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Abteilung 110 on the Road to Stalingrad

 
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Abteilung 110 on the Road to Stalingrad - 3/21/2009 1:31:54 AM   
vahauser


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Major Kaufmann, the 4th Panzer Army adjutant, looked at Col. Steiner’s orders, looked up at Steiner and frowned, then looked back at the orders again, head shaking. “Colonel, we have nothing to give you. All units have been already assigned and are already assembled for the coming operation.”

Col. Steiner did his best to remain calm. It simply would not do to annoy somebody as importantly placed as Kaufmann at 4th Panzer Army HQ. Steiner reflected for a moment on the increasing chaos he’d witnessed the further east he’d traveled to get here. Perhaps within that very chaos he could find a solution. “Major, I appreciate your position. But surely you can also appreciate mine. I’ve been ordered, and have traveled a long way, to form and command an independent formation to assist The Fatherland in its upcoming operation. I’ve been ordered here to help you, not hinder you. Can we work together to somehow solve and satisfy both our positions? As I traveled here I saw a great many units that seemed to have no clear idea of where they were going or what they were doing. Can we not track some of these units down and let me lead them in our struggle against the Bolsheviks?”

Kaufmann had important duties that had been interrupted by Steiner’s untimely arrival. The sooner he could get rid of Steiner, the sooner he could get back to them. True, Steiner did have valid orders and he wasn’t acting like the asses so many new arrivals to the Eastern Front turned out to be. “Very well, Colonel.” He motioned to a corner of the auditorium that 4th Panzer Army had turned into an operations center. Several enlisted men over there were sorting and shuffling through piles of paperwork. “Sergeant Marcks is reorganizing some files that got, shall we say ‘rearranged’ during a recent air raid. Tell him I’ve given you authority to look through whatever you want. If you find anything, bring it to me and perhaps we can make arrangements. Fair enough, Colonel?”

“Thank you, Major.”

Several hours, and several stacks of paperwork, later, Steiner had managed to put together a thin folder: the remnants of an obsolete Pz IVD battalion to be turned over to the Romanians; the remnants of a machinegun battalion from a fortress regiment that no longer seemed to be on the Eastern Front at all; a few trucks recently repaired and sitting at a depot apparently without orders; and so on. Not much, but it was a start, and Steiner was impatient. He was a field commander, not a paper pusher. Folder in hand, he went in search of Major Kaufmann.

For his part, Kaufmann had received a phone call while Steiner was busy in the paper pile. General Veiel himself, commander of XLVIII Panzer Korps, had enquired about Steiner’s whereabouts. Apparently, Colonel Steiner was not only expected, but also well regarded as an experienced commander recently transferred from North Africa. This impressed Kaufmann. Not so much Steiner’s reputation, but because he had not tried to throw his rank and political connections into Kaufmann’s face. The major appreciated that and resolved to show his appreciation.

As he approached Major Kaufmann with the folder, Steiner noticed a favorable change in the major’s demeanor. Kaufmann smiled as he received the folder and glanced so briefly at it that Steiner knew he hadn’t really seen it. “Ja. Ja. All of this can be arranged, Herr Colonel. Please join me for some tea in my office so I can draw up the paperwork. With luck, we can assemble your new Abteilung 110 by the end of the day tomorrow.”

Actually, the work took several days. XLVIII Panzer Korps HQ gave Steiner the authority to comb the depots and hospitals for personnel. The quality of troops which Steiner obtained varied, but all-in-all he was not displeased. A fair number of them were combat veterans. Of course, morale and esprit was somewhat lacking, but that was to be expected from a hastily assembled formation with little-to-no experience in battle together. It was Steiner’s job to improve that. Further, Korps HQ was able to provide a few units of modern fighting equipment to strengthen his abteilung. They even managed to get him a command halftrack.

