GJS 8.0 AAR
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Close Combat Series -> Close Combat Last Stand Arnhem

#1: GJS 8.0 AAR Author: GameRat PostPosted: Tue Jan 10, 2017 12:24 am
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Allied Airborne drop behind enemy lines during the darkness of night and Battle Groups crash the beaches at daylight!

Steiner commands German defenders as Allies enter France from the Normandy beaches. Allies/Line - Germans/Veteran, 20 mins battles with Morale Off.

1. Merville June 6, 00:20 - 3rd/6th Airborne launch a determined but somewhat cautious attack. AB succeed in their main objective of capturing VL to Bavent and secure all but one VL. They fail to knock static BG off map though ... due to a hard fighting enemy defense.

2. Pegasus June 6, 00:20 - 5th/6th AB take big losses attacking across mostly open terrain, but eventually capture Pegasus and destroy static units who are outnumbered and low ammo.


Last edited by GameRat on Tue Jan 10, 2017 1:32 am; edited 5 times in total


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#2: Re: GJS 8.0 AAR Author: GameRat PostPosted: Tue Jan 10, 2017 12:42 am
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Strategic map June 6, 07:00
AB attack into Ranville and Bavent. Allied BG's begin beach landings.
German BG's are shown on maps they arrive at, and their movement is Allied player guess work until they engage Allied BG's on front line maps.


Last edited by GameRat on Tue Jan 10, 2017 1:06 am; edited 2 times in total


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#3: Re: GJS 8.0 AAR Author: GameRat PostPosted: Tue Jan 10, 2017 1:01 am
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3. Gold June 6, 07:00 -
69th/50th comes under fire from position 1 (p1) as infantry teams move inland. Sherman Crab moves into hedge at p2 and exchanges fire with 5cm ATG's in p3 and p4 bunkers. Another Crab moves to p5 as mortar smoke is placed and infantry attempt advance west over open ground. Crab gets knocked out by p3 ATG, and infantry stall due to German fire from numerous locations. Artillery sent to p3, but ATG survived. Airstrike hit p4, but again ATG kept firing.

Crab eventually captured p7 VL to Cruelly, Allied infantry hit hard by German teams ... some which remain for next Allied wave.


Last edited by GameRat on Wed Jan 11, 2017 1:38 am; edited 1 time in total


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#4: Re: GJS 8.0 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Tue Jan 10, 2017 7:50 am
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we will drive the second wave of the inferior allied forces into the sea!  Twisted Evil

#5: Re: GJS 8.0 AAR Author: GameRat PostPosted: Tue Jan 10, 2017 8:38 am
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haha  Shocked  Very Happy

#6: Re: GJS 8.0 AAR Author: GameRat PostPosted: Tue Jan 10, 2017 11:51 pm
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4. Juno June 6, 07:00 - 7th/3rd Cdn.
Through mines and under fire, three tanks and most infantry get off the beach at area 1.
Tank supported infantry take p2, p3 and then together work towards p4 ... clearing concealed units in crops and tough fighting at p4 building and hedge. Allies make a three pronged attack on p8 where enemy units retreated to, along with a 5cm Gun. Hidden German sniper caused a lot of trouble for teams remaining on beach.
Allied infantry stalled at p5 and p6 taking big losses. An Artillery strike sent to p8, which weakened enemy teams and most of Gun crew. Allies continued pressure gained control of map.


Last edited by GameRat on Wed Jan 11, 2017 1:38 am; edited 3 times in total


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#7: Re: GJS 8.0 AAR Author: GameRat PostPosted: Wed Jan 11, 2017 12:22 am
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5. Courseulles June 6, 07:00 - 8th/3rd Cdn.
Allied infantry staged at area 1 launched their attack, with a Sherman and covering mortar smoke, through p2 and onto p4. A second tank moved south from p3 with two infantry teams. The large group of Allied infantry faced fierce fighting around p4. Artillery was sent to buildings north of p7, which helped soften resistance. An MG42 cut down infantry crossing from p3 and an Airstrike called to p5 ... hitting with damaging effect.
A Sherman caught the p6 MG fleeing a building, while Allied infantry at p7 were under threat from a house to house counter-attack, but an Allied Support Tank was near area and got in a damaging shot. Shortly after the German defense collapsed.
Allied infantry took extreme losses ... less than eleven were left fighting at battle's end.


