Battle DAR: Sie Kommen 2 (Axis)

S

stoex

Guest
Hello all and welcome to my first CMBN DAR on the FGM forums!

With permission from Fredrocker, I hope to regale anyone interested with a During Action Report of my playing of the third battle (a meeting engagement entitled 'Sector 114, 124') in his recently released excellent campaign 'Sie kommen II (Axis)', which I understand is based on some scenario design work he did for a game in the CMx1 series.

First off, I would like to thank Fredrocker for this (so far) very fast-paced and exciting campaign, it is wonderful design work indeed and I highly recommend it to all players of CMBN. So far, it has been relatively small-scale, infantry-centric battles with furious action involving recon and Fusilier elements on my side facing off against GIs supported by Stuarts and recon elements. But who knows what the coming battle will bring?

I should mention beforehand that:
A) I am not a military man, so please bear with me if I occasionally don't use entirely proper terminology. I will skip ranks and designations of formations (for those interested in geography, historicity and org charts, I suggest you download the campaign and read Fredrocker's beautiful PDF manual that ships along with the actual CMBN campaign file). I will refer to platoons and individuals, as well as terrain features, as I see fit in the context of the battle and try to maintain the same designations for groups of my men throughout the fight. That's as good as I can do.
B) I play in real time. For some people this may be sacrilege, for others it may be gospel. All religiousness aside, RT has its pros and cons in terms of writing a DAR, I think. Of course I will occasionally miss just the right screenshot, or a few seconds of action while I watch something else happening, but on the plus side, the DAR should proceed faster than a PBEM, and I get the chance to coordinate my units and time my actions perfectly without having to leave it up to guesswork whether I have set the right amount of pause for squad X or HQ Y.

If you are still reading this lengthy introduction – bear with me just a little longer! The next post with the map and briefing is just a single sentence away...

Hope you enjoy the DAR, and please feel free to comment or give feedback on anything whenever you like! In particular, please let me know whether the screenshots are of adequate quality and size for you to actually see what's going on.

Cheers,
stoex
 
Briefing and Map

Time to get into this battle. First off, the basic parameters:

July 8, 1944 – 1030 hrs. The temperature is warm, but there is a light rain falling and the ground is already damp from it. A light wind is blowingfrom the northwest. So while I will not have to contend with any Allied air, I will also have to be cautious moving my vehicles. Battle duration is 50 minutes (+10).

Apparently, US forces consisting of recon and mechanized elements are moving into sectors 114 and 124. My hastily deployed men are to move against them, secure several objectives and drive the Amis from the area.

My on map forces consist of two platoons of my trusty Fusiliers (along with their Company HQ), a formation I hadn't played before this campaign but have grown to like quite well. They are supported by their company HQ, a sniper, a single Panzershrek team and a FO with a section of 81mm mortars on call. Also on map are a PSW 234/1 and a SPW 251/10 with a 37mm gun. All units are thankfully at full headcount and supply levels. Reinforcements due piecemeal within the first 20 minutes are a company of regular infantry with (one or more, the briefing is not entirely clear here) attached StuG IIIG and SPW 250/10. They will be joined by their Battalion HQ and a section of 120mm mortars.

Now let's have a look at the map and some of its key features. First, an overview with the objectives marked:

setupoverview.jpg

Map overview

You can see my units on the south edge, the US will be moving in from the north. Some things are immediately clear from this image. One, the map is open on the west side and more congested on the east. Two, considering that I will have close to 2 companies on board when my reinforcements arrive (assuming, of course, that most of my starting units are still alive by that time...), and I wager the enemy will have a similar contingent, this place is likely to get rather crowded, since the map is only roughly 500m by 500m. A semi-open, relatively small map, a short time limit and two companies per side are guaranteed to cause some pretty frenzied action somewhere along the line. I believe the term they use for this is "a fluid situation". Well, I just hope I can get the better of that frenzy when it ensues.

