and destroys.
More German infantry arrive from across the field and retake corner orchard VL and half of house VL. Extremely tough fighting, but German units hold.
Allies' gamble here is a costly failure, but will regroup at Pegasus VL area.


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#22: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Feb 25, 2016 11:37 pm
    —
June 8, 07:00 turn 5: Strat moves

I've had some extra free time to finish 7.3, have battles, and post some AAR stuff ... but vacation time is ending and back to work. So I'm ending the AAR's after these "turn 5" battles are finished. Going to keep the Campaign going, but don't have time to post AAR's too.

As you can see the front line has pretty much been established ... with incoming German Battle Groups making contact with Allied forces pushing inland after fighting through Static BG's.
No new Allied arrivals at beach this turn, but German forces continue to pour in and move forward ... going to be some tough fights ahead.

Allied Airborne units are still in big trouble, with supply cut at Benouville ... but there are still chances for Allies to establish this supply route and get armor across to support that separate section of the campaign. This break in supply stresses the importance of getting Allied BG's to Benouville as soon as possible, which means inland VLs have to be captured during first battles at Sword and Ouistreham. Steiner's suggestion of using 20 minute battles would probably have helped the Allies accomplish this, but 15 min battles are intense and keep pressure on the Allied player to attack hard and keep moving. Supply across to the Airborne is an interesting variable that is hard to predict and keep stable for either side.
Allies also have a good chance of capturing Bayeaux in this campaign, and it seems the front line has formed in similar areas as historically.


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#23: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Feb 26, 2016 7:25 am
    —
39. Bayeux June 8, 07:00 turn 5: Germans storm into Bayeux with two Battle Groups from two different maps, which combines ground at map entry areas from side by side VL's.
It also caused a bit of a game glitch, because Allies were not able to deploy in their own VL at top left. Players were going to back out and retry, but Steiner suggested to allow Allies a chance to move into that VL after battle started.

Therefore, as battle started ... Allies moved four infantry teams to top left VL, but didn't feel right about moving any armor into that corner. A flame tank did edge line of sight around a crossroads building, but no further. Allies decided to protect supply to Lingevres and put more infantry in buildings to right of crossroads.
Near bottom of map, Allies set three tanks, infantry team, and Vickers. German MG42's kept Allies heads down and constantly moving for cover, and several tough close building fights broke out.
Both sides held ground for most part.
Allied tanks tried to get clear shot at first of two Pz IV's in open courtyard area, but two were destroyed with help from a third unseen Pz IV. A last minute rush by three infantry teams destroyed a Heavy MG42 team and captured VL in center of buildings ... but used up most of those teams to get it done.



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#24: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Sat Feb 27, 2016 8:17 am
    —
my 2 cents about the GC so far........

LUCK........lets talk about " luck" a little bit  Confused IMO if david had a bit more luck in a couple more of his attacks on the beaches, he could have gained some more ground inland....luck and a 20 min timer. I think the game should be played on 20 mins. BUT this is what makes CC so much fun, each battle or GC will most likely be different every time you start one.

im happy so far with the changes to the game play. its more historical.....IE: allies getting into Bayeux early on, and the allies getting 3 maps inland before they hit stiff german resistance.
the germans now have to make more tough strategic choices. what to do about Bayeux and where to move his reinforcing BG's to make the defensive line etc.

im also happy with the changes to the force pools and data. the allies play better and are more up to the challenge of fighting the strong german reinforcments. the allied inf now is not just cannon fodder for the MG 42, and the FF and 17 pdr a/t gun fuction better now in being able to counter german heavy armour.

don't get me wrong, in no way have we screwed this mod up IMO. the germans are still a force to be reckoned with and as before this mod will turn into a slug fest for awhile, while the allies play a game of attrition with the germans. the allies still must whittle down the german forces to move inland and win the GC. the allies have the ability to replace a lot of there losses and the germans cant.
so at some point the german has to give ground and play for time or be destroyed.

I also think that playing the germans on VET is a good idea. [ as we are in this GC ] this reduces there equipment by less than 1/3 [ so If u had 20 tanks on line you now have 17 on vet approx. ] and you have a few less inf squads but IMO the germans on LINE are just WAYYY to strong. this evens it out a bit IMO.
for those of you who don't like this idea...well go ahead and play the germans on line....and good luck to the allies  8O

I think this mod has great potential. as Cathartes says in the read me....the options LSA has makes GJS mod a whole different game form the original mod....and the original mod was classic !!!

Steiner

#25: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Feb 27, 2016 11:27 pm
    —
40. Bieville June 8, 07:00 turn 5:  185/3 takes over frontline duties as 9/3 Brit is relieved to get rest.
Allies move infantry left down bottom side buildings of main center road. German infantry pushed out of some buildings and VL captured near T section of road. Intense fire from across road and Pz IV in field fired into buildings. in later stages of battle, German infantry teams recaptured VL and attempted to push Allies from area buildings. Allies had several teams at backside of buildings which held ground and repelled the German advance.
At crossroads, to right, a Bren team was lost due to accidental deployment in open area. Germans made several attempts to attack into crossroads area from top road, but lost two Pz IV's and Allies had a Sherman knocked out. Late in battle Allies captured several houses in the area with efforts of three infantry teams.
One attempt by Germans to flank the top field was held at cabbage field hedge by a rifle team in hedge and an M-10 pounding infantry with MG and main gun rounds.
This is a good example of the type of battles ahead, now that tough German BG's have arrived at the front line ... every building, hedge, and field is not easily won.



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#26: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Feb 27, 2016 11:54 pm
    —
Allies interrogation of senior German officer revealed movement of heavy tanks (Tigers) at Lingevers and Panthers approaching Hermanville area.
Also, information, at field and higher level tactics and strategies, has been gleaned from varies enemy sources ... while German counter intelligence has been identified and reinterpreted.  Wink   Laughing

#27: Re: GJS 7.3 AAR Author: crewman PostPosted: Sun Feb 28, 2016 12:24 am
    —
haha, above is a poor attempt to use psychological warfare. Seriously though, Steiner is a wealth of info concerning GJS and LSA gameplay ... fun working together and having battles.

#28: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Sun Feb 28, 2016 3:42 am
    —
Very Happy LOL
I was inspecting my Panzer Troops in regards to finding out which officer had been captured and was supplying information to the enemy. a Commando raid is being planned to liberate him from the Canadians who have him as there prisoner.
a company of BRANDENBURGERS and 2 squads of SS commando's commanded by Sturmbannfuhrer Skorzeny, are being briefed on the details of the raid.

 8)

Oberst Steiner

#29: Re: GJS 7.3 AAR Author: crewman PostPosted: Sun Feb 28, 2016 7:09 am
    —
haha, funny.
careful who you recruit ...


41. Benouville June 8, 07:00 turn 5: ground gained from last battle provided line of sight into areas from which enemy units kept Allied infantry and armor from reaching fire positions needed to stage attack to recapture Pegasus VL.

As well, two knocked out Allied tanks were used for cover in one of those critical areas. From these positions, two tanks got line of sight between building close to Peg VL and hedge ... and into area near T junction where German tanks and MG's could fire at Allied units moving towards Peg VL.
During battle a Pz IV seen through gap, and both Allied tanks had green line of site. Five or six shots exchanged, but Pz IV kept firing with help of side hedge for cover. One Sherman then knocked out and Pz iV moved back while taking another round from second tank. German artillery thundered down on Allies close to VL, but damage was minimal ... since units were spread out. German infantry then came across in force to capture house, but tanks and infantry in area held them back. A Pz IV from VL area came around building and had an Allied tank for side shot, but a waiting Fire Fly knocked it out first shot at close range. A Sherman at top of T section peered through hedge and fired at ATG half track, which was able to back to cover, but bounced a shell from Pz IV which was there too, and gave a shell or two back as line of sight broke. in final minute of battle this same Pz IV knocked out the Sherman as it pushed through hedge to support an assault at Peg VL ... which saw Allied artillery rattle German side of VL. As shells rained down, a Sherman moved into open VL area and had green target on Pz IV whose barrel was pointed in different direction hitting infantry ... Allied tank didn't fire in time before battle ended.
Allies gained further ground, but failed to capture Pegasus. One Pz IV and ATG HT loss for Germans and two Allied tanks knocked out.



