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Digital Gaming AARs / JRP vs Plane Mechanic Simulator
« Last post by JasonPratt on Yesterday at 02:05:46 PM »


Just made available for purchase a few days ago, but be aware it's still a late alpha.
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Digital Gaming AARs / Re: Combat Mission AAR: MSR Titan
« Last post by IICptMillerII on May 25, 2019, 06:20:05 PM »
DOWN THE MSR

After the violent exchange, a momentary calm comes over the battlefield. A few enemy crewmen are seen fleeing away from the carnage, and there are a few pops and bangs from cooking off ammunition. I wait a turn or two to make sure there are no late surprises. When its clear there aren’t Task Force Miller begins to cautiously creep forward again.

Some of the tanks that were covering the infantry clearing the woods on NAI 1 are repositioned to move up and help cover the move on NAI 11.


The calm persists as infantry from 2nd platoon cautiously approach the buildings on NAI 11 and begin to enter and clear them.


The infantry clear the buildings without incident, discovering the corpses of what looks like an enemy infantry squad deployed in a scout role.

On the other side of the MSR, the situation is repeated. Infantry from 1st platoon clear the remaining buildings on NAI 3, discovering only corpses and the two burned out BMP-2’s.


The final T-72 in the reverse slope killsack is destroyed. That makes 10 tanks, an entire tank company. There don’t appear to be any other fortifications or enemy units in the area.


Back at NAI 1, the infantry are slowly making their way through the woods, trying to avoid making contact with the enemy dug in there. On the left, there is a small opening in the tree cover, looking down slope into a clearing. There are a lot of vehicle sound contacts in this clearing. I decide to move a tank over to help cover the infantry and spot for enemy vehicles.


This quickly pays off. Just a few moments after the tank gets in position, a BMP-2 is spotted. The Abrams fires, destroying the spotted BMP-2.


A second BMP that was unspotted but unfortunately positioned between my tank and its spotted target is killed when the sabot first passes through it on its way to its intended target. The vehicle itself remains unspotted, but a plume of smoke begins to rise into the sky, marking its location.


A team of infantry from 3rd platoon, currently making their way through the woods over to the position the tank has taken, set up in a shallow trench next to the Abrams and immediately spot another BMP-2 in the clearing.


The AT-4 flies true and hits the BMP-2, destroying it. The crew of the stricken vehicle bails out and are quickly greeted by a hail of bullets. Also spotted are some foxholes with a lone enemy infantryman crawling next to them.


As suspected, this entire area looks like a fortified hornets nest. For now, I’m trying to stay along the periphery and engage opportunity targets as they appear, while trying to avoid getting sucked into a slug match in the woods.

I spoke too soon. The infantry spot another BMP-2 and attempt to engage it with the Javelin. However, this time the enemy sees me as well, and the BMP fires first. Casualties are caused, including the javelin gunner.


This is an example of how deadly close range forest fighting such as this can be, and something I’m trying to avoid. My tank, mere meters away from this infantry team, cannot see the enemy BMP. Sight line geometry in environments like this are a nightmare.
I quickly pull the infantry back, trying to disengage from the situation. The entire platoon is able to move away without drawing any fire, though the team in the woods next to the tank takes an additional casualty and is pinned down.


To help cover 3rd platoon by NAI 1, NAI 11 is reinforced with more infantry from 2nd platoon, as well as some tanks and Bradleys.


NAI 11 provides good lines of sight across NAI 1, and forward along the MSR.



The goal will be to use NAI 11 as another forward base of fire as I advance further down the MSR towards the bridge objectives. If any enemy units in the woods on NAI 1 decide to make a break for it or try to flank my units as they advance on the bridges, NAI 11 should be able to spot and interdict them.

Back on NAI 3, 1st platoon moves forward and clears the woods to their front. The road leading up to NAI 5 climbs in elevation, and has a ditch running along it. I place some infantry teams in the ditch to provide overwatch, armed with a javelin. From their position, they can see the bridge objectives, which appear to be clear of the enemy and obstacles.


Scout team 1 moves up in its Bradley to get a better view into the back of NAI 1. The team dismounts and sets up on a berm, covered by their Cavalry Fighting Vehicle just behind them.


Moments after setting up at the berm, the scouts spot a BMP-2.


However, the BMP has also spotted the scouts Bradley, and the Bradley has not spotted the BMP. The javelin takes around 20 seconds or so to acquire a good lock on a target before the missile can be fired. In that time, the BMP-2 is able to fire an AT-5a at the Bradley.


The enemy missile zips overhead and hits the Bradley, destroying it instantly, though both crewmembers survive and bail out.


