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Hell's Crossroad - 12 Armd Brigade

 
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Hell's Crossroad - 12 Armd Brigade - 2/13/2017 4:31:03 PM   
MikeJ19

 

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I'm moving onto another Medium sized scenario, this time as the Brigade commander of a small two unit brigade.

Here is the battlefield.




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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 4:31:42 PM   
MikeJ19

 

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A look at the victory conditions




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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 4:32:25 PM   
MikeJ19

 

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I will be facing a Guards Motor Rifle Division.




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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 4:32:59 PM   
MikeJ19

 

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Soviet Option 1




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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 4:33:23 PM   
MikeJ19

 

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Soviet Option 2




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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 4:33:52 PM   
MikeJ19

 

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Soviet Option 3




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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 4:37:34 PM   
MikeJ19

 

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Soviet – Thoughts/Deductions

Most likely – Option 1
Least likely – Option 3

I have to remember that the Soviets are going to arrive fast and with lots of firepower right away.

I need to be able to cover three different approaches or I could just accept that I can not hold all three approaches and concentrate on the key areas


Friendly Forces – 12 Armd Brigade

4 Royal Tank Regiment (RTR)
4 tank companies of 4 Tk Pl each (with 3 Chieftan Mk 11 each)
1 Recce pl with 3 recce sections (with 2 Scorpions each)
1 Rapier (AD) section

1st Royal Green Jackets (RGJ)
3 Inf companies of 4 FV432 platoons and a mortar section
1 support company with:
2 Mortar pl
4 Milan AT sections
2 Spartan MCT (SP Milan AT)
1 Recce pl with 3 sections of 2 Scimitar
1 Rapier (AD) section

4th Field Regiment Royal Artillery (arrives between 0830-0910)
3 Batteries of 2 pls of 4 M109s each

3 Armed Gazelle (AH) helicopters (arrives at 0909)
2 Tornado (Close Air Support) (arrives at 1110)


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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 5:34:39 PM   
MikeJ19

 

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Thoughts

I do not get to start set up, my forces have to move into defensive locations, therefore may need/want to have a screening force to but some time for me to defend. This force could also help me identify where the Soviets are coming from.

The key terrain is the area around the 3000 VP location to the 1000 VP location along the A30 and the 1000 VP location in the main urban area. Holding these three locations would likely give me a good chance to win.

I want to put some AT resources in sheltered locations to engage the Soviets on their flanks

The M109s do not arrive for a long time, hopefully I will have enough forces left when they arrive to make a difference.

I have not tried regrouping forces much, but this time I will add some of the elements from the Support Company to the Infantry companies – especially the AT systems.

Look at attaching a company of tanks to the RGJ.

Think about a reserve – a company of tanks…

For the Armed Gazelles to have success, I need to strip the Soviet AD systems.

Also, if I can take out Soviet HQs this will be very helpful and will slow down their advance.











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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 5:35:07 PM   
MikeJ19

 

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Option 2




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RE: Hell's Crossroad - 12 Armd Brigade - 2/13/2017 5:35:33 PM   
MikeJ19

 

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Option 3




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RE: Hell's Crossroad - 12 Armd Brigade - 2/14/2017 12:13:28 AM   
MikeJ19

 

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Thoughts

The key terrain is around the crossroads and into the urban area, thus I want to keep my forces focused on this area. Thus, I’m going to go with Option 3.


I will push at least a tank company forward initially to screen the RGJ moving into their defensive positions. If I think I can get away with two Tk companies forward, then I will try that – although they will have to work hard at not becoming fully engaged with the Soviets.

Also, I will push recon elements forward from both the RTR and the RGJ.

The morale of my forces is almost constant at 70% - except for 4 Fd Regt, which is at 90%. The readiness levels vary from a low around 73% to a high around 90%. I should watch this as I deploy my forces to ensure that I have the highest readiness units in the key locations.

A and C Companies of the RGJ have the highest readiness levels for the Inf Bn
A and B Squadrons have the highest readiness levels for the 4 RTR

I think that I want to assign my Spartan MCTs to Inf companies – because otherwise they need to be within 5 hexes of the RGJ Bn HQ – which may not always be feasible. I’ve never tried to reassign units, so this will be interesting.

The four Milan sections can work at long range from the RGJ Bn HQ, so I do not need to group them with a company.

I’m not usually good with details, so I will have to take my time when I start plotting the initial movement of my forces so that I get the right units in the right locations.

On my second try, I was able to assign a Spartan MCT section to A and C Companies.




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RE: Hell's Crossroad - 12 Armd Brigade - 2/14/2017 12:54:37 AM   
Panzer_Leader


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Nice write-up so far MikeJ19. I'm just over 50% through this scenario, playing as BAOR, as of last night so will be interested to follow your AAR and maybe compare notes at the end, to avoid spoilers.