By the time Steiner received his first operational orders, less than a week later, his abteilung was composed as follows:

Abteilung 110 (core = 2200 points, 87 units, 31 formations)
Medium Tank company (reduced), 8x Pz IVG
Support Tank company, 12x Pz IVD (obsolete)
Machinegun company (remnants), 3x MG42 platoons
Light Mortar battery, 6x 50mm mortars plus 3x beobachters
Flakvierling platoon, 4x 20mm(quad) AA guns
Motor-Recon company (reduced), 9x Recon gruppen plus 9x Kuebelwagens plus 6x Kuebelwagen MGs
Motor-Transport company, 10x Krupp medium trucks plus 2x SdKfz 6 prime movers plus 1x command HT
Supply section, 2x Ammo crates

In Steiner’s opinion, Abteilung 110 was largely a motley collection with very limited attacking power. Many of its formations were obsolete and weak. But it was his motley collection. He’d assembled it almost single-handedly, and now he was already taking pride in the prospect of leading it in battle. He’d done this before in the desert for the Afrika Korps, and now he was determined to do it again in the even larger and more formidable arena of the Eastern Front.










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RE: Abteilung 110 on the Road to Stalingrad - 3/21/2009 1:33:01 AM   
vahauser


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Abteilung 110 Core (continued)






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RE: Abteilung 110 on the Road to Stalingrad - 3/21/2009 3:31:11 PM   
vahauser


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I'm using the concept of 'Low Carnage' for this campaign. However, since I'm playing against the computer, then I'm giving the computer the advantages (note that the computer gets generally superior settings to mine, also the AI Level is set to 200). The attached screenshot below shows the settings I'll be using.

As usual, I'm also playing with the following restrictions on myself (these are pretty much standard restrictions I place on myself when playing against the computer):
1) I cannot use on-map indirect-fire artillery larger than 81mm (direct-fire weapons larger than 81mm are okay).
2) I cannot use off-map artillery larger than 150mm.
3) I cannot perform special-operations commando infiltrations.
4) I cannot perform air-transport or air-drops.
5) I cannot use airstrikes even if they are provided by the scenario (they just sit there unused in that case).
6) I cannot buy or deploy mines, dragons teeth, or barbed wire (already existing obstacles are okay).
EDIT: 7) I cannot deploy pre-registered artillery target hexes unless the mission type specifically says 'Assault' or 'Defend' (not 'Advance' or 'Delay').

Notes:
1) I'm not allowed to use the 'Op-Fire' option in the General Preferences (the Op-Fire option is a big advantage for the human and so I will not use it against the computer).
2) The Live Delay, Message Delay and Movement Delay have all been set to XXX. This dramatically increases the 'Fog of War' in favor of the computer. This is a significant advantage for the computer.






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< Message edited by vahauser -- 3/21/2009 3:41:57 PM >


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RE: Abteilung 110 on the Road to Stalingrad - 3/21/2009 3:47:32 PM   
vahauser


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Battle #1
27 June 1941
Location: Kursk Region, USSR
Time = 0800
Weather: Fair (Visibility = 19)
Mission: Supply Escort through suspicious territory
Support Points = 95 available

Colonel Steiner returned to his command post under the branches of some overhanging trees by the road. The morning mist still hung fresh in the air. Even so, he was not pleased. His mission was to escort a vital supply column needed by 24th Panzer Division to start the big offensive planned for the following day. As far as he was concerned, this was a good mission for his abteilung to gain some valuable experience working together. Also, it appeared that the region his abteilung was ordered to advance through was devoid of first-line Soviet combat forces. Thus, today should not be too brutal a first test for his troops. So far so good. But Cossacks??

Yesterday, upon reviewing a map of the area, Steiner realized that the nature of the terrain (rocky hills and dense woods) did not favor a motorized supply column. Further, Steiner himself was used to the desert and not used to terrain such as this. So, Steiner requested some troops familiar with the terrain and the area to act as guides. And the best HQ could come up with was Cossacks?! It was bad enough he’d had to tolerate fighting alongside the Italians in North Africa. That was crazy enough. But this seemed like madness of a whole different magnitude. Welcome to the Eastern Front had been the dry comment from Captain Kessler, his executive officer.

Kessler assured him that these Ukrainian Cossacks had no love for the Bolsheviks and that they were perfectly suited for operations like this—operating in the rear areas where they didn’t have to face front-line Soviet combat troops. To Steiner it still seemed like madness. He couldn’t imagine Germans fighting against Germans, and Russians fighting against Russians seemed equally inconceivable. But they aren’t Russians, Kessler explained. They’re Ukrainians. Madness, thought Steiner. He could be stubborn that way.