You can also see the objectives marked on the map overview: There are three intersections along the road that I am to secure, as well as the church in the knoll of tress slightly east of the map center and the bridge over the river in the northeast corner. The briefing states that the enemy is also interested in occupying the church and bridge, as well as the railroad bridge on the northern edge of the map, basically in their setup zone. The forested areas on either side of that bridge also look like a good place to set up on-map mortars since they are well protected from view. I will keep that in mind. Lastly, both sides will also be awarded victory points for destroying enemy forces.

Now for some interesting map details. The terrain is a lightly rolling one overall, and there are several tactically interesting ridges and dips running across the map. It's always hard to show such terrain features in screenshots, but I'll try anyway. The first notable feature is a ridge right in front of my setup area with a view over a good deal of the open part of the map, including the intersection closest to the church and the one closest to the enemy map edge.

spotterridge.jpg

Spotter ridge as seen from the eastern map edge, note some of my units on the left, in my setup area

This seems a nice place for my FO to take up position, hidden under the scattered trees atop the ridge. For an extra pair of eyes, I will send the sniper team up there as well. I will also refer to this rise as 'spotter ridge' for now.

The next interesting ridge is the one running through the center of the map from east to west. It starts on the eastern map edge with probably a good, relatively concealed view of the bridge objective, then splits in two around the sunken church and its small attached cemetery all the way to the main road. There it peters out – only to be replaced by a much wider rise in the ground going on up from the road to the western map edge. It is the main map feature that separates my staging area from the enemy's, therefore I will be calling it (including its spur north of the church) 'main ridge' henceforth. It also nestles the church with its surrounding trees into a snug little hole with no noteworthy LOS to anywhere but the central road intersection, making the church objective extremely well defensible. The southernmost of the two spurs of main ridge hooks around south to become spotter ridge. The lay of the land means that I will have to be careful exactly where my men cross the eastern part of spotter ridge, as there are some places that probably are in LOS of the whereabouts of the bridge objective, through the scattered trees on the easternmost part of main ridge.

mainridge.jpg

Main ridge as seen from the eastern map edge

churchfront.jpg

The church and surroundings as seen from the road intersection

Finally, the enemy's map edge is split in two by the river physically, and optically by two groves of trees protruding south along the river. The river itself is crossed by two bridges as mentioned before, and two obvious fords (crossable by vehicles) relatively close to either end of the river where it meets the map edges. The river is mirrored on my side of the map in the southeast corner (with one ford), but has much less tactical relevance here due to there being no objectives on my side.

Riversetupfords.jpg

The river on the Allied (north) map edge with the shallow fords marked

Overall the map is largely mirrored, with my side seemingly being a little better shielded from view. That is good, but on the other hand, two of my objectives are off on the enemy's side of the map. But those are things I will worry about later on.

Stay tuned for my setup and first orders in the next instalment!
 
Setup and First Orders

My initial gut feeling is that I need to try to be first to the church if I can, since it is such a defensible position. A platoon of Fusiliers positioned well there (with their massive short-range firepower) should be able to fend off a much larger force of infantry attacking from just about anywhere. The briefing does say to go slow, and I really need to protect my core forces for the numerous battles to come, but I decide to take the risk and send 3rd Platoon Fusiliers (plus the Schreck team, but minus two MG teams, more on them later) to the church on the double. I determine a path over spotter ridge that should leave them mostly unexposed to possible enemy starting locations and tell them all to dash into the depression. Even if the GIs should attempt a similar rush, they will have to cross the river on their way if coming from the northeast, or have a much longer path if coming from the northwest – so I should be safe. I also don't expect an opening barrage on a central objective in a meeting engagement *prays*. If this doesn't work for some reason, I will likely be royally screwed, but in my experience audacity and initiative generally pay off in most CMBN battles against the AI, and while I am being somewhat daring here, I try to tell myself that the risk I am taking is nowhere near ludicrous. Just...risky.
smile.gif


orders3platoonnew.jpg

Orders for 3rd Platoon as well as my spotter and sniper teams (on the left)