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#30: Re: GJS 7.3 AAR Author: mooxe PostPosted: Sun Feb 28, 2016 12:04 pm
    —
http://www.closecombatseries.net/GJS/

You may find this useful if the map VL totals havent changed.

#31: Re: GJS 7.3 AAR Author: crewman PostPosted: Sun Feb 28, 2016 12:32 pm
    —
Thanks Mooxe,
some of the maps have changed, but having the map previews like that is handy

#32: Re: GJS 7.3 AAR Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Mon Feb 29, 2016 3:39 pm
    —
stiener wrote (View Post):
Very Happy LOL
I was inspecting my Panzer Troops in regards to finding out which officer had been captured and was supplying information to the enemy. a Commando raid is being planned to liberate him from the Canadians who have him as there prisoner.
a company of BRANDENBURGERS and 2 squads of SS commando's commanded by Sturmbannfuhrer Skorzeny, are being briefed on the details of the raid.

 8)

Oberst Steiner


They're being held by Canadians, just ask politely and trade for Timmy Hortons donuts!

#33: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Feb 29, 2016 5:52 pm
    —
pvt_Grunt wrote (View Post):


They're being held by Canadians, just ask politely and trade for Timmy Hortons donuts!

LOL


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#34: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Mar 01, 2016 1:49 am
    —
42. Thaon June 8, 07:00 turn 5: 22/7 arrives at Thaon and takes over frontline duties, and is perhaps one of the Allies most capable BG's ... due to its armor vehicle column, as well as, good supply of infantry units.

BG 22/7 enters map at top right, but doesn't have complete ground connection with Allied BG fighting previously on this map, which entered map right side center.
Players use VL rule, and since ground was connected with only a diagonal ... it meant Allies are required to start all 22/7 units only in top VL deploy area.
Allies did this, but also manually put four reserve units in lower deploy area.

Allied commander made two tactical mistakes which resulted in extremely high armor losses during this battle:
First was, the idea that lots of armor units will overpower and push through enemy resistance. But like history revealed, the Normandy countryside with its hedgerows and narrow roads, allowed German forces to set up firing positions along exclusive and congested transportation lanes and be concealed within the landscape features and buildings.
Second mistake, spreading resources to thin.

Allied objective was to gain as much ground as possible and capture inland VL at left side center.
Four reserve units (including an M-10)  deployed at Allied lower VL near center road, but held back from direct enemy contact.
A Stuart, two Cromwell's, and three infantry teams moved left across the top of map securing top left VL, then moved down center road. A Cromwell was knocked out by AT infantry in buildings, which stalled movement down road. Two infantry teams searched buildings and attacked German unit and destroyed it, but leaving few soldiers left to carry out further actions. Stuart and Cromwell moved into field behind buildings attempting to flank enemy positions. Stuart got tracked on hedge, and near end of battle ... Cromwell had line of sight on side turned ATG, but missed first shot. 7.5 cm ATG swung and destroyed Allied tank.

A second group of tanks moved down center road from top VL and waited for first group of tanks to engage enemy units in flanking maneuver. But with their progress stalled, they were sent forward anyway and first tank was hit first shot by ambushing ATG in hedge deep in left side. A second tank destroyed there, and a Fire Fly got tracked on stone fence at roads edge.
A Cromwell was finally able to knock out the ATG, during same time it was swinging to hit flanking tank from first group.

Reserve infantry units were sent forward into houses as second tank group engaged enemy, and M-10 moved to support action. A StuG fired into infantry from behind field hedge, which helped German infantry across the road to stop the Allied assault. The M-10 was knocked out and a Stuart took AT infantry fire and was knocked out also.

Allies capture lots of ground, but at high cost ... and learn a hard lesson about warfare in Normandy. Steiner set up two ATG's in good positions and masterfully maneuvered a pair of StuG's.
note: StuG's are very effective in this mod, and win most head to head battles against Shermans and Cromwell's.
Six Allied tanks knocked out, only one German ATG.



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#35: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Wed Mar 02, 2016 6:49 am
    —
Very Happy  tim hortons...LOL

#36: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 03, 2016 8:15 am
    —
43. Hermanville June 8, 07:00 turn 5: Allied commander makes error while bringing in a second BG to stack on this map. New BG enters at top right, but without connecting ground.
First battle here was costly, due to attacking into a map under German control and against a tough BG. So, didn't want to give up any of this hard fought ground because of strategic map mistake.

Objectives: Keep entry VL (top right) secure, to avoid being disbanded, then link ground with bottom right reserve units ... and also try to hold ground there

Reserve units set up defense ... Sherman behind hedge, Vickers in building to cover lower field, Piat Group and Heavy Co. Cmd in lower hedges.
Up top, several infantry teams set to move down to lower field, but tanks held back due to suspected ATG in hedge left side of connecting field.

Infantry battles start near top road hedges as both sides moved to gain small field at left side of road. Sherman moved in to help and hit opposing infantry hard. But fighting continued as each side repositioned.
Other infantry and two Shermans approach hedge at top of connecting field and gun fire erupts. An 88 in left hedge and a Pz IV behind hedge at bottom left of field.
Two infantry teams move in and knock out the 88 while fighting off infantry fire, but had back up from Sherman.
Tanks exchanged fire, bouncing shots, until a second Pz IV arrived and knocked out a Sherm. An M-10 move down road to help but got destroyed from a shot further down the lane.
Sherman that helped infantry moved to support and one of the Sherms got a Pz IV.

At lower area, the Vickers played a big role in holding back infantry, along with two lower teams. Sherman with them got line of sight into crossroads area and knocked out a Pz IV.

Allies secured upper VL, connect with cross field reserves and held most ground there.
Very tough and gritty fighting throughout the entire battle.
Germans lost two Pz IV's and an 88 ATG ... Allies lost three tanks



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#37: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 04, 2016 7:31 am
    —
44. Lingevres June 8, 07:00 turn 5:  Across the frontline, Allies have engaged powerful German Battle Groups ... 12 SS Panzer at Bayeux and Hermanville, 22. 21 Panzer at Bieville and Benouville, KG Meyer's StuG's and ATG's at Thaon, and now 130 Lehr at Lingevres.

There is risk of units being cut off, if Germans bring a heavy assault across the center bridge ... therefore, Allies decide to pull back from top left side of map and set up a defensive line near the bridge. Also, a concentrated effort will be made to secure bottom right corner buildings and hedges.

As battle begins, German units advance up left side of map ... using recon by fire, and then moving forward when things appear clear. Allies are not in those positions, and ground there is taken without return fire.
Fighting breaks out though among infantry units at bottom right corner. Allies move forward through buildings and hedges, but the pace is slowed as German fire intensifies from established positions. A Tiger is spotted waiting on the road and it puts some MG fire into a building. Allied infantry assault a German held building from several directions, which prompts the massive tank to move in closer. An M-10 17 pdr was waiting at far right side of the road, and as the Tiger found its sites ... it fired. The Tiger was knocked out first shot from 280 meters. A rare knock out hit, against a big cat ... and one that won't soon be forgotten.


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#38: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Mar 04, 2016 9:35 am
    —
" wont soon be forgotten " LOL  ...... a good shot for sure. one always has to be carefull around the 17 pdr's


Shocked  Shocked  Shocked  Shocked

#39: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 04, 2016 9:38 am
    —
45. Ranville June 8, 07:00 turn 5: Airborne regroups after heavy losses from previous battle here. Objective for this battle is to push German units out of top right side of map.

Three light tanks and six infantry teams set up positions and make contact with enemy infantry across the road and behind house. As more AB units moved up ... two German Half Tracks fired from further back in field from behind side cover. Allied light tanks helped infantry repel a German infantry assault and clear a couple of areas, but tanks were kept back from entering into enemy AT cross fire in field. Allied artillery pounded the area, but enemy held ground ... and AB were content with results for time being.


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#40: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 04, 2016 10:10 am
    —
That's the last of the June 8, 07:00 battles. And the end this AAR ...

Will the Allies be able to reconnect supply across Pegasus? Or will the Airborne Battle Groups be forced to disband as they slowly run out of ammunition and fuel?

Can Allied units keep supply moving through Bayeux to Lingevres? Is it possible to stop the relentless German SS and Lehr Battle Groups from recapturing Bayeux?