Last edited by GameRat on Wed Jan 11, 2017 5:44 am; edited 2 times in total


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#8: Re: GJS 8.0 AAR Author: GameRat PostPosted: Wed Jan 11, 2017 1:30 am
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6. Sword June 6, 07:00 - 8th/3rd Br.
Allies plan infantry to get off beach and enter buildings at p1 and p2. Mortar smoke put down and two Crab tanks and a Support tank roll onto road at p2, p3. Infantry gets pinned and cover of smoke is lost as they struggle to get past sea wall. P4 and p6 are captured, but infantry gets torn by MG42's and enemy infantry teams. Germans counter- attack p4 and regain control. Allied tanks move to support infantry but two knocked out East of p7 bunker where German 5cm is firing from.
Crab at p3 swings around back of p7 in an attempt to gain the vital inland p8 VL. 5cm Gun is able to rotate backwards and target Crab ... exchanging shots. Artillery sent to p7, but Gun keeps firing. Crab nears cover at p9, but is knocked out.
German team enters building at p6, but single Bren gunner takes them out of action. MG and small arms fire kill two single soldiers in buildings. Two mins left in battle ... all is quiet. Allies have only a Mortar team left on the beach, as time runs out.
Allies suffer severe loss and fail to capture any off map VL's  

Allied Debriefing:
Allied Commanding Officer should have sent Artillery earlier to either p4 or p5. Also, initial plan was good ... but Commander failed to revise plan as battle deteriorated. For example: infantry could have helped tank clear Northern areas. Commander may have suffered from loss aversion, and should have stopped attack and established defensive positions as battle broke down.

Also note: this may be one of Steiner's pet maps ... lol. He owns it



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#9: Re: GJS 8.0 AAR Author: GameRat PostPosted: Wed Jan 11, 2017 3:43 am
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7. Ouistreham June 6, 07:00 - 1st Special Service Brig.
Main body of infantry push from p2 towards p4, while Centaur support tank moves along road at p1. Sherman tank takes alternate route, but is terrain tracked at p3. Heavy enemy fire in and around p4 slows attack, so Artillery called for ... opening way for renewed movement.
German infantry display solid tactics by moving back before being overrun, then taking new defensive positions. Allies consolidate their efforts to capture p6, p5 ... but meet tough fighting. Centaur's 95mm provides excellent support, persuading enemy infantry backwards.
Infantry assault is depleted at p8, but Centaur moves past missed shots from p7 bunker 5cm Gun, gets cover behind hedge ...  but can't gain the exit VL before time runs out.



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#10: Re: GJS 8.0 AAR Author: GameRat PostPosted: Thu Jan 12, 2017 12:40 am
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8. Bavent June 6, 07:00 - 3rd/6th AB
Airborne met little initial resistance, therefore a main group was assembled to attack central map area, while two scouting groups were sent north and south to find enemy contact points.
German MG Half Track stalled central attack, but a Vickers brought up to suppress, while other teams fought their way to get close enough and forced its crew to abandon.
Extremely tough battles as AB cleared various fortified positions leading to last German strong point which remained in enemy control.

note: AB left Merville still in German control, in order to arrive at Bavent before a full German BG arrives next turn. A following Allied BG needs to clear Merville to establish supply.



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#11: Re: GJS 8.0 AAR Author: GameRat PostPosted: Thu Jan 12, 2017 12:53 am
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9. Ranville June 6, 07:00 - 5th/6th AB
Airborne again attack hard against Static units, trying to gain strategic locations before full German BG's arrive.
Enemy infantry found in main Manor building North West corner, supporting by a MG HT and MG infantry in buildings across the southern field at village edge. Several assaults were made before Manor was cleared.