Anyway, I have other orders in mind to support 3rd Platoon. One thing I need is some intel on the northeastern area of the map, which will be out of view of my spotter. I decide to send the Company HQ team (the only other 'unattached' spotter) over to the easternmost part of main ridge and have them crawl into a hopefully good position I have located amongst the trees to see what they can see. They will be accompanied by 3rd Platoon's LMG team (a fairly dispensible unit) for local protection, and by the PSW 234/1 (PSW henceforth) in case anything juicy turns up. One of the two HMG teams from 3rd Platoon (which was placed outside of my setup area, probably by mistake), will set up on the little corner of land southeast of the river with good LOS to the eastern part of main ridge. I don't think I can find adequate positions for two HMGs around the church anyway, and in case there is determined movement by the enemy along the eastern map edge, this HMG can delay them if they show up on main ridge while I extract the CO HQ and accompanying units.

ordersCOHQetc.jpg

Orders for the CO HQ and accompanying units

On to 1st platoon, the other 'half' of my recon force. They are going to start in the southwest corner and advance more cautiously along the road with a view to occupying the first building along it and give some flank protection to 3rd Platoon against enemies scouting or attacking along the road. I don't think they can get much further than the first house without exposing themselves too much, but they will give me some extra eyes and guns on a few more areas of the map that can't hurt. I don't intend to let them open up on anything unless absolutely necessary, though.

orders1stplatoon.jpg

Orders for 1st platoon

Finally, the SPW 251/10 (SPW henceforth) will remain in position on the road behind spotter ridge as a mobile reserve. Once I get some intel on enemy lanes of attack, I can maybe position it to cause some trouble for the Amis.

In the next instalment: Kickoff!
 
Brief update: I have played about the first 10 minutes of the battle, but private life currently prevents me from creating the posts to go with the action - my mom unfortunately fell off a horse yesterday. She'll be okay, but I am over at my folks house for a while helping out with stuff.

Look for the next installment on Friday!
 
I hope your Mom is ok... looking forward to the next installment...
 
Kickoff to First Contact

Back again after my brief hiatus!

<OT> My mom is going to be fine. She is bruised all over and has a nasty scrape on her leg, but nothing serious. She retained her humor, too – when I said "Despite not breaking anything, I bet falling off a horse onto near-frozen ground isn't much fun when you're 67, is it?", she replied "Damn right, I think I'll wait until I'm 68 before I do that again!" :) </OT>

I hit the start button with some apprehension. Having commanded similar battles (in terms of map size and unit count) in RT in CMSF and CMBN, I'm not really worried about losing track of things (more on the old RT vs. TB debate later), I do wonder how wise my decision of rushing the central church objective is going to turn out. In hindsight, I now recognize that I have a dire lack of AT weapons at my disposal, and will not be able to deal well with any type or number of armoured vehicles turning up anywhere near my units until my reinforcements show up. I only have two vehicles of my own, and both are ill equipped to deal with anything more than the occasional scout car or Jeep – I have noticed in the previous battles in this campaign that both my PSW and SPW have considerable trouble with spotting sometimes (compared with most tanks in the game, at least...), and the rain isn't going to help with that. I have to see my original plan through as well as possible, but I'm not going to risk these important core assets in crazy firefights with US vehicles or let them get within effective range of any instance of Tube Guy, for sure. 3rd Platoon is more or less stuck with defending the church in case of – well, anything, I guess – but I swear to myself that everything else will just be scouting until the reinforcements show up.

Thus the thing I want to see happening least of all in the first few minutes of this battle (besides an opening barrage, which would be unexpected indeed) are enemy vehicles. If some of those show up and move aggressively, I will probably be in trouble.

That said, I give you the first screenshot of the battle proper, taken after a mere 22 seconds, at
49:38, and the follow-up shot four seconds later:

OpeningBarrage.jpg

Opening barrage on the first crossroads in front of 1st Platoon; the men go to ground and stay there.