Will the June 8th frontline hold, or can British and Canadian forces break through?

#41: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Mar 04, 2016 1:50 pm
    —
Great AAR David.
IMO...the GC will become a bit of slug fest now. [ as this Mod always does ] if the allies concentrate on destroying german armour and pushing hard they will move forward. the germans must conserve armour or will have to pull back. germans cant replace losses.
BAYEUX.....well still not sure about that map.....bit of a love hate relationship....it always becomes a meat grinder. its a key map as it connects so many other maps. if the allies can take thoan and rauray..... the germans will be in trouble. I anticipate heavy fighting and large tank battles on these maps.

with the LSA options tho, this GC will be anyones guess at this point. its early and its a long GC  Very Happy   Very Happy

#42: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Mar 07, 2016 10:49 pm
    —
News from the War Department:
Resources from Domestic Affairs and the Intelligence Agency have helped bring back battle field reports ... on a trial basis.


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#43: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Mar 07, 2016 11:25 pm
    —
June 8, 15:00 Strategic moves:
Of interest ...  A second German BG moves into Hermanville, bringing Panther tanks. Allies move a second BG to Lingevres from Bayeax and an Armoured BG moves into Bayeax.



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#44: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Mar 07, 2016 11:39 pm
    —
46. Bayeax June 8, 15:00 turn 6:  Allies objective is to keep supply open to Lingevres at area 2.
Battle begins with exchange of infantry fire between areas 2 and 3, as well as opposing infantry in buildings at area 1.
Germans make a couple of attempts to overtake both these positions, but Allied infantry holds.
Cross building fighting also at area 4.
During later stage of battle, a Pz IV moves up road from area 3 and takes fire from two Allied tanks emerging from area 2. Pz IV takes a few hits and sends shots back, but times runs out before any tanks are knocked out.
Allies hold, but both sides fight hard and take heavy infantry losses.



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#45: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Mar 08, 2016 12:04 am
    —
47. Bieville June 8, 15:00 turn 6: Fierce infantry fighting in buildings at area 1, and both sides keep a determined effort to hold their ground. A Pz IV in field left side of area 1 moves to support infantry, and forces Allied soldiers to move back into far side of buildings.
Allies have two tanks in road at area 2, and fire at Pz IV moving towards them along road. Pz IV gets immobilized, but keeps firing. Germans move infantry teams into building beside Allied tanks at area 2, and throw grenades ... and one Allied tank takes knock out hit from Pz IV.
Allies try to move infantry to help tanks, but are pinned while moving. This movement destabilizes area 1, and Allied infantry takes big losses. Second tank is destroyed at area 2.

A Sherman at area 4 takes a hit from ATG at area 5, but combined fire of Sherman and Allied ATG destroy it. Sherman moves into field and is knocked out by Panzer at area 1.
Small gains at area 6, as infantry probe and face cross fire.
Three Allied tanks lost, one German 5 cm ATG.


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#46: Re: GJS 7.3 AAR Author: mooxe PostPosted: Tue Mar 08, 2016 12:05 am
    —
I like Bayeux. The way the battles is always orientated is you fight from West-East or East-West, never from the North or South. So it prevents supporting fire from across the street. You have to laterally house to house, busting doors down without supressing fire for the most part. It takes a very skilled attacker to position the attack to head North or South.

#47: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Mar 08, 2016 12:17 am
    —
mooxe wrote (View Post):
I like Bayeux. The way the battles is always orientated is you fight from West-East or East-West, never from the North or South. So it prevents supporting fire from across the street. You have to laterally house to house, busting doors down without supressing fire for the most part. It takes a very skilled attacker to position the attack to head North or South.


interesting observations Mooxe about the directions of attack.
It's also a nightmare for Allied tankers, with German AT infantry moving through out the houses.
It's a nice change for the Allies to defend this map during the first part of this campaign, instead of having to slug their way through it for endless battles. Steiner made a clever Strat move by moving in two BG's at same time at two side by side VL's, which grabbed him a big chunk on ground.
Be interesting to see if the Allies can hold it

#48: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Mar 08, 2016 5:48 am
    —
48. Benouville June 8, 15:00 turn 6: Allies try again to capture Pegasus VL at area 2 ... and restore supply to Airborne BG's in desperate need of ammo and fuel.

Piat group in hedge at area 5 spots Pz IV in side field at area 6, and moves to take shot. M-10 from top right of field moves to support action. Piat fires, but misses and takes fire. Another Piat team further up crawls in cabbage field for shot. German infantry seen moving to support tank ... Allied Mortar support directed to area 6, taking out some infantry and a hidden ATG. Second Piat destroys Pz IV.
Another Pz IV at area 6 moves onto road to meet M-10 taking position in hedge. Sherman behind area 3 building moves to get shot, but gets knocked out first shot from Pz IV. M-10 destroys the side turned Pz IV.
Infantry exchange fire from buildings at areas 3 and 4.

Approximately same time German infantry move in force from area 2 and attempt to overrun infantry in area 1 house. Sherman behind knocked out tank between area 1 and 2, two infantry teams and Fire Fly behind house, and Artillery support disrupts the advance. Allies place smoke at area 2, and send infantry and two tanks towards Pegasus VL. First infantry in open gets cut down, but FF destroys Pz IV waiting in open at area 2. Sherman and infantry finally capture VL, while FF moves slightly to left.

During this area 2 battle, a Pz IV moved right from position 7 and took fire from a 17 pdr ATG in position 3 hedge. Several shots exchanged, but Pz IV backed to cover.

three German tanks and ATG lost, Allies one Sherman.
Tough battles ahead to hold Pegasus VL, but supply finally moves across to Airborne again.



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#49: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Mar 08, 2016 6:58 am
    —
49. Thaon June 8, 15:00 turn 6: Allied infantry takes over area 2 and send in more infantry and tank support from area 1. StuG near position 4 moves into hedge to hit infantry at area 2. Infantry spread out into areas 2 and 5. StuG moves back to position 4 to help infantry under attack at bottom VL and also intercept Allied infantry running to help at lower area. StuG sees ambushing FF below area 3, so doesn't advance to lower area. Two Allied tanks move to position 5 to support large infantry advance into V shaped field at area 6. FF gets knocked out by ATG in area 6 hedge, but Cromwell takes out ATG. Cromwell from lower field catches StuG with side shot and immobilizes. StuG can't turn to fire and takes two more shots before exploding.

Cromwell and infantry capture VL's working way down from top area. Cromwell at position 8 takes knock out hit from StuG at position 9, but gets destroyed from Cromwell at position 7.

Infantry and three tanks move from areas 6 and 4, in attempt to capture final VL. Lead tank gets immobilizes by faust close to VL and infantry under fire needs just five seconds more to take area 10 VL, but battle ends.

Germans lost two StuG's and an ATG, Allies 2 tanks


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#50: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Mar 08, 2016 7:08 am
    —
50. Hermaville June 8, 15:00 turn 6: infantry at area 1 try to push into buildings in area 2, but back out due to superior firepower from buildings and roaming Pz IV. Two infantry teams advance to position 3, and fight to capture buildings above and to left side. Fighting there continues to end of battle, both sides take big losses.
Sherman at area 4 moves to support but finds Panther approaching hedge at position 5. Sherman backs but engages Pz IV from area 2 ... eventually Sherman goes up in smoke. M-10 gets knocked out at position 6 from Panther, one shot.
Several infantry teams battle to dominate area 7 hedges.

Allied tanks destroyed - two



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#51: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Mar 09, 2016 1:38 pm
    —
51. Lingevres June 8, 15:00 turn 6: Battle begins with relative quiet ... then smoke pops along river field below position 1. German infantry seen moving towards position 1, where Allies have a 17 pdr ATG and a couple infantry teams. Fire Fly at position 3 puts some MG fire into them and a couple of shells. They move into field between position 1 and 2, and get hit. More German infantry moves along top road hedge to take out ATG, but are held back. Pz IV moves to position 2 and fires into infantry and ATG. Fire Fly gets line of sight, and after an exchange of a couple/few shots ... Pz IV goes up in smoke. German infantry keep hitting position 1, and take out most of ATG crew ... but position held.