And yet, there they were. A half-dozen squads of them only a few hundred yards down the road. Do they even understand what we require of them, Steiner wondered? Oh yes, replied Kessler, they’ve learned how to speak German tolerably well, and they’d like nothing better than to wet their sabers with Bolshevik blood before the day is through. But Steiner didn’t give a damn about bloody sabers today. He just wanted to get the supplies through to 24th Panzer, and the less blood needed to do that, the better. Damned Cossacks. Damned madness. Damned war.

Oh well. They have their orders. No point standing here wasting time. Tell them to move out and let’s get this circus moving. Circus indeed.

95 Support Points (94 spent):
6x Cossack squads (90pts)
1x Kuebelwagen (4pts)


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RE: Abteilung 110 on the Road to Stalingrad - 3/21/2009 9:14:51 PM   
Alby


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its actually 1942


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RE: Abteilung 110 on the Road to Stalingrad - 3/22/2009 2:18:43 PM   
vahauser


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Battle #1 Initial Deployment

I use my own stacking rules. Basically, I don't stack more than 3 units per hex. The are a few exceptions to this: 1) If I unload a unit in the hex and the transport doesn't have enough movement to exit the hex, then I will reduce the number of units in the hex to 3 or less at the first opportunity; 2) In the rear areas (which I define as a distance at least equal to the visibility of the scenario away from my deployment line) I can stack 1 or 2 more units in a hex, and I'm not as concerned about an extra transport unit in a hex.

However, in this battle there is no 'rear area'. So, I've limited my initial stacking to 3 units or less per hex.

This battle looks very straightforward: Don't let the supply column get all strung out along the road and keep the flanks along the road safe from possible enemy ambushes. Easier said than done. We'll see how the battle unfolds.

I'm using Command/Control ON. I've chosen the Exit Hex on the road to be the initial objective for all units. However, given the nature of the terrain, this doesn't look like it will be a big problem because the 'legal moves' for the supply column will naturally curve around the big hill and follow the path of the road/trail to the Exit Hexes.




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RE: Abteilung 110 on the Road to Stalingrad - 3/22/2009 2:34:42 PM   
vahauser


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Battle #1 Situation at the end of Turn 1

I wanted to gain control of the intersection on Turn 1 (with the 10-pt per turn VH) and I succeeded. The Low-Carnage settings make the partisan defenders very difficult to eliminate. I often have to use a whole panzer platoon to defeat a single partisan unit. The good news is that I had as many panzer platoons as the Soviets had partisan units and I was able to clear the intersection without sustaining any significant losses. The supply column has been able to make good progress down the road.

As I was afraid of, the machingun squads are not very useful in an advance like this because they cannot move and fire in the same turn. Oh well. On the other hands, the Recon squads are quite useful. When they are loaded into Kuebelwagens, they are fast and they can attack retreating enemy units and inflict damage on them. Most of the defending enemy units were eliminated in this way: Step 1--Cossacks locate (by getting shot at) enemy units; Step 2--tanks move forward and blast the defenders until they retreat (this can take up to a whole platoon of tanks to accomplish per enemy defender); Step 3--once all the defenders are retreating, then motorized Recon squads pursue and destroy the retreating defenders. These tactics were very successful on Turn 1.






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RE: Abteilung 110 on the Road to Stalingrad - 3/22/2009 2:39:14 PM   
vahauser


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Note from Turn 1 for Alby:

The motorcycle machinegun squad is still priced at the old cost (very expensive) but has the new weapon assignments.  Also, the new weapon assignments have not provided any ammo for the rifles in weapon slot 3.

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RE: Abteilung 110 on the Road to Stalingrad - 3/22/2009 5:24:40 PM   
Alby


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If you have correct 2009 oobs installed, price of Motorcycle MG=30 pts (before true troop)

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RE: Abteilung 110 on the Road to Stalingrad - 3/22/2009 8:38:14 PM   
vahauser


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quote:

ORIGINAL: Alby

If you have correct 2009 oobs installed, price of Motorcycle MG=30 pts (before true troop)



Okay, let's do a little test. Open the first battle and click on the GE Motorcycle LMG unit. Tell me what you see. Here is what I see:






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RE: Abteilung 110 on the Road to Stalingrad - 3/22/2009 9:53:10 PM   
Alby


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I see same as you, but that is an AUX unit right? so Guess that guy needs edited

If you buy one it should cost 30 + or - whatever true troop cost does.