Whaddayaknow, it's an opening barrage. Don't we all love it when a plan works out? At first I admit I am kind of disgruntled by this. What's an opening barrage doing in a Meeting Engagement??? I pause the action and try to rationalize what I am seeing. While it's considered bad form in H2H, I guess one could argue in the battle at hand that the whole 'Meeting Engagement' part is something that I know, but the enemy doesn't. After all, these Americans are moving inland after landing at the beaches. Their intel is probably limited as yet, and maybe they don't know this sector is not solidly defended – that instead I am rushing in to meet them before they make too much headway? It would certainly be prudent of them to bomb the crap out of possible defensive positions before moving in. BUT, then why are they shelling this tactically relatively uninteresting crossroads and not the church or at least one of the ridges on the map? It does appear that Fredrocker is doing this to deny my forces ground that the enemy shouldn't really know is along my route of advance. Finally, I accept that I can't change it anyway, but it leaves a bad taste in my mouth – I don't quite agree with the realism of this particular bit of the scenario design. So I have my men hide (none of them has been hurt yet) and wait for the bombardment to subside, hoping it won't cost them too much time or a lot of lives. The barrage seems to be coming from 81mm mortars, so 1st Platoon should be relatively safe 120+ meters away.

Other parts of my plan thankfully work out better: 3rd Platoon begins to crest spotter ridge en route to the church objective at about 49:10, and take no incoming fire until arriving in the vicinity of the church at about 48:20. Shortly after the second screenie below, I have them spread out in and around the building and hide, waiting for the nearly inevitable appearance of the enemy at close quarters. So far, so good.

3Platoontochurch.jpg

3rd Platoon cresting spotter ridge and reaching the church safely.

Between the two Fusilier platoons, at about 48:30, the FO and sniper teams reach their final positions on spotter ridge. They have spotted nothing and not been fired on as far as I can tell, so I let them hunker down and train their binoculars on the open areas in front of them. The mortar barrage is also far enough away to not affect these men. Since they do not spot anything in the course of the next 30 seconds, I decide to move the SPW with its 37mm cannon up to a nice hull-down position on spotter ridge alongside the FO and sniper in order to hopefully get a few shots off at any enemy units moving through the open areas. Due to the SPW's vulnerability, it won't be able to stay there if anything sizeable turns up, but it can reverse out of sight quickly from its new position so it should be all right.

SpotterinpositionandsendPSW.jpg

The spotter and sniper teams in position on spotter ridge, and the new orders for the SPW.

At about 48:00, everyone except 1st Platoon (waiting for the mortar barrage to end) and the CO HQ team and accompanying units on the eastern map edge are more or less in position. Those eastern scouts are slowly cresting main ridge now, with the LMG team in the lead. While they are closing in on their final destinations, the LMG finally gets a first contact:

firstcontact.jpg

The LMG team on the eastern part of main ridge catches a glimpse of enemies (an infantry squad, though not visible in the screenie) in the field near the bridge objective.

A few seconds later, enemy infantry (a platoon HQ) is also seen running through the plowed fields near the furthest road intersection objective, on the open western part of the map:

secondcontact.jpg

Infantry seen running towards Road Objective 3. Interestingly, I took this screenshot in the split second between the spotting unit's icon (my FO) no longer being lit and the contact actually turning into a '?' again, seemingly vanishing behind some terrain feature.

No shots are fired yet, but the SPW is almost in position near the crest of spotter ridge, and might get a bead on the platoon HQ approaching the intersection, and I also send the PSW hunting up to the crest of main ridge next to the CO HQ to see whether it can ruin the day of the GIs running towards the bridge objective.

So at 47:35, we have two infantry contacts dashing out of the enemy setup zones towards their closest objectives, with guns soon to be trained on them, and all my men except 1st Platoon (the barrage continues, though at the pace it's going it will probably be done soon) are in position where I wanted them. Not too bad so far, I think.

In the next installment, first shots will be exchanged (and there will be more screenies, don't worry!).
 
It does appear that Fredrocker is doing this to deny my forces ground that the enemy shouldn't really know is along my route of advance. Finally, I accept that I can't change it anyway, but it leaves a bad taste in my mouth – I don't quite agree with the realism of this particular bit of the scenario

First off great stuff stoex...

To give you some insight on the barrage... The allies are moving into the area and have victory conditions they must meet... recon (via either air or patrols or map identification) indicate that the highest point on the map is a ridge in Sector 124 that overlooks the potential main objectives... Thus upon moving up to Sector 114, a bombardment of the highest ridge area (which you call 'Spotting Ridge' and is in Sector 124) on which could be the best potential enemy location, is performed... That is the premise...