Allied infantry at position 4 move forward with Sherman in hedge. Two Pz IV's spotted on road at position 5, moving for best return fire positions. M-10 brought forward to position 6 and with Vickers bullets ... hit enemy in building and hedges.
Some tough infantry fights with tank support.

One Pz IV knocked out and a 17 pdr ATG.



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#52: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Mar 09, 2016 1:58 pm
    —
52. Ranville June 8, 15:00 turn 6: Airborne BG at Ranville is now completely out of fuel and low on ammo. Two light tanks deployed in hedges at position 1 and 2, knowing they will not be able to move. Battle starts with fire exchanged from ATG half track at position 2. Light tank at position 1 destroys it and crew are shot as they run through field where Allied infantry are in hedges at position 5. German infantry from area 4 move towards position 5, but are held back with help from light tank at position 3.

Allies run infantry across to house and hedges at area 2 and a fierce infantry battle erupts. 10.5 cm on tracks moves into hedge to support German infantry but is knocked out as position 1 light tank gets line of sight ... and abandoning crew are shot moving away towards position 5.

Two position 1 Bren sections loop around aircraft at position 6, but are pinned in crops by MG and small arms fire from two teams embedded in hedgerow. More German infantry arrives from across the field and both sides take losses with tough up close fighting

German ATG half track and 10.5 cm SPG destroyed



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#53: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 11, 2016 7:44 am
    —
June 9, 07:00 Strat moves:
of interest,
Allies re-establish supply connection from Benouville across Pegasus bridge. AB Battle Groups now have fuel and ammo, as well, 27 Armoured Brigade moves across bringing some muscle to the fight against 21 Div.

A full Panther BG takes over frontline duties at Thaon, and has the ability to field five Panthers.

Germans swap BG's at Bayeux via the Tilly VL. In doing so, they gain Allied ground around the top left corner of map. This creates an isolated infantry deployment zone in one building at the Lingevres VL, and the next group of buildings to right are neutral deploy ... that Allies need to move into, in order to defend.

Also, Germans attack at Merville



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#54: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 11, 2016 8:52 am
    —
53. Bayeux June 9, 07:00 turn 7: Germans swap BG's via Tilly resulting in Allied ground being squeezed out at top left corner of map. German objective is obviously to cut supply to Lingevres.

This sets up perhaps the most extreme combat seen thus far in the campaign.
Allies deploy five infantry teams in single house at position 1. Area 4 buildings are neutral as well as the road and area 3 road side buildings.

Germans immediately send waves of infantry from position 2 across road to position 1. Fire from building to building, grenades exploding on the road as soldiers move into position 1 buildings for hand to hand combat. Allies get soldiers into position 4 to defend assault from position 3 buildings, but are being overwhelmed. Allies target area 3 with Artillery barrage doing considerable damage to German units within.
As these battles continue, a German flame half track is seen at crossroads near position 6 and is flaming into buildings. A Sherman around the corner gets line of sight for a side shot, but half track quickly escapes to position 6 before Sherman fires. Two Allied infantry teams run to building beside half track and it is destroyed with grenades.
A German tank is knocked out at position 5 from M-10 at position 9.
A short lull in battle as both players realize their infantry are mostly destroyed.
Germans send JPzIV up road and park it directly beside position 1 building, but can't acquire the VL due to Allied infantry inside. Tanks shoots up building but can't destroy all the infantry inside.
Allies bring up Sherman to position 7, but goes up in smoke from PzSchreck. Another Sherman moves with infantry to position 8 and destroys infantry there. PzSchreck knocks out Sherman there too, as Vickers moves to capture next VL along road. A rifle team runs onto Tilly VL but surrenders with presence of JPzIV at crossroads. M-10 has green line of sight to side shot it, but displays no target information for several attempts ... as time runs out.

Steiner reports only one Cmd team, one PzSchreck, and 3 tanks remain at end of battle ... while Allies have one M-10, half Co Cmd team, half Bren team, partial Ptln Cmd team, Vickers, and four teams with only one soldier.



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#55: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Mar 11, 2016 3:20 pm
    —
edit  Very Happy

#56: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 11, 2016 11:31 pm
    —
Forgot to mention in the June 9, 07:00 Strat moves info ... that Steiner had two BG's on the Carpiquet map when III./26/12 SS BG was due to arrive there. It couldn't land that turn and didn't land the next turn when the map was clear of other BG's. We assume this BG is gone.
Not sure if Steiner noticed  any units from III./26/12 SS being put in other BG's ... like would happen if a BG disbanded or if it's just gone?

#57: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Mar 12, 2016 12:51 am
    —
54. Bieville June 9, 07:00 turn 7: Allied 17 pdr ATG in hedge at position 1 fires at Pz IV at position 2. Both get hits. ATG crew is taking punishment though and Allies send group of infantry to buildings beside Pz IV. Initial move found houses clear, but ran into wall of German infantry in buildings near position 2 VL. More German infantry moved in from across road and second Pz IV fired into houses. Some Allied infantry surrendered, while others pulled back to regroup.

During this time Sherman from position 3 moved into hedge and took fire from ATG at position 4 hedge. Sherman fired back and Vickers from buildings across the field hit ATG hard. ATG knocked out by Sherman, which moved into field and knocked out Pz IV at position 2. Amazingly 17 pdr ATG had two crew remaining after taking half a dozen shots, or more.

Sherman stays a center cabbage field and hits infantry in houses and helped by bullets sent from Vickers. Another Sherman crosses field at hits infantry team in hedge below position 4, but can't clear them ... then continues move to orchard VL. Pz IV approaches from left side and Sherman knocked out. Also, Sherman at cabbage field destroyed moving to position 4, and Vickers down to one man after attempting cross field move.

Rifle team probes area 5, but pulls back under fire. M-10 and another Vickers move to capture position 6 and send some heat down the road.

Germans down a Pz IV and ATG ... Allies two tanks and ATG



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#58: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Mar 12, 2016 1:10 pm
    —
Campaign is still ongoing, but real life stuff requires more of my attention ... so that's it for this AAR. Thanks for tuning in Smile

#59: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Mar 16, 2016 11:40 pm
    —
Embedded journalist on staff for producing battle reports, on trial basis.

note: descriptions of direction will now use North, South, West, East ... instead of top, bottom, left, and right.


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#60: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 17, 2016 12:34 am
    —
55. Benouville June 9, 07:00 turn 7: Allied armour and supplies move across Pegasus bridge to strengthen the Airborne. Commandos help hold the supply route open at Benouville, while making preparations for movement into the Airborne sector.

Commando infantry in position 1 building come under heavy fire from Pz IV in field and MG at position 2 building, and move to outer walls of two story house away from fire. German artillery shakes the ground at area 3, causing some casualties and losses. As barrage ends, German infantry attack into position 1 from area 4 hedges with Pz IV's seen behind hedge at position 5. Allies send artillery barrage to area 4 and 5 ... slowing the infantry advance and doing damage.
A couple of Shermans force Pz IV to move back into cover behind hedge, but German infantry keep assaulting while Allies send more soldiers to position 1.

Sherman moves up road to put fire into buildings south of position 6, while opposing infantry send fire across from buildings in that area. Commando MG captures position 6 VL and fires at ATG spotted in hedge at position 7. M-10 moves down and onto road at position 8 and knocks out ATG. M-10 proceeds west into buildings area and destroys half track ATG at position 2.

Both sides continue fighting for position 1 with infantry supported by tanks. Tanks maneuver in and out of opposing line of sight, but neither side gets knock out. Allied infantry are eventually overrun and German infantry attempts capture of bridge VL, but time runs out.

Allies capture important vertical road and hedges in the Pegasus VL area ... both sides take big infantry losses during desperate battle for Allied supply route.



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#61: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Mar 21, 2016 10:05 am
    —
56. Thaon June 9, 07:00 turn 7: Panther BG arrives at Thaon ... deploying around area 1. Allied commander gives order for tank crews not to engage Panthers head on.
Buildings around position 2 get hammered by German MG and tank main gun fire ... followed by smoke and a German infantry advance. Allied infantry at position 3, with two Vickers in crossfire locations, hit'em hard and slow the assault. Panthers move forward along wishbone roads and orchard to help support.
Cromwell partly hidden at corner building at position 3 exchanges fire with Panther, but backs to cover after first rounds miss. Panthers can't get adequate fire at Allied infantry inside buildings without being exposed to possible Allied tankers' lines of sight, but German infantry manages to capture some buildings around area 2.
German infantry moves east out of position 5 hedges, but take HE rounds from waiting 95mm Cromwell and Vickers at area 4 ... and forces their retreat to cover. Panther plows through south hedge at position 5, to take out Cromwell, but support tank was already backing and shot misses.

