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Digital Gaming AARs / Re: Flashpoint Campaigns: Red Storm AAR
« Last post by nelmsm on October 26, 2018, 09:48:13 PM »
Here is a screen shot of Bucholz and the area north. The Soviets haven't made a big push for the town yet but did destroy my one recon element and have a good spot to fire on the infantry platoon guarding the northern bridge, which I've blown along with the central one. The southern bridge is being wired as I write this and will hopefully be blown before the Soviets come a calling. My goal is to channel their forces to the north where there is a narrow gap along the B75 highway for them to advance and where I think I can get superior firepower to bear. North of there the Soviets are just now sending some mechanized infantry and I think the few M1A1's I have stationed there should be able to handle. Here is a screenshot



I've received one tank company, some HQ elements, two batteries of Paladins (worth their weight in gold), and another couple of AD elements. For the loss of that infantry company and a few squads from another platoon and the one recon element we've killed the following; 13 recon, 29 tanks, 18 APC, 3 infantry platoons, 10 HQ's, 1 AD, and 4 transports. I'll take that loss ratio all day long. My infantry/Bradley's are doing great damage with their TOW's and the Paladin's are hammering any Soviet HQ that spends too much time on the radio without moving.

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Digital Gaming AARs / Re: Flashpoint Campaigns: Red Storm AAR
« Last post by nelmsm on October 26, 2018, 09:47:10 PM »
I've played an 1 hour and 25 minutes of elapsed game time now. My infantry company that I had in that town south of Bucholz has been all but wiped out with only one element of the HQ platoon left. I did get some Paladin's as reinforcements and used one battery to drop FASCAM (the yellow circle) on the road leading out of that town. Hope it's a bit of surprise for those Commie bastards.

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Digital Gaming AARs / Re: Flashpoint Campaigns: Red Storm AAR
« Last post by nelmsm on October 26, 2018, 09:46:07 PM »
Well the Soviets started their advance and we successfully ambushed them on the southern route. All the little fire and smoke symbols you see are Soviet wrecks.



These wrecks amounted to 2 recon elements, 17 tanks, 1 mech element, and 3 HQ elements. The Soviets did pummel one platoon with direct fire and lots of artillery and we lost most of one platoon. Time to pull these folks back if we can disengage and get further into the city for better cover for us and worse for Soviet armor. I've well inside the Soviet's decision loop with a decision time of 17 minutes to their 29 and my projected for next turn is 15 minutes. Time to get into position. Well a wrench in the plans as Soviet radio jamming has run me out of orders so not everyone is going to get the word to move out. More when I get a chance to sit down to it again.
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Digital Gaming AARs / Re: Flashpoint Campaigns: Red Storm AAR
« Last post by nelmsm on October 26, 2018, 09:44:31 PM »
Here is the map after I've set up. I've deployed one platoon in the town south of Bucholz to slow down any Soviet advance there. Two platoons are deployed in Bucholz itself but on the friendly side of that river as I don't want to get trapped on the wrong side. There are two recon elements on the the other side to give us warning of what's coming. Another platoon is deployed at the crossroads in Sprotze with orders to dig in. They will be necessary as I'm sure the numbers the Soviets can throw at me will force me to give up Bucholz and the other town. Further north there is a lone recon element to let me know what in the hell is coming down that road. I've positioned a couple of tank platoons to reinforce there. I have one platoon set to go to Wennerstorf as that looks to be a good position to fire at the roads on either side. The rest of the armor will assume positions on the hill in front of them to have superior fire positions on any armor making it through or around Bucholz. There is one lone Bradley platoon in Todtglusingen that will take a firing position to prevent any armor from crossing that bridge until reinforcements arrive. Here is what it looks like;

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Digital Gaming AARs / Flashpoint Campaigns: Red Storm AAR
« Last post by nelmsm on October 26, 2018, 09:43:27 PM »
Since I had a bit of bachelor time this evening after completing my PBEM files I decided to start up a FCRS campaign and thought I would share with you all. I'll be in charge of the 3rd Brigade of the 2nd Armored Division. The other brigades of the 2nd Armored are in the Fulda Gap but we are stationed on the North German Plain. The war kicked off with the Soviets attacking through the Fulda Gap and just about the time NATO was about to shift us south the Soviets finally unleashed their attack here. We've deployed east of Bremen with orders to hold the Soviets away from this vital port. Here is the beginning map with our set up areas in purple. I have the option to deploy my troops as I see fit.

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Tabletop AARs / Re: Western Sinai: Sunrise June 8, 1967
« Last post by Iconoclast on October 26, 2018, 01:29:20 PM »
Sounds like an interesting game concept and scenario, thanks for sharing.
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Tabletop AARs / Re: Western Sinai: Sunrise June 8, 1967
« Last post by MengJiao on October 26, 2018, 10:02:51 AM »


   Around 12 minutes into the battle, Marom's flight of 2 Mirages has quite a busy minute as it dodges some SAMs and attacks two MiG-17s.  As usual, nobody gets hit by anything.  Not even any trucks:

  Around 10 seconds later and about 50 nautical miles to the north, one of Harish's Mirages wings one of Mikhail's Mig21s and the score is tied 7 to 7.

  (Marom and Harish versus Migs):

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Tabletop AARs / Re: Western Sinai: Sunrise June 8, 1967
« Last post by MengJiao on October 25, 2018, 09:05:55 AM »


  After 11 minutes of battle there is a kind of lull.  The Egyptians have 5 flights in the air -- very scattered -- and the Israelis have Mirages set to come after any flights coming into the Sinai.  If the Egyptians push into the Sinai again, they are likely to lose some aircraft and the SAM-2s are getting a lot of jamming down south.

   Around 12 minutes into the battle, Marom's flight of 2 Mirages has quite a busy minute as it dodges some SAMs and attacks two MiG-17s.  As usual, nobody gets hit by anything.  Not even any trucks:

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Tabletop AARs / Re: Western Sinai: Sunrise June 8, 1967
« Last post by MengJiao on October 24, 2018, 01:00:18 PM »


   eight minutes in (Start of Turn 9), things are evening up:  The Israelis got 3 hits on an airfield. 

 

  Nine minutes in (start of Turn 10).  the Egyptians are still a bit ahead since the heavy flak at Kibrit damaged a Super Mystiere B2 while it was blasting something out in the open on the runways.  So the score is 5 for Israel (all bombs and straffing at Kibrit) and 7 for Egypt (5 hits on trucks and one damaged Super Mystiere B2 ).  Numerous flights are aborting due to disorganization or low fuel and ammo.  And the Israelis are bringing in another big strike group (six Mirage, 8 Mystieres, one Vautour) -- which might do enough damage maybe to put them in the lead:

  After 11 minutes of battle there is a kind of lull.  The Egyptians have 5 flights in the air -- very scattered -- and the Israelis have Mirages set to come after any flights coming into the Sinai.  If the Egyptians push into the Sinai again, they are likely to lose some aircraft and the SAM-2s are getting a lot of jamming down south.
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Digital Gaming AARs / Re: Romulan Star Empire War Report
« Last post by Anguille on October 23, 2018, 05:37:39 AM »
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