< Message edited by Alby -- 3/22/2009 9:56:31 PM >


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RE: Abteilung 110 on the Road to Stalingrad - 3/22/2009 10:39:32 PM   
vahauser


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quote:

ORIGINAL: Alby

I see same as you, but that is an AUX unit right? so Guess that guy needs edited

If you buy one it should cost 30 + or - whatever true troop cost does.




Exactly, that's what my note to you was about. During my play of the campaign I'll point out these things that need to be edited. Note also that that AUX M/C LMG unit has no ammo for its rifles.


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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 3:15:18 AM   
vahauser


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Tactical notes for Turn 1. How to locate the enemy.

The basic problem is how to advance against an unknown position and not get massacred. Here is a way that has proven effective for me. This method is even more effective in the Low-Carnage environment because my forward recon units have better survivability against the enemy first shots.

1. Use fast units that have staying power. Cavalry and motorcycle units are best because they have 10-man squads which means they are hard to kill in one shot.

2. Study the terrain. Ambushes usually happen from hidden positions. This means that the enemy is hiding behind stuff usually. And this means that the most effective way to advance is to hexes that will spot those likely ambush hexes. This usually means don't advance directly into likely ambushes--use maneuver to approach from non-obvious directions. This is why fast units are best, they can maneuver along those non-obvious paths better.

3. Advance by echelon. This means don't just charge ahead with one unit. Advance several units that mutually spot and support each other. Advance by small increments (1 or 2 hexes per unit) and use the principle of 'bounding overwatch'. Especially be on the lookout for changes in remaing movement points. This is very important! If your motorcycle unit begins a turn with 55 movement points and moves a few hexes and then all of a sudden its movement points drop from 43 to 31 (for example), then you know that you were just spotted. Look around for likely hexes that you could have been spotted from. I cannot overstress how important this is.

4. Don't overextend your advance. Have the heavy firepower units ready to blast enemy resistance once it is found. But if the forward units advance too far ahead, then the heavy units will often not be able to move into good fire-support positions and your advance units will then suffer heavier losses than they should. EDIT: Ideally, advance recon units should not fire at all. They should spend all of their movement points maneuvering and not waste movement points shooting. Let the heavy firepower units do the killing and keep the recon units moving, not fighting.

5. Most enemy infantry have opportunity-fire ranges of 1-2 hexes. Most enemy MGs and AT guns have opportunity-fire ranges of 5-7 hexes. This is very important. It gives you a pretty good idea of how to expect the enemy to shoot at you as you maneuver near them.

6. Draw fire by 'Z' firing into hexes. If you have maneuvered into good positions and you have suspicions that the enemy might be nearby, then 'Z' fire into a suspicious hex. This will often (but not always) draw return fire from nearby enemy units. If you have chosen your position well, then you might find yourself in an advantageous situation.

Okay. Now on to Turn 2...

< Message edited by vahauser -- 3/23/2009 3:21:56 AM >


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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 2:21:50 PM   
vahauser


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Battle #1 Situation at the end of Turn 2

I spent Turn 2 expanding the perimeter of the ground I'd captured in Turn 1. This resulted in the destruction of several more Soviet units (including the Soviet Battalion HQ). I also moved the supply column further along the road.

Notice how I stopped my advance just before capturing the big 200-point Victory Hex down the road. This is something I do (or, rather, don't do) in most of my games. Usually, capturing VHs with values of 20 or more trigger reactions by the computer. I didn't want to trigger any reactions on Turn 2, so I halted my advance 1 hex away. I'll capture that hex on Turn 3, at which point I'll be best prepared for the computer reaction. Of course, there might not be any reaction at all, but I don't want to take that chance on Turn 2.

Otherwise, events are unfolding very smoothly so far. Note how my rearguard panzers are escorting the 2 ammo trucks. Those ammo trucks are worth 240 points each, making them the most valuable units on the map. I cannot afford to lose them, so they get a very heavy escort. This is another reason I didn't want to capture that big VH down the road. I want to give those ammo trucks a chance to catch up with the main column.