The other thing which is tricky to present as a designer is the 'terms' one is limited to as what a battle is called... for game play sake Sector 114, 124 is a meeting engagement, but from the breifing (I could have presented more here) the scenario is acutally an attack by the two sides for the same key ground... (There is nothing to really state this... 'Double Probe', or 'Double Atack' would be nice but is not available...)... From you comments I have learned that a better description of the overall scenario in operation terms should be included and in the future I will make sure I include this info...

Keep up the great work on your DAR, I find it entertaining and would like to see how it works out for you... Sector 114, 124 is one of the tougher scenarios withing the campaign for the Axis to win... Good Luck...
 
The first scenario was excellent..hmm - maybe I should replay it, just to see if i can do a better job second time round.

Great report and screenshots !
 
As in the thread over at BF forums...

Thanks for the input, Fredrock. Basically what put me off, then, was just that the barrage came in a little off target. It was what I thought it ought to be to make sense, but looked like something else. Should have known it wasn't anything gamey.
wink.gif


Anyhow, as I suspected in my previous post, and you just confirmed, this battle is really a "double attack", and "meeting engagement" is just the game term that most closely resembles that concept, but not a true equivalent.

So no hard feelings about the barrage - had it come in on spotter ridge, it might have caused some trouble for my FO and sniper, but as it is, I guess I got lucky and will just have to wait it out before I move 1st Platoon.

By the way, I am finding that you really did an excellent job designing this map (or whoever designed it, credit where it's due). There are some interesting and unexpected lines of sight involved here - as always I hope I can use them to my benefit, or at least avoid getting bushwhacked by them!
 
Theres a sweet spot for your armoured vehicle(s) - not that I'm telling where it is - if you find it you can really dominate a portion of the map!
 
Theres a sweet spot for your armoured vehicle(s) - not that I'm telling where it is - if you find it you can really dominate a portion of the map!
I would figure that a great tactician like you would find that spot Daisy... makes the battle a little easier ehhh.... :)
 
Thanks for the hint, daisy. I have located a number of spots on the map that have good LOS to large portions of the important areas of the map. However, considering the vulnerability and spotting capabilites of the vehicles currently at my disposal (see the next DA installment), I don't consider it wise to park either the PSW or the SPW in any of those places right now. I have some ideas for where to put my StuG(s?) when it/they eventually show up. But then, I have a feeling this battle is going to be so fluid once things start happening in earnest that all plans made now may be moot by then. We shall see...
 
A Small First Exchange

A good two and a half minutes into the battle, both my PSW on the eastern flank and the SPW on spotter ridge have reached their positions and wait to make contact. The SPW still has very little to go on – the Platoon HQ spotted way back in the northwest has vanished from sight and nothing else is happening in that area at this time, though I expect that to change soon. In the northeastern corner of the map, by the Bridge Objective, the scouting LMG team on main ridge catches frequent glimpses of various units hurrying towards the lone building near the bridge. It appears to be a platton of infantry with at least an MG in support. Of course my LMG is holding its fire, as I want the PSW to do the shooting. While this vehicle is not ideally equipped for killing infantry with its 20mm cannon (with a very small magazine, I might add), it does sport a coax MG. It is also adequately protected from small arms fire and the range to the area the enemy is running through is about 200m, so I don't expect extremely threatening hand-held AT fire either.

Now if only the damn crew could spot anything! Finally, after 30 seconds of staring at 40 men running through an open field, the PSW gets a bead on an enemy infantryman and lets off a burst of 20mm rounds at 46:53:

PSWfireoncontact4653.jpg

The PSW 234/1 fires at the enemy infantry running towards the building and bridge.

Unfortunately, the only noticeable effect this has is to elicit return fire on my vehicle. A few individual rifle rounds plink off the front armor plates, causing the commander to button up. This further inhibits the PSW's spotting ability, and while the nearby LMG team continues to watch great hunking gobs of enemy move towards the bridge, the PSW cannot even find another '?' contact for the next minute. Slightly underimpressed with its performance, I have the CO HQ order a fire mission on the area around the building. It will take a while to come in, and I am relatively sure by now that the enemy want to cross the bridge (to which I have no direct LOS, and don't want to risk destroying either) ASAP, so I may have to cancel the strike eventually. But it can't hurt to call it in in case the GIs do take up defensive positions in or around the building:

COcallfiremission.jpg

The CO HQ calls in a mortar strike on the enemy-infested area. Meanwhile, rifle rounds ricochet off the buttoned PSW.