Allies don't have answers of how to tackle the enormous firepower and armor of so many big Cats, and therefore take defensive stance until something can be figured out.



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#62: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Mar 22, 2016 5:56 am
    —
57. Hermanville June 9, 07:00 turn 7: Allies main objective is to capture area 3. in preparation for this, a Sherman and infantry team deploy behind hedge at position 1, and a second tank with infantry at area 2.
A shell explodes instantly into hedge in front of position 1 Sherman, as the battle begins ... but German tank can not be seen. MG's in buildings open up on Allied infantry in hedge 1, and area 2. Allied infantry moves forward to help sight tank, but are pinned in MG crossfire. Position 1 Sherman takes knock out hit and goes up in smoke, and crew escape north across field ... two are cut down by another MG42 further west.
Allied attack falters and infantry retreat back. Pz IV moves towards area 2 Sherman that is sending fire into building across the road. Pz IV pushes into hedge for line of sight, and destroys Sherman. During this time another Allied tank from across northern field busts into hedge and wins duel with Pz IV after several shots fired.

Simultaneously, Allied infantry move into hedges and field edges from position 4, ahead of Fire Fly ... to clear any AT infantry. Skirmishes break out along route to position 5, but Fire Fly helps infantry with its main gun and MG's. At position 5, Fire Fly takes near miss from Panther waiting on road at position 6 ... but backed out of its sights. Another Pz IV  knocked out near area 3.

Allies send more infantry west from position 4 and capture ground there as time ran out, and probing Allied infantry from postion 7 are hammered as they fall into sights of area 8 German infantry teams.  
Two tanks lost for each side, and infantry losses ... but as is true for most battles, Allies suffer greater losses and wounded.
Area 3 remains in German control, and Allies get pushed out of area 2.



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#63: Re: GJS 7.3 AAR Author: crewman PostPosted: Tue Mar 22, 2016 8:19 am
    —
58. Lingevres June 9, 07:00 turn 7: Allies deploy infantry in area 1 hedges and buildings with flame tank for support. Infantry and tank fire into building west of position 2, as infantry team assaults. Assault group gets suppressed and can't advance ... so flame tank moves up launching flames into building. German infantry retreat, while Pz IV seen moving for position from back dirt road. Croc moves for cover directly in front of building and hits remainder of infantry in retreat. Pz IV can't get line of sight without being exposed ... so remains in cover. Another Pz IV moves from west to position 5 to get shot at flame tank, but Croc knocks it out with main gun from position 2.
Infantry continues skirmishes between and around areas 3 and 4, with Vickers at position 6 putting crossfire into infantry in hedge north of position 2.
Fire Fly moves to position 3 to support infantry, but finds fire from yet another Pz IV at position 4 and is destroyed after a few shots.
MG 42 near area 8 lays cover fire for infantry team  moving to position 5, seeking to destroy Vickers. M-10 moves west along road to position 6, helping strengthen Allies' gained ground and puts fire into infantry. M-10 moves further for chance to hit Pz IV, but walks into Tiger's 88 waiting at position 7 ... knocking out M-10 first shot.



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#64: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Mar 23, 2016 9:03 am
    —
59. Merville June 9, 07:00 turn 7: German BG attacks Merville entering from south west.
Allies place 6 pdr ATG's at location 1 and 2 with four of five infantry teams, and a dug in Vickers below position 2 outside of hedge and able to blindside German infantry attempting to cross field.
Position 3 has Bren team dug in ... 4 has 17 pdr ATG and infantry ... 5 has 75 mm howitzer with infantry.

Battle starts with 6 pdr knocking out three German half tracks at area 6 ... one after the other. Orchard trees and hedge provide excellent cover for Airborne units. Mortars from both sides pound opposing positions, while German infantry tries advancing north towards orchard from area 6. AB units pin them, but a SPG moves up and sends HE into hedge.  
AB 6 pdr fires but misses and 10.5 cm SPG backs out of sights, but continues firing into other sections of hedge.

German infantry eventually reach southern edge of position 2 hedge and take losses from Vickers, but surviving soldiers remain in hedge undetected by Airborne.
Infantry, ATG, and SPG fire continues from all directions throughout the battle, but German units remain pinned in exposed deployment zone.



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#65: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Wed Mar 23, 2016 9:48 am
    —
Oberst Von Luck ordered a probe into mervile to test the mettle of the british and Canadian Para's after there HASTY retreat from Bavent. the deploy zone for the attack into merville was sketchy at best, but was ordered anyways with the intent on capturing the hedge area to the north of the deploy zone. the paras having set up in force in the immediate area made the probe impossible. we lost 3 H/T's but the para's lost a 6 pdr a/t gun and serious inf losses.

awaiting new orders from the Oberst.

#66: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 24, 2016 9:45 am
    —
60. Ranville June 9, 07:00 turn 7: Airborne continue efforts to clear German units from north east area, but stubborn resistance anchored in difficult terrain has kept AB units off balance and unable to achieve their objective.

Disturbing silence moves throughout the hedgerows as AB soldiers advance east from position 2 towards area 3. Then moving south, small arms fire erupts into a pair of Bren teams from position 4 hedge. Bren teams fire back but are suppressed, pinned, and crawling for cover.
An AB light tank and Cmd team move quickly east out of position 1 and into hedge west of 4.
Tank fires into position 4 hedge but can't get direct line of sight, so Cmd team assaults their location, but gets hit by MG 42 north of position 6. Bren teams move in and engage hedge unit with close fighting, but attract fire from same MG 42 in southern hedge. Two German half tracks also in area 6. Both sides fire mortars into enemy positions.
Pz IV at position 7 fires at any Allied unit trying to move east from position 5.

Allies fail to gain fire superiority which results in losses and another battle without control of north east area. Germans use terrain to their advantage and put up tough fight.
Airborne -  twelve killed, several wounded ... and Germans only two killed, few wounded.

Some areas are extremely difficult to clear and are costly to achieve success.


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#67: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 24, 2016 10:05 am
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Game stability report ... sixty battles into the Grand Campaign, and zero game crashes.

#68: Re: GJS 7.3 AAR Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Thu Mar 24, 2016 3:12 pm
    —
crewman wrote (View Post):
Game stability report ... sixty battles into the Grand Campaign, and zero game crashes.

Great news - I played the LSA GC right through without crashes as well.

#69: Re: GJS 7.3 AAR Author: ScnelleMeyer PostPosted: Thu Mar 24, 2016 4:57 pm
    —
Well written reports Crewman.
This last one was really interesting regarding how Steiner has tied his defence together with mutually supporting units.

#70: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 24, 2016 6:34 pm
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pvt_Grunt, nice to hear other LSA campaigns were crash free ... thanks for mentioning it.

#71: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 24, 2016 6:44 pm
    —
ScnelleMeyer wrote (View Post):
Well written reports Crewman.
This last one was really interesting regarding how Steiner has tied his defence together with mutually supporting units.

Thanks for ur comments ScnelleMeyer.
And yes, Steiner has put together some effective strategies, on the Strat map and for individual battles as well ... creating interesting and tense moments for sure.

#72: Re: GJS 7.3 AAR Author: mooxe PostPosted: Thu Mar 24, 2016 7:23 pm
    —
crewman wrote (View Post):
Game stability report ... sixty battles into the Grand Campaign, and zero game crashes.


Impressive. My GC with Insano in The Longest Day has only had one crash, and it was not in game, it was the strategic screen. Were about 20 games in. IIRC my CC4 GC with platoon_michael had very few crashes if any. I think the crash legacy started with CC5.

After playing so much CC5 it sure is nice to be able to play without crashes.

#73: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 24, 2016 9:25 pm
    —
hey Mooxe,
interesting to hear of few crashes in H2H TLD and WAR ... thanks for posting that info.
Great that some versions of CC resolved the crash problems

#74: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 25, 2016 5:44 am
    —
June 9, 15:00 Strategic moves.
Of interest ... Germans move out of Merville, while 27 Armoured Brigade moves in.
Allies arrange Canadian armor to support Brit 8th/3rd at Bennouville for logistic reasons, and 1st Special Service ordered to rest until opportunity for crossing Pegasus bridge.