As I expected, even with Command/Control ON my units are not having command problems because their legal moves are naturally directing them right around the big hill and down the road.

So far so good...




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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 2:54:43 PM   
vahauser


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Battle #1 Situation at the end of Turn 3

The forward elements of my abteilung have pushed ahead a little ways and defeated some enemy partisans that were guarding the big VH. Also, I've established a perimeter around the supply column. It's not perfect, but hopefully I'll at least have some warning of an enemy attack if there is one. I've captured the big VH and I've compacted the supply column as much as I can to give it better protection. If the enemy is going to launch an attack, I'm as ready as I'm going to be...






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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 4:21:55 PM   
vahauser


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Battle #1 Situation at the end of Turn 4

Sure enough, as soon as I captured that big Victory Hex, the Soviets attacked. So far, the attacks are coming from the west, presumably to catch stragglers on the road. This is actually good planning on the Soviet's part. If any of my supply column had suffered a mechanical breakdown, then right now they might be getting killed by Soviet partisans. The good news is that so far none of the supply column has suffered a mechanical breakdown (crossing fingers for future turns).

The combat elements of Abteilung 110 continue to be highly effective in eliminating Soviet units. This should not be surprising since partisans are not exactly front-line Soviet combat forces. But it is encouraging anyway that my tactics at least are working against partisans.

The supply column is continuing to drive for the Exit Hexes. So far, not a single one of my supply trucks have been fired on by the enemy. I am very pleased about that. Special Note: Even though I'm playing with stacking rules, those rules must sometimes be disregarded when it comes to Exit Hexes. Sometimes there simply isn't enough time and there aren't enough Exit Hexes to maintain my normal stacking rules. In this case, I don't feel guilty if I occasionally have to overstack the Exit Hexes.

Tactical Notes:
1) Note how I like to put a recon unit in the same hex as a tank. This is to keep enemy infantry from sneaking up on my tanks.
2) I try to position my tanks so that the enemy has to cross at least 1 hex of open ground to get to them.
3) Cossacks are acting as early-warning sentries.
4) The machinegun squads are proving somewhat useful in a defensive role where the enemy is advancing and the MGs can remain stationary and shoot at them.
5) Ammo expenditure is a potential issue for bigger/longer battles. The Low-Carnage settings mean that lots of rounds are fired to obtain damage on the enemy. Ammo resupply could become crucial in bigger/longer battles later in the campaign. This changes the way players (including me) look at ammo.






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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 4:42:55 PM   
vahauser


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Battle #1 Situation at the end of Turn 5

It looks like the supply column is going to safely exit the map without suffering any losses. An attack developed from the northwest that drove back my recon sentries. I had to divert some tanks and Cossacks in that direction to deal with the threat (note the orders that got expended by the tank when it had to shift positions). It's a good thing that I had some tactical reserves to deal with situations like that.

At this point, only the combat elements of Abteilung 110 remain on the map. Thus, the battle is going to shift into a different phase. Now, I will slowly withdraw combat elements off the map, fighting a rearguard action in the process. Events are proceeding fairly smoothly and favorably so far. So, unless the battle changes dramatically, I'm only going to post screenshots every other turn. Next turn summary will be Turn 7...






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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 4:51:42 PM   
vahauser


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Battle #1 Situation at the end of Turn 8

Okay, okay. Turn 8 instead of Turn 7. The bulk of Abteilung 110 has held their positions and inflicted heavy losses against the Soviets. By now, the partisan attacks are becoming weaker and fewer in number. I think that the bulk of the heavy fighting is now over. I must remain vigilant, however, because I don't want to lose any units by becoming overconfident or careless. I've started to withdraw combat elements off the map. Next update on Turn 10.






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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 4:58:14 PM   
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Battle #1 Situation at the end of Turn 10

The Soviet Force Morale has finally been broken. This gives me confidence that the bulk of the fighting is now over. This means that I can concentrate on pulling my remaining combat units out of the battle. Now it becomes a race against time to see if I can exit my units fast enough. Next update on Turn 12.






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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 5:03:12 PM   
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Battle #1 Situation at the end of Turn 12

Fortune continues to smile on Abteilung 110. My only immobilized unit regained its mobility on the next-to-last turn. Heh.