< Message edited by Panzer_Leader -- 2/14/2017 5:23:21 AM >

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RE: Hell's Crossroad - 12 Armd Brigade - 2/14/2017 10:25:02 AM   
MikeJ19

 

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Panzer_Leader,

Thanks, it will be very interesting to see how our battles differ. I enjoy looking at how other players tackle the same scenario. Good luck and I hope that the BAOR stands proud!

Mike

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RE: Hell's Crossroad - 12 Armd Brigade - 2/14/2017 6:06:19 PM   
Ardi

 

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Ah, had some of the best PBEM games playing this scenario! Good stuff to play from both sides, I wish you handle it well.

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RE: Hell's Crossroad - 12 Armd Brigade - 2/15/2017 10:19:50 AM   
MikeJ19

 

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Ardi,

Thanks. I'm looking forward to getting at it.

Have a good day,

Mike

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RE: Hell's Crossroad - 12 Armd Brigade - 2/15/2017 10:20:27 AM   
MikeJ19

 

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The Royal Green Jackets deployment plan...




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RE: Hell's Crossroad - 12 Armd Brigade - 2/15/2017 5:41:35 PM   
Panzer_Leader


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quote:

ORIGINAL: MikeJ19

The morale of my forces is almost constant at 70% - except for 4 Fd Regt, which is at 90%. The readiness levels vary from a low around 73% to a high around 90%. I should watch this as I deploy my forces to ensure that I have the highest readiness units in the key locations.

A and C Companies of the RGJ have the highest readiness levels for the Inf Bn
A and B Squadrons have the highest readiness levels for the 4 RTR



Assessing unit readiness during pre-deployment is actually a good tip and not something I've consciously done before, usually basing it on unit / capabilities alone. It's especially useful with British battlegroups, which are usually more "square" with two tank squadrons (companies) and two armoured infantry companies, so you can choose between two units of same or similar capabilities.

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RE: Hell's Crossroad - 12 Armd Brigade - 2/16/2017 10:26:26 AM   
MikeJ19

 

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Panzer_Leader,

This is the first time I looked at unit readiness as it is the first time I really noticed any differences.

I thought about turning the Brits into two Battlegroups - and would have done it if the RGJ had 4 Inf companies. As it is, I'm still trying to decide if I should assign A sqn from the 4 RTR to the RGJ. I think I will not do that, although they will end up in the RGJ area...

Here is the planned deployment for the 4 RTR




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RE: Hell's Crossroad - 12 Armd Brigade - 2/16/2017 10:26:51 AM   
MikeJ19

 

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Thoughts

I’m not overly comfortable with my plan. Not sure what it is bugging me about it, time will tell.

The next thing to sort out is the order of movement. I have lot of units that need to move into location quickly. I need to get A Sqn out fast, and then the Milans and the RGJ into location.

As visibility improves, I may discover that I have to tweak some of my deployments.

My main fire support resources do not arrive for a while – over 99 minutes. So, I will not be able to do any CB until that time. Hopefully, the Soviet guns are not too powerful….


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RE: Hell's Crossroad - 12 Armd Brigade - 2/16/2017 4:28:35 PM   
Iron Mike Golf

 

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Have you done time/distance numbers on your and enemy forces?

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RE: Hell's Crossroad - 12 Armd Brigade - 2/16/2017 6:29:49 PM   
Jagger2002

 

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I think that biggest improvement in my game recently has been close attention to time and distance when advancing and planning. Makes a big difference.

What would be very helpful is seeing current time and estimated new orders cycle time somewhere on the bottom panel. No matter where you are at in any particular windows, you should be able to see that information at a glance without any keystrokes necessary. No action on your part should be necessary to find that info.

< Message edited by Jagger2002 -- 2/16/2017 6:34:31 PM >

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RE: Hell's Crossroad - 12 Armd Brigade - 2/16/2017 11:02:25 PM   
MikeJ19

 

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Hi Guys,

I'm still not great at estimate time and distance - part of the problem is I'm not clear on how much ground each hex covers. What I have realized is the the Soviets arrive quickly at the start of these scenarios.






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RE: Hell's Crossroad - 12 Armd Brigade - 2/16/2017 11:03:36 PM   
MikeJ19

 

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20 minutes later and I have lost A Squadron of 4 RTR.




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RE: Hell's Crossroad - 12 Armd Brigade - 2/17/2017 2:43:03 AM   
Jagger2002

 

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Mike, for me, I look at lot at where my units are going to be at the beginning of my next command cycle or future command cycles. I would like my formations located at the start of a new command cycle in secure terrain that gives me options. I want to be able to adjust waypoints or timing or issue new orders from a secure location. I don't want them exposed in open terrain where if surprised their options are limited before they are chopped up. It is more important when attacking but also important when maneuvering in defense. Surprises are very common in this game.