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#12: Re: GJS 8.0 AAR Author: GameRat PostPosted: Thu Jan 12, 2017 1:11 am
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10. Hamel June 6, 07:00 - 231st/50th
Two Crab Shermans simultaneously roll off beach drawing fire from a 5cm ATG in hedge ... a tank crew spots it, and knocks it out first shot. Tank supported infantry groups capture all VL's, but furthest West VL regained by few remaining German teams ... with time running out. Allies fail to regain control, but only seconds were needed.
Game freezes at zero seconds ... so similar battle results were recreated quickly by Allies destroying enemy units on beach. Allied player will hold movement of newly arriving BG one turn ... to simulate having to recapture the map.

note: no Artillery or Air Support used during battle, but was available.



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#13: Re: GJS 8.0 AAR Author: stienerLocation: Gibsons B.C. canada PostPosted: Thu Jan 12, 2017 12:22 pm
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Tough fights against this determined allied player. germans got lucky on a couple of maps but this may not have much of an effect on the allied onslaught inland. germans will have a hard time getting BG's into position to form a defensive line.

#14: Re: GJS 8.0 AAR Author: GameRat PostPosted: Thu Jan 12, 2017 11:46 pm
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German Commander seems to be holding nothing back now ... resulting in ferocious battles.

#15: Re: GJS 8.0 AAR Author: GameRat PostPosted: Thu Jan 12, 2017 11:49 pm
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June 6 15:00 Strat map


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#16: Re: GJS 8.0 AAR Author: GameRat PostPosted: Thu Jan 12, 2017 11:57 pm
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11. Bessin June 6, 15:00 - 231st/50th
Allies clear area of Static units. Germans outnumbered but fight desperately to stall Allied advance.



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#17: Re: GJS 8.0 AAR Author: GameRat PostPosted: Fri Jan 13, 2017 12:19 am
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12. Gold June 6, 15:00 - 151st/50th
Second wave Battle Group tasked with clearing area, while first arriving BG moves inland. M-10 rolls into hedge at p1, exchanging fire with 5cm Guns in p2,p3 bunkers. Vickers MG and Bren teams help suppress.
Smoke sent to cover scout car and infantry advance along road and from p5 to p6. Scout knocked out at p7 as infantry struggle to move past p6.

Artillery sent to p3, but Gun keeps firing. Infantry move from p1 towards p2 bunker catching the sights of MG in p8 bunker. Second M-10 gets suppression fire to p8 with turret swinging around corner of hedge at p4.
M-10 is destroyed at p1 after taking numerous 5cm rounds, while third M-10 advances along road targeting p3 Gun.
Infantry converge on p2 bunker from p7, p1, and p4.
P3 5cm is blown up from M-10's 3in. Gun fire. Bunker Gun at p2 is finally destroyed as infantry enter throwing grenades and fight hand to hand.
Similar tactics are required to take out MG at p8, and last infantry engaged at p9

Tough fight to gain this ground with 5cm Guns in p2, p3 bunkers and MG in p8, supporting infantry ... and an experienced German commander


Last edited by GameRat on Fri Jan 13, 2017 12:34 am; edited 1 time in total


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#18: Re: GJS 8.0 AAR Author: mooxe PostPosted: Fri Jan 13, 2017 12:33 am
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A captured gun. That is very rare.

#19: Re: GJS 8.0 AAR Author: GameRat PostPosted: Fri Jan 13, 2017 12:48 am
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mooxe wrote (View Post):
A captured gun. That is very rare.

Got one at Juno too. It's tough to knock the 5cm Gun out when in a bunker or large hedge ... and sometimes the best way seems to be sending infantry to over-run the position.
Interesting also, that Shermans can take the 5cm at medium range frontal ... but are knocked out easy if you get in too close. So if it can't be done from distance or surprise/distraction ... then it's up to the guys on foot.

#20: Re: GJS 8.0 AAR Author: mooxe PostPosted: Fri Jan 13, 2017 1:13 am
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ATGs certainly run the gamut in CC mods... just in the few I have been playing recently...

CC5 Utah - Sustained small arms fire will kill them.
CC5 Stalingrad - Infantry assault or heavy calibre only. Mortars and small arms are ineffective.
TLD - Mortars will take them out.



Close Combat Series -> Close Combat Last Stand Arnhem


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