A German reserve BG arrives at Benouville and Bieville has had a reserve BG for some time, but identity of either is yet to be determined.

Bayeux: Germans swap BG's via Tilly VL again.



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#75: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 25, 2016 10:17 am
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61. Bayeux June 9, 15:00 turn 8: Germans move a Battle Group out through Tilly VL and bring in another ... the movement causes deployment of north west corner to favor Germans, and also isolates position 1 VL with neutral ground surrounding.

Allies expect immanent attack at position 1 and 2, but instead nothing. Buildings at area 5 get nailed with tank and MG rounds from area 4, and soon smoke on road reveals enemy intension. Allies send area 2 infantry south and find little opposition, and area 3 infantry run across to area 9 buildings and engage one or two enemy teams.
Smoke seen at area 5 on road and then quickly VL nearby is captured, which prompts M-10 east of building complex to quickly move back to position 6 in a defensive stance. Another M-10 and Vickers take up positions at 7. These three units form a line of defense if Germans advance further.

Allies initial thought is to move units from north west around to support defense of area 6 and 7, but instead, take initiative to test German strength at positions 8, 9, and 10 ... since part of the German force is attacking south east corner.

Three area 1 infantry teams and Vickers run across pavement into area 8, but stay to the west side of buildings to avoid fire from other side of road ... while simultaneously area 2 infantry assaults towards 9 with flank support from position 3 units.
Out numbered Germans lose close quarters fighting and Allies take over areas 8 and 9. A Sherman from area 2 advances to position 10 behind cover of a previously destroyed tank, and German tank at position 11 is unable to do anything about it. Sherman fires into position 11 infantry and forces their retreat further south in building.
Position 9 Vickers and two infantry teams engage opposing infantry across street in area 12 buildings, taking heavy fire, but hold ground as each side takes losses.
Allies call artillery to position 12, during which time a Cmd and Rifle team advance and capture position 11 Tilly VL ... and also persuades German tank there to reverse further south.
Sensing that German units had partly withdrawn their attack towards area 6 ... Allies send Vickers from position 7 and capture VL near position 5, in a brave but dangerous move. Time runs out as German tank seen maneuvering north of position 5, but not close enough to enter sights of M-10's.


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#76: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Mar 25, 2016 10:26 am
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June 9, 15:00 Campaign Debrief ... after Bayeux battle


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#77: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Sun Mar 27, 2016 3:31 am
    —
GC Debrief.......
from what ive seen over the years one has to take the losses posted there with a grain of salt. especially the tank losses. don't no how the PC counts stuff ???
theres no way the allies have lost 81 tanks. maybe 60... even that is high IMO. the german tank loss is a little high i think too.

it is a fairly good representation of whats going on overall. [ altho not right now ] the germans have to get 3 to 1 in tank losses to be effective and hold on. I know im not getting that as german at this point. crewmans fighting style is telling in this case.

#78: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Sun Mar 27, 2016 3:39 am
    —
Bayeux......
Oberst Steiner ordered a different attack at Bayeux this battle. his veteran panzer grenadiers attacked to the right, with a large holding force at areas 8,9, and 10. Our superior panzer grenadiers were able to hold the Russian wave attacks of the Brit infantry. the allied body's are stacking up. Oberst steiner is now in a position to turn the allied flank and cut him off from the beaches.
hard fighing in the meat grinder of Bayeux......another little Stalingrad or Ortona. Herr Crewman is a feisty and ruthless commander.

#79: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 31, 2016 11:12 pm
    —
62. Bieville June 9, 15:00 turn 8: Allies again push infantry into buildings east of position 8, but advance stalls before VL due to concentration of enemy infantry supported by two Pz IV's behind on street. Fighting there continues on and off throughout battle.

88 at position 3 exchanges fire with Sherman at 2. Position 4 Vickers sends bullets at 88 ... while MG 42 in building at area 8 suppresses and picks off 17 pdr crew at position 1.
88 takes out Vickers, but remaining crew of 17 pdr swings gun and destroys 88. Moments later, MG 42 forces 17 pdr crew to abandon gun.

Infanty with M-10 and Sherman fight at area 6 while monitoring HT and Pz iV roaming area 7.

Area 5 Pz IV knocks out Sherman at 2 ... and M-10 is destroyed at other location.
Another M-10 proceeds to area 3 nearing end of battle, and spots Pz IV approaching. M-10 doesn't get first shot and is knocked out.

Tough high cost fight for Allies, with little ground gained.



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#80: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 31, 2016 11:30 pm
    —
63. Benouville June 9, 15:00 turn 8: Two Shermans and infantry secure area 1 and fight ongoing skirmishes with German infantry in hedges further west and Pz IV moving in and out to support their defense.
Allied infantry assaults building at position 3, drawing fire from Pz IV's in field at area 5 ... Fire Fly moves to area 3 to get shot but is knocked out. Piat group moves across from position 4 to get hedge shot, and M-10 moves into area 6 for same. Area 2 Sherman moves to 3 and destroys Pz IV, and spots another German tank moving near area 7.
Heavy infantry fighting with tank support at area 3 and between areas 4 and 5 results in losses for both sides and Sherman knocked out.

Supply through Pegasus remains open



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#81: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Mar 31, 2016 11:47 pm
    —
64. Thaon June 9, 15:00 turn 8: Position 1, M-10 17 pdr hits Panther at position 2 in head on duel ... after several shots, M-10 brews up. A second Panther there puts fire into 6 pdr at position 3, but is awkward shot and 6 pdr unable to acquire line of sight to fire back ... over time crew is suppressed and abandons.

Allied infantry at Area 4 have excellent positions to hold back German infantry while at same time remain out of reach for enemy tanks. This prompts Panther to move to position 7, where it is knocked out by direct side shot from FF and Cromwell waiting behind hedge at 5.
Area 8 and 9 infantry exchange fire from buildings with occasional tank support.
Infantry at 5, 6, 4, and cross fire Vickers allow Allies to keep area 5 VL ... but Germans refrain from aggressive offensive using multiple Panthers.



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#82: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Apr 01, 2016 12:08 am
    —
65. Hermanville June 9, 15:00 turn 8:  Sherman behind building at position 2 accompanied by infantry. Panther at 8 and infantry in buildings fire at area 2 infantry.
Sherman from east moves to area 4 and gets side shot on Panther, but doesn't do damage ... Panther returns fire and Sherman goes up in smoke. Fire Fly at position 3 moves and gets line of sight, but fails to destroy. Sherman from behind building at 2, moves to get side shot but won't fire at Panther and is knocked out. Fire Fly is destroyed out also.

Simultaneously,  two infantry teams emerge from crawling in field at position 5 and assault into building 6 ... taking most of building. But with Allied tank support destroyed at area 2, infantry are overrun from assaulting German units.

An M-10 and Sherman at 7 and 9 cover road to west, but Panther moving towards head on from position 8 knocks out both while taking rounds. This initiates further offensive action from a Panther and infantry at area 10. Allies are crushed under the tidal wave of firepower ... resulting in all VLs being overrun and captured.

Both Allied BG's disband ... leaving a huge gap in the front line.


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#83: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Apr 01, 2016 12:40 am
    —
Note:
The above Hermanville battle reveals a significant problem for the Grand Campaign, in my opinion.
LSA has a defect (bug) that prevents disbanded BG's from recycling back to the Strategic map ... therefore the two Allied BG's at Hermanville are gone.

The Panther BG's in 7.3 were changed from having both vehicle and support columns ... to just a support column. Therefore, they are limited to a maximum of five Panthers in their active rosters. Even so, I believe a skillful and aggressive player in command of German Panther BG's will be able to disband any Allied BG's they face ... within two or three battles, maybe just one.

I'm ok with that, since that is a lot of firepower. But if Allied BG's can't recycle back after being disbanded ... then a player commanding the German side can keep moving ahead and disband Allied BG's without concern of taking heavy losses, since the cost benefit for doing so is to German advantage. Also, there is far less concern about being cut off during this type of strategy.