A few seconds later, the javelin is fired and the BMP-2 is destroyed. The 1:1 trade of vehicles is a bad one, especially for cavalry scouts who are generally supposed to avoid engagement if possible.

After the BMP is destroyed and no further contacts are spotted, I decide to push out the perimeter around NAI 11. Two tanks, the Company XO and 2nd platoons platoon leader, bound forward in a pair.


They establish overwatch positions along a lightly wooded berm that can directly observe both bridge objectives, as well as the far side down the MSR. Nothing is spotted either on the Bridges or on the far side.


With this area looking clear, more vehicles are moved up to expand the perimeter of NAI 11 and prepare an initial push for the Bridge objectives.

Back on the right at NAI 1, the bulk of 3rd platoon (infantry) are disengaging from the woods and moving across a field to an assembly area. There they will remount their Bradley’s and be moved forward to assist in the capture of the Bridge objectives. However, there are still unrecovered casualties from A Team, 3rd Squad. To help recover the casualties, B Team moves up to the shallow trench. Number 3 tank from 1st platoon is still in position trying to provide cover to the pinned down infantry.


As soon as B Team arrives, they take fire from a BMP. 30mm HE rounds tear through the foliage and explode around the team, causing another casualty. A SAW gunner equipped with the teams AT-4 stands up through the withering incoming fire and takes aim.


This act of bravery is rewarded. He fires his AT-4, and his aim is true. The BMP-2 is hit and destroyed.


With this BMP-2 destroyed, all incoming fire ceases. After making sure the coast is clear, 3rd squad begins the task of recovering its casualties.


The casualties are recovered, and the infantry and tank fall back away from NAI 1. As they clear the area, a fire mission is called down on the NAI. The mission will be a steady rate of fire for a long time (7-10 minutes) to keep anyone left in the woods pinned down.

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Tabletop AARs / Re: Montélimar – 11 Panzer Almost gets Rolling
« Last post by MengJiao on May 24, 2019, 06:30:24 PM »


  After a rough night, the panthers are still there, but not going anywhere:

  While around 9am on the main evacuation route, it looks like 11 Panzer and a lot of Luftwaffe field troops (light gray) are going to overrun the French:

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Tabletop AARs / Re: Montélimar – 11 Panzer Almost gets Rolling
« Last post by MengJiao on May 22, 2019, 10:07:06 AM »


  Late afternoon, August 22,  11 Pz is building up fast, the Panthers are across to the east, but the Free French are still blocking the main evacuation route:

  At dusk the French start to pull back, giving 11 Panzer a chance at concentrating on opening an escape route.  Task Force Butler will probably shift to block the route, but this will probably let the panthers lose just as the rest of the 36th (Texas) division starts arriving in force just after sunrise:

  After a rough night, the panthers are still there, but not going anywhere:

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Digital Gaming AARs / Re: Combat Mission AAR: MSR Titan
« Last post by IICptMillerII on May 17, 2019, 08:42:34 PM »
In this specific engagement, I believe I lost 2 Bradley’s and 2 Abrams. It doesn’t sound like much (and admittedly it could have been much worse) but these aren’t insignificant losses. Especially considering that, based on everything I’ve already encountered, I expect there to be a (now depleted) enemy tank battalion, and a mechanized infantry battalion along with it, plus maybe more.

That being the case, I’ll need every vehicle I have in order to maintain this type of combat tempo.

I also agree that the ambush appears to have been an opportunity ambush, as opposed to a planned one. If my opponent had timed his attack a little better, and hit me at the same time with both tank companies from different directions, the results could have been much worse for me.
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Tabletop AARs / Re: Montélimar – 11 Panzer Almost gets Rolling
« Last post by MengJiao on May 17, 2019, 05:37:43 PM »


  Late afternoon, August 22,  11 Pz is building up fast, the Panthers are across to the east, but the Free French are still blocking the main evacuation route:

  At dusk the French start to pull back, giving 11 Panzer a chance at concentrating on opening an escape route.  Task Force Butler will probably shift to block the route, but this will probably let the panthers lose just as the rest of the 36th (Texas) division starts arriving in force just after sunrise:

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Digital Gaming AARs / Re: Combat Mission AAR: MSR Titan
« Last post by JasonPratt on May 17, 2019, 02:10:02 PM »
Might be allergies, but how many vehicles did you end up losing? I lost track of the final accounting after the ambush. (Probably an ambush of opportunity, but still.)
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Digital Gaming AARs / Re: Combat Mission AAR: MSR Titan
« Last post by IICptMillerII on May 17, 2019, 12:10:44 PM »
INVERTED KILLSACK

Moments after the Bradley engages the single ATGM team on Hill 113, a worst case scenario develops. An entire company of T-72AV tanks appear along the ridgeline of Hill 113. My entire force suddenly finds itself in a killsack. Most of my assets are deployed. The infantry are in the process of advancing on and clearing objectives, with their Bradley’s sitting in overwatch positions. Further, most of my tanks are either engaged at point blank range with the remains of the T-72 company on the reverse slope, with their sides and rear facing Hill 113. I only have a handful of tanks in overwatch observing the direction of Hill 113.