I am trying to pay attention to the opposing command cycles as well. You can take some risks if you know the opposing new command cycle is another 15-30 minutes down the line.

On offense, a lot of time and readiness can be lost slowly moving through thick woods to get into that perfect attack position. Often it is better to recon and determine if a slow deployment is really necessary. On the big maps, there is a lot of terrain to cover and time can be a factor. Moving on those roads may be very dangerous but often the time saved is important.

To get an idea of distance, try plotting a few waypoints to note the time required to cover various distances through different terrain types. Not very far in bad terrain but some amazing distances on roads.

I am no expert and am still learning but some ideas that might help.



< Message edited by Jagger2002 -- 2/17/2017 2:46:11 AM >

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RE: Hell's Crossroad - 12 Armd Brigade - 2/17/2017 3:39:10 AM   
Iron Mike Golf

 

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Where did you assume the enemy would start from? Looking at the briefing map (I haven't played this scenario in like a year) I'd call the jumping off point as likely just east of the river. That's middle of Soviet setup sector, East/West-wise.

The lead T-64s are 7 km from the river. So call it 8 km in 40 min. That's an average of 12 kph. I'd expect them to get to the cross-roads easting in 30 min, given funneling forces across the bridges and some folks going off-road. I use 20 kph as the planning rate of march, absent such choke points. Faster if most of the movement is on the road. Soviets will barrel down the road until they make contact.

So, the thing to do is use your best guess as to enemy starting point, estimate where they will be when you get to where you want to be. It's not enough to get there first. You really want to get there and set before they have LOS to your destination. Some smoke to mask your occupation of your defense helps, too. If they see you occupy, they will dump a bunch of arty on you. It's what Soviets do. Looks like some of your guys got caught in the open.

If you can't get to your desired location with the enemy (enemy recce) a couple of kilometers out, you have to do 1 of two things: pick a different place to defend or figure out a way to slow them down to get you the time needed. This one is tough. The two forces are all but on top of each other. The terrain is too open to use FASCAM to buy you time. No one is in position to observe the open area between the cross-roads and the river valley to call fires as they boil up out of the valley to buy you time.

Tough situation. Send hate mail to Mad Russian.

< Message edited by Iron Mike Golf -- 2/17/2017 3:41:47 AM >


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RE: Hell's Crossroad - 12 Armd Brigade - 2/17/2017 3:47:06 AM   
Jagger2002

 

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quote:

Send hate mail to Mad Russian.


Send to North Pole or someplace hotter?

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RE: Hell's Crossroad - 12 Armd Brigade - 2/17/2017 4:01:11 AM   
Iron Mike Golf

 

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quote:

ORIGINAL: Jagger2002

quote:

Send hate mail to Mad Russian.


Send to North Pole or someplace hotter?


Heh. Hotter than that, anyways.

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RE: Hell's Crossroad - 12 Armd Brigade - 2/17/2017 2:28:16 PM   
MikeJ19

 

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Jagger2002 and Iron Mike Golf,

Thanks for the suggestions. I like this forum, as it gives us a chance to learn from each other.

Jagger2002, I'm working on improving my move plotting and paying attention to the command cycles. I have not really tried an attacking scenario yet - but in my counter attacks, I have found it hard to not lose time by plotting moves and then having the force arrive and going into a "hold." This results in a delay on movement when a new order is given. Ran into this now, with the redeployment of one of my recce screen forces in the South.

I like your suggestions about getting to secure locations and will try to do that more frequently.

Iron Mike Golf, I do a little of what you suggestion as I am planning, trying to get a better idea of what the Soviets (enemy) is going to do. I have noticed that they do stick to the roads and open terrain to keep their speed up

In this scenario, you are correct, there is not much I can do to slow the initial Soviet advance down. We are about equal distance from our starting locations to the crossroads. This is the first time, that I have tried to get a covering force out. I'm glad, however, that I did not wait for it to get out, before moving the RGJ into place. My covering force would have been overrun very quickly - in this case it was eaten up (A Squadron) - and then my Inf would still have been moving forward. Overall, I'm sadden by the loss of the squadron, but happy with the current deployment.

As can be seen by my 3 Soviet options, they did something unexpected, at least by me. I'm surprised that they have pushed so much firepower (2 TBs at least) into the gap right away. If I had M109s in play right now my gunners would be getting tired from loading shells - there are lots of targets.

I enjoy the surprise and will continue to work on getting better at anticipating the Soviet actions.

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RE: Hell's Crossroad - 12 Armd Brigade - 2/17/2017 2:29:18 PM   
MikeJ19

 

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My M109s will start arriving soon!




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RE: Hell's Crossroad - 12 Armd Brigade - 2/17/2017 2:56:36 PM   
MikeJ19

 

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The Gunners are joining the Fray!




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