And if you have morale on (which allows disbanded BG's to retreat) ... the Allied player will be hard pressed to make any significant gains before morale failure causing loss of ground.

I'm very content with LSA GJS 7.3 gameplay, but without the recycle bug fixed ... I feel the Grand Campaign is lacking competitive longevity.

#84: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Apr 01, 2016 2:23 am
    —
I agree with crewman on some of his points. the disband bug is a major issue and should be fixed IMO by matrix.
that being said....so far im liking our changes to GJS. the 17 pdr and allied inf are more effective. makes the game more balanced IMO. this also helps enormously in fighting the panthers. the panthers can be knocked out, but the allies still need to be resourcefull in how they combat the cats. the panthers are still a powerful tank but the germans must now also be carefull with them as they are not the juggernaut they used to be per say.

as one can see above a bit of luck and maybe player skill Wink and the german can still have big things happen with the cats, BUT, IMO I had more than my share of luck in that battle and CC is CC in its calculations etc. if that Sherman had of got its kill with the side shot or the FF got another cat, things would have gone a lot differently. crewmans style of playing works against him sometimes... in he is VERY aggressive and doesn't back off. IMO if he had of fallen back and defended in the last part of that battle he may have not been destroyed. his style of fighting is very tough to fight against and as a german he will be hard to stop. the german tho has to watch his inf and tank numbers as he doesn't get reinforcements like the allies. this could again hamper any prolonged german aggressive style.
again this GC is a drawn out GC the germans will run out of equip sooner or later and have to fall back. this has always been the deal with GJS. ..the allies must fight a battle of attrition once there inland.
with crewmans fighting style he is taking a heavy toll on german inf and tanks right now in this GC, and its still way early in this GC...things will be tougher for the germans soon I think.

im still in favour and like better playing LSA GJS with morale on. IMO the allies can still make good progress inland, they just need to watch how they play the beach maps....change up the strategy. the allies must get 1 VL off the beaches... so they can move thru..... before the german morale drops and the battle ends. if enough VL's are taken when the german morale drops then the allies win the map any ways.

with moral ON we don't have to worry about this disband stuff...unless ur surrounds or have no friendly map to retreat to...and I like playing with it on. the game changes a little with morale off and if matrix would fix the bug we would have some choices in how we want to play the game.

if we play with morale OFF as we are now, I would be careful stacking allied BG's when fighting the german big guns as u could lose 2 BG's instead of 1 if things go bad.

im liking fighting Herr Crewman and am enjoying this GC...even with the disband bug. ;-(
its still early in the fighting so time will tell.

#85: Re: GJS 7.3 AAR Author: mooxe PostPosted: Fri Apr 01, 2016 2:29 am
    —
Hmm interesting. I never considered the possibility of a stacked BG both being disbanded....

#86: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Apr 01, 2016 2:52 am
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got clobbered and lost a couple of BG's, otherwise it was a very exciting and tense battle ... lol

#87: Re: GJS 7.3 AAR Author: crewman PostPosted: Sun Apr 03, 2016 12:53 pm
    —
Regarding above mentioned disband of two Allied BG's ...

Last battle saved with new name, and used it single player to progress through several battles and then to next turn ... in order to see if units from these disbanded BG's get absorbed into other Allied BG's.

From what I can see, it seems all remaining units from both BG's, and including future reinforcements ... where absorbed into one BG.
End result is similar to merging three BG's into one.

Below are before and after screenshots of the BG receiving units from the disbanded BG's.

Steiner and I agreed to share info about how the game works under certain unknown conditions such as this. Therefore, I will post the BG Force Pool screenshots ... but without the BG ID, so as to protect strategic info.



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#88: Re: GJS 7.3 AAR Author: mooxe PostPosted: Sun Apr 03, 2016 10:04 pm
    —
Thats a massive unit. 123 Bren Groups, 97 Rifle Groups.

Looks like the disband may be working properly but not working as intended.

#89: Re: GJS 7.3 AAR Author: crewman PostPosted: Mon Apr 04, 2016 1:55 am
    —
haha, yes massive ... basically three BG's in one.
Lots of depth in terms of longevity, but still similar to other BG's in what it can field.

Seems like an ok penalty for being disbanded ... units are absorbed into another BG, but you lose capability on the Strategic map by having less BG's available.

And since the Recycle option is broken and unusable ... this is a welcome feature. It wouldn't be desirable to have all units disappear from a disbanded BG.

Also, the location of where the disbanded BGs' units landed seems kind of random, or unexpected anyway. More on that later ... Allies need to keep any usable info out of enemy hands.

Thankfully the Grand Campaign remains playable ... knowing there is a method units return to the battle field after a BG disbands.

#90: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Apr 07, 2016 2:22 pm
    —
note: word "position" shortened to p ... example: p4 is short for position 4

66. Lingevers June 9, 15:00 turn 8: Allied Flame tank and infantry team concealed behind house at p1, and Sherman behind hedge with several infantry teams at area 2.
Bren team at p3 takes bullets from western hedges, and returns fire. Infantry at area 8 moves west, but pinned by MG 42 from far west tall building ... and retreats back to hedge. Sherman moves to support, gets tracked on tree.

Infantry from p1 and p2 move west towards p4 ... Pz IV moves into hedge at p5 to engage. Fire Fly at p3 hits p5 Pz IV and knocks it out first shot.

German infantry advance to p6 and takes fire from Vickers in building at area 2 ... cutting down infantry and forcing them back.

Flame tank moves further west to hedge near p4 and heats up MG 42 team, while Pz IV on road north west of p4. p2 Sherman and infantry advance west towards p7 as time runs out.

Allies gain some ground, but Germans keep tough defense with ambush and cross fire positions.



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#91: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Apr 13, 2016 4:42 am
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67. Ranville June 9, 15:00 turn 8: Allies place smoke at area 3 and send two lights tanks west from p2 and then south towards p3. Three infantry teams from p1 assault south towards p3 VL behind light tanks.
First light tank moves into hedge and captures VL, but MG 42's tear up two infantry teams in open but in smoke, third team retreats to p1.
Light tank exchanges fire with ATG Half Track from p6, but is knocked out after several shots. Second light tank takes cover behind knocked out tank at VL hedge, and sees Pz IV moving directly in front with infantry close by. Germans recapture VL and Pz IV moves back.
PzFaust shot misses but German infantry encircle light tank while under fire from Vickers and other Allied small arms fire.
Near end of battle, AB tank is destroyed as AB infantry scramble to capture MG pit east of p4, along with third AB tank ending up beside building at p4.

Steady small arms fire between area 5 and 7, and German HT destroyed at p7 by 6pdr at area 5.



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#92: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Apr 13, 2016 4:48 am
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68. Magny June 9, 15:00 turn 8: Allies move out of defensive position at Creully to engage last remaining Static BG, that was bypassed during initial push inland.
Steiner suggested to not play cat and mouse, and instead deployed units for more direct combat, which resulted in less time used to produce the anticipated outcome.
Allies clear Magny.



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#93: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Apr 13, 2016 4:53 am
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Campaign debrief after June 9, 1500 battles


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#94: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Wed Apr 13, 2016 5:09 am
    —
clicked the wrong link on my e mail alert to these posts. so this is to get me re notifed. ;-)

Good GC so far. im enjoying crossing swords with Crewman. its a hard fight. not sure how long the germans can keep this pressure up on the line were fighting on. Crewman is taking his toll on my inf and tanks with some brutal meat grinding fights.

#95: Re: GJS 7.3 AAR Author: crewman PostPosted: Wed Apr 13, 2016 5:54 am
    —
June 10, 0700 strategic moves:

Germans break through Allied lines!

The disbandment of two Allied BG's at Hermanville left a hole in the line, which the Germans have exploited ... moving into Tailleville.
Allies cleared Magny of Static units, but quickly move a BG back into Creully after Germans captured the Creully VL at Bayeux previous battle. As expected Germans move into Creully ... resulting in lots of neutral deployment and a race to defend further break throughs and supply cuts to other BG's.

Allies advance into Tilly through Bayeux.



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#96: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Apr 14, 2016 6:01 am
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First battle after the above mentioned move turn ... Bayeux
The attached image shows the deployment areas for each side as well as neutral, all resulting from different moves.