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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 5:07:42 PM   
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Battle #1 Situation at the end of Turn 13

This is the final position at the end of the battle. Abteilung 110 has successfully escorted the supplies needed by 24th Panzer Division.






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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 5:15:43 PM   
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Battle #1 End of Battle Report

Abteilung 110 suffered only light losses and did not lose a single unit, either core or support.

Colonel Steiner is very pleased by these results. His abteilung gained valuable combat experience and his units should see a significant morale increase for the next battle.

Following the battle, the abteilung has 250 build points to spend.

Here is where you get to participate. What should I spend those 250 build points on?? Let me know what you think.






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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 9:40:45 PM   
Alby


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You got thru there easier than i did


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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 9:44:48 PM   
vahauser


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So what do you think I should spend my 250 build points on?

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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 9:54:52 PM   
Alby


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quote:

ORIGINAL: vahauser

So what do you think I should spend my 250 build points on?


ummm I dont know, I had to fix stuff....did you notice if any Soviet Infantry used molotovs against your infantry?



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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 10:20:52 PM   
vahauser


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Alby,

Yes.  The partisans were armed with molotovs.  However, I tried to engage them at 2-hex range so they didn't get many chances to use them against me.  The sappers had satchel charges, but here again I did my best to engage them at 2-hex range for the same reason.

Okay.  I'm thinking that I need to upgrade my machineguns (which are defensive) into combat infantry (which can be used for attacking).  Grenadier squads are 28pts each and Sturmpionieres are 32pts each.  If I upgrade one platoon of MGs to Grenadiers and one platoon of MGs to Sturmpionieres, that will cost me 240 build points.  I have nothing to spend the remaining 10 points on, so they will be lost.  Does anybody have any other suggestions?  I want to keep this campaign moving so give me your input soon, please.

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RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 10:54:25 PM   
Alby


Posts: 4852
Joined: 4/29/2000
From: Greenwood, Indiana
Status: offline
quote:

ORIGINAL: vahauser

Alby,

Yes.  The partisans were armed with molotovs.  However, I tried to engage them at 2-hex range so they didn't get many chances to use them against me.  The sappers had satchel charges, but here again I did my best to engage them at 2-hex range for the same reason.

Okay.  I'm thinking that I need to upgrade my machineguns (which are defensive) into combat infantry (which can be used for attacking).  Grenadier squads are 28pts each and Sturmpionieres are 32pts each.  If I upgrade one platoon of MGs to Grenadiers and one platoon of MGs to Sturmpionieres, that will cost me 240 build points.  I have nothing to spend the remaining 10 points on, so they will be lost.  Does anybody have any other suggestions?  I want to keep this campaign moving so give me your input soon, please.


I know they have Molotovs, but I think when I played that battle, they had HE ammo, so they used them against my infantry, I beilieve I removed it after that..LOL
You will be attacking next few turns, upgrading MGs might be good move.



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Post #: 27
RE: Abteilung 110 on the Road to Stalingrad - 3/23/2009 11:00:21 PM   
Alby


Posts: 4852
Joined: 4/29/2000
From: Greenwood, Indiana
Status: offline
I started playing Kampfgruppe Peiper, damn it seems tuff to me, I got to second battle then suffered crushing defeat and campaign ended..


try it next

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RE: Abteilung 110 on the Road to Stalingrad - 3/24/2009 12:02:11 AM   
vahauser


Posts: 1644
Joined: 10/1/2002
From: Texas
Status: offline
Alby,

I won't play any campaign that has me commanding SS troops.  I hate the SS.  So, no Kampfgruppe Peiper for me. 

I'll stick with this campaign for now.  And since nobody has raised any objections to me converting two platoons of MGs into Grenadiers and Pionieres, then that is what I'm going to do.  I'll be starting Battle #2 soon...

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Post #: 29
RE: Abteilung 110 on the Road to Stalingrad - 3/24/2009 10:04:41 PM   
vahauser


Posts: 1644
Joined: 10/1/2002
From: Texas
Status: offline
It occurred to me that I didn't get around to posting what my core units looked like. I'll do that now. This is what my core units looked like at the start of the campaign:






Attachment (1)

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Post #: 30
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