This is an extremely dangerous situation. The potential exists here for OpFor to inflict severe casualties on my force in a very short amount of time, and all of this can occur without me being able to properly react. In short, it could all be over for Task Force Miller.


The drama kicks off immediately. CPT Miller’s 66 tank, part of the handful of tanks on overwatch of Hill 113, is fired on by one of the enemy T-72s. A half second later, the 66 tank engages the same T-72 that fired at it. The sabot from the T-72 crashes into the lower glacis plate of the 66 tank, but is defeated.


The T-72 is not so lucky. The sabot from the 66 tank hits and penetrates its target, sending the sabot through the chin of the turret and out the back, detonating the ammo stored in the turret on its way through.

What follows is another short, violent tank duel. The other tanks in overwatch, including 2 tanks on the MSR, engage the threat on Hill 113. Bradley’s, including the infantry company commanders track, engage with TOW missiles. Sabot rounds and ATGMs (TOW’s from the Bradleys, AT-11s from the T-72s, and AT-5a’s from a few BMP-2s) zip past each other.


Despite the excellent gunnery of my tanks and Bradley’s, not all shots find their targets. The T-72s are firing from behind a berm at an elevation advantage, making them tough targets to hit. A number of sabot rounds and TOW missiles miss, and some that hit are defeated by the combined armor and angling of the T-72s.


Casualties are suffered on both sides. I quickly lose an Abrams when an enemy AT-11 tank fired ATGM slams into the top turret of one of my Abrams as it tries to orient itself towards the new threat. The ATGM punches through the soft top turret armor and explodes inside, killing the entire crew.


A moment later, one of the tanks engaged in a knife fight with the enemy T-72s in the reverse slope killsack takes multiple hits to the rear of its turret. It too is quickly destroyed, taking its entire crew with it.


Bradley’s from 3rd platoon in overwatch of their infantry currently clearing the woods of NAI 1 are hit next. One enemy sabot round destroys 2 of them, punching clean through the first Brad and into the second. If there is a silver lining to this, it is that the infantry was already dismounted.


My tanks and Bradley’s quickly increase their return fire, and soon gain fire superiority. A flurry of killing blows follows, and within the next 20 seconds, most of the OpFor T-72 company on Hill 113 has been smashed.


This engagement occurred over the course of roughly 50 seconds. I had no chance to give new orders based on the new threat. All I could do was watch. Luckily for me, I had maintained decent overwatch positions with my reserve tanks, and many of my Bradley’s were in positions that granted them some level of concealment to the threat. The rest all came down to the gunnery skill of my crews and, in the case of my Abrams, their excellent armor that allowed them to survive frontal hits.

This could have been disastrous for my forces. If I had not maintained good overwatch, I could have been stuck waiting an entire minute to react to the new threat on Hill 113. With modern weapons and targeting, as well as it being an entire company of enemy tanks, a minute would have been more than enough time for the T-72s to destroy/cripple most of my soft/vulnerable assets caught in the open. Remember, if I lose more than 30% of my force, I lose the battle.

What saved me from defeat has more to do with basic tactical fundamentals and less to do with equipment or technology (though equipment and technology certainly helps). All elements, while moving through the open, positioned in the open, or overwatching smaller assets like infantry, were in turn being covered themselves. Further, I knew Hill 113 was key terrain based on its near dominating sightlines covering the part of the map my Task Force has to initially deploy across. If I had not had my rearmost tanks oriented towards Hill 113 overwatching the rest of my Task Force, the T-72 attack could have been a complete disaster for me. Additionally, if my opponent had committed his two tank companies at the same time (the company in the reverse slope position, and the company up on Hill 113) he could have overwhelmed my vehicles by catching me in a deadly crossfire. 20 T-72 tanks, firing at me from different directions, elevations, and distances likely would have caused much more damage to my forces.

For now, I’ve managed to keep my Task Force intact. However, these killsack engagements are a sobering reminder of how quickly I can lose my command, and how crucial basic tactical fundamentals are regardless of weapons and technology.
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Potatosaur 2: Afternoon of the Potatosaur!



Something I've never been able to do before in the game -- and a harsh lesson learned...
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