Previous battle Allies captured the Tilly VL at p1 and then sent a BG to Tilly during this move turn. Germans swap BG's between Tilly and Bayeux. The game allowed both Allied and German BG's to pass each other on same road.

Besides that, you can see when a German BG moves in from Tilly it removes any Allied gains of last battle between areas 1 and 2, and also turns Allied ground near areas 3 and 4 into neutral ground. As a result, Allies have to fight to gain back that ground each time Germans swap BG's from Tilly and Bayeux.
Now the Allies have a BG in Tilly this will not occur, but the VL needs to be recaptured to get supply through. This strategy comes with risk.

Also notice the Allies moved in a BG from Magny at p5, and gained ground around area 6 and 7.
And both Allies and Germans had a second BG on Bayeux that remained stationary while the other moves took place.


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#97: Re: GJS 7.3 AAR Author: crewman PostPosted: Thu Apr 14, 2016 6:23 am
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69. Bayeux June 10, 07:00 turn 9: Allies move infantry from p1 to areas 2 and 3. And Sherman from p5 to area 2 crossroad. infantry at p2 move to area 3 and engage enemy troops in building. As well, at area 4 Allies find infantry to fight.

Area 11 buildings have a large German infantry presence firing into buildings across the street, and Half Track supporting. Allied infantry and Vickers and p8 and p9 fire back with support of M-10 on road between buildings.
Allies call artillery to area 11, knock out HT and big damage to infantry ... which quiets the attack.
Germans counter with artillery sent to area 4, destroying an infantry team and half a Cmd team.

Allied soldiers assault through area 3 and briefly capture p7 VL with support of Sherman at p6. German tank at area 7 and supporting infantry move in to recapture the VL and hold.

Second Sherman from p5 moves to p10 and escapes a missed shot from a Pz IV behind gap in buildings. AT infantry destroy Sherman at p10.
Allies attempt recapture of p7 Tilly VL, but two infantry teams cut down and Sherman lost at area 7.
Germans regain area 4 VL as they pass through gap in Allied line.



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#98: Re: GJS 7.3 AAR Author: crewman PostPosted: Fri Apr 15, 2016 10:48 pm
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70. Creully June 10, 07:00 turn 9: Germans break through Allied lines at Bayeux into Creully and arrive at area 6 ... Allies bring a BG in from Thaon to defend at south west corner. The remaining VLs are neutral.

Opposing infantry teams exchange fire at p1 and p2. An Allied patrol finds German soldiers at p4, which prompts a second Rifle team and Cmd team from p3 to assault p4.
German team is eventually destroyed in brutal hand to hand combat, and infantry at p1 and p2 continue sporadic arms length fire. Both sides take losses.

Two M-10's alongside building at p5 have line of sight north up road to p6 and wait for any German armor to appear. A 15 cm Grille is slightly off target, but sends HE crashing into building a p5.
Infantry at p7 move out to p8, p11, and p13. Arriving at p8, soldiers take fire from soldiers in p12 building and spot a StuG at p9.
An M-10 from p5 moves north out of cover and is knocked out by PzSchreck further north. Meanwhile, StuG unleashes fire on p8 infantry ... so M-10 moves from south west corner to area 3 road and drives fast across road to p10 while under fire, but shot misses. StuG turns to engage M-10, while p8 soldiers rush across road and kill PzSchreck team in hedge. Simultaneously, Piat Group moves from p11 to p12 to join Cmd team. StuG knocks out M-10, but shortly after Piat pierces StuG's armor, and destroys.
Piat group and Cmd team advance into p9 buildings, while p13 soldiers send fire across road into building. p6 Grille moves into line of sight of waiting M-10 and is destroyed.

Allies defend against further penetration to other maps as well as keep supply routes active ... and have good positions from which to defend next battle.
German BG has its supply cut at Bayeux.



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#99: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Apr 16, 2016 12:00 am
    —
71. Tailleville June 10, 07:00 turn 9: Germans broke through lines at Hermanville and enter map at area 3. Allied BG rushes to defend, enters at area 2 ... rest of map neutral.

German BG has total of four Panthers, and combined can crush an Allied attack. But, Allied ambushes of ATG's and Piats can knock them out ... so no doubt Germans will proceed with caution and with infantry support.

Allied infantry outnumber opposing teams at p1, and German armor can't support fighting occurring behind large hedges and within a treed field. Fighting continues throughout battle, but neither side gains ground. Also, an Armored car at p2 is knocked out by Panther in p3 field.

Other Allied infantry progress to areas 4 and 5, but get pinned by MG 42's and small arms fire across road and from area 10 buildings. Cmd team and Piat captrure p7 VL and move to p9, while Grille and Panther advance to p6. Piat is cut down while crossing field by distant MG 42.

Panther and Grille pound p5 buildings, but don't risk further movement into Allied territory. Allied patrol captures P8 VL and engages infantry in north building.
Both sides have capable ground for staging attacks next battle. German BG is in supply and has huge firepower potential with big Cats ...



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#100: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Apr 16, 2016 1:09 am
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72. Bieville June 10, 07:00 turn 9: Fighting on this map seems to portray the tough stalemate type engagements commonly referred to in historical accounts of Normandy battles.
Buildings at area 1 have changed hands several times, and remain extremely difficult for Allies to maintain and/or advance from ... due to the advantageous defensive positions at area 4, combined with the numerous armor and ATG's this German BG is able to field. As well, the large open field west of position p3 makes it difficult to capture and hold any ground at the west side.

Allies again attempt to gain ground. But like other battles here, it is sure to be intense and costly for both sides ... although, Allies have the larger proportion of losses and its Force Pool being used up more quickly.

Germans immediately hit p3 Vickers with MG 42 fire from p2 building, killing a team member and force retreat to behind building. Several teams advance towards p4 VL in p1 buildings, but advance stalls under intense fire from area 4 infantry and Pz IV at p2. Cmd Sherman is able to move between small gap in buildings of area 1, and emerge to knock out Pz IV.
Another Pz IV at p4 intersection moves across road, but quickly backs to cover when seeing Fire Fly moving to fire from p6.

Tough fighting erupts as both sides send infantry into p5 building, resulting in losses and virtual stalemate. Allied infantry probe to p7 and come under fire during end of battle. Also ... German team sneaking up to p3 VL is destroyed by remaining Vickers and Bren team defending there.



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#101: Re: GJS 7.3 AAR Author: crewman PostPosted: Sat Apr 16, 2016 1:55 am
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73. Benouville June 10, 07:00 turn 9: Perhaps one of the most critical areas of battle on the Strategic map, due to supply of the entire Airborne sector dependent upon Allies keeping the Pegasus VL open at p11.

Allies were able to quickly capture this important supply link during the initial attack phase, but lost control when the single Allied BG could no longer field significant armor ... due to ongoing losses from the drive off the beach along with engagements here.
Allies eventually regained control after several battles, as Airborne BG's were critically running out of fuel and ammunition.
Then faced several German counter attacks in attempts to disrupt supply again.

Allies have been able to gain ground by capturing key areas, which provide staging for following battles. Sometimes a section of hedge or gap between buildings is enough to gain fire superiority. Each battle has been a grueling test of nerve and tactics, but importantly for the Allies ... it now seems supply to the  Airborne is finally secure.

Infantry move into p1 building and get hit hard from several enemy positions, but get support from Vickers and soldiers in buildings east of their position.
Rifle team at p4 moves to secure p3 hedge, but gets hit by soldiers already occupying. Infantry moves to p5 to support, and then German Half Track arrives at p6. Fire Fly rounds corner at p7 and destroys HT, but Faust hidden in p3 hedge knocks out FF.

Sherman at p8 enters hedge to hit MG 42 at p2, then Pz IV seen moving to gap in hedge west of p2.
Infantry at p8 advance to p9 and find ATG and soldiers. Pz IV at p10 moves to engage, giving its side to three Allied tanks moving in from p11. Pz IV knocked out and Cmd team force ATG to abandon Gun. Battle ends as p2 Pz IV and area 10 Sherman exchange shots, and p12 infantry pinned crossing field to P6 VL.

Been fun posting AARs, but real life requires time elsewhere. Campaign is ongoing ...



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#102: Re: GJS 7.3 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Sat Apr 16, 2016 5:52 am
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PANTHER SHREAK  Very Happy



Close Combat Series -> Close Combat Last Stand Arnhem


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