At about the same time (46:31), something happens on the other flank. My FO on spotter ridge sees an M8 scout car moving through the field northwest of Road Objective 3, close to where the Platoon HQ was spotted earlier. The Greyhound stops in a place where it is shielded from the view of the SPW by a tree, but if it eventually continues to move towards the road intersection, it is bound to traverse the field of view of my halftrack soon.

M8spotted4631.jpg

The first enemy vehicle spotted in the battle – an M8 Greyhound apparently scouting towards Road Objective 3.

Meanwhile, in the center, the men of 3rd Platoon have reached their final positions around the Church Objective. The squads are split into fireteams, and everyone is given hide orders except for the Platoon HQ and fire team in the church itself. The platoon's one remaining MG42 team has a good view of Road Objective 2, as does the Panzerschreck team (once it unhides, if anything shows up) snuggled in behind the low wall on the left – the intersection is about 100 meters from their position. In the following screenshot, I have also illustrated the approximate course of main ridge to the north and east (blue line), showing about where units assaulting the church from these directions would come into view.

Positions3rdPlatoon.jpg

3rd Platoon's positions in and around the church.

Finally, here is an overview shot of most of the battlefield for your orientation. The time is 45:51. Annoyingly, the opening mortar barrage on Road Objective 1 is still going on, so 1st Platoon are still stuck waiting. I hope the enemy doesn't move up too fast for these men to get into more useful positions.

Situation4551.jpg

Battle overview (minus 1st Platoon) at 45:51.

I know what you're thinking now – that was kind of underwhelming for first contact, wasn't it? Well, I promise that in the next installment, the action will pick up a notch – there will be blood, and fire, and plenty of movement, and things will continue to be pretty intense from there on out. So stay tuned!
 
The Heroics of Obergefreiter Hanker

A brief lull ensues at this point: the western contacts remain stationary as far as my men can tell, with the M8 still hidden from view of the SPW behind a tree, and the US platoon in the northeast corner of the map continues to make its way towards the bridge. Some of these men are occasionally spotted by the LMG team, but the well-positioned PSW continues to steadfastly see nothing. Maybe this is a downside of having full resupply levels between battles – this vehicle crew may have been given letters from home which they are reading, or worse yet, a new set of naughty pictures to hang on the inside of their tin can (presumably right over the vision slits). Just as I am beginning to wonder in earnest what to do about this situation, there is movement in the west which diverts my attention and forces me to leave the PSW crew to whatever it is they are doing besides looking for enemies – for now.

The previously spotted M8 Greyhound gets in gear and quickly moves towards the road intersection nearest to it, remaining in the damp plowed field. It is travelling diagonally across my SPW's line of sight and towards it, and not long after it leaves the concealment of the large tree, the two vehicles spot each other at 45:33. The scout car's turret begins to traverse, but the halftrack under command of Obgfr. Hanker is already facing the right way and he gets the drop on the 'hound:

SPWhitM84530.jpg

Obgfr. Hanker fires and hits the M8.

It appears to be a 'glancing blow' only, the shell impacting on the rim of the turret, but the Greyhound is immediately stopped in its tracks and the turret ceases to move. As Hanker's loader hurries to rearm the 37mm gun, the crew of the M8 is seen exiting, and the vehicle's status display changes to 'knocked out'. That's definitely first blood to my German boys now, yay!

M8knockedoutbySPW4526.jpg

The US scouts evacuate their destroyed Greyhound.

Hanker has no time to celebrate his victory, however. Only a couple of seconds later, he spots a Jeep approaching the fence not far from the destroyed M8. The Jeep has an MMG mounted in the back. Still 'hankering' for more glory (sorry, had to do it...), the Obergefreiter orders fire on the Jeep. The first shot is a full hit this time:


Obgfr. Hanker plants a shell in the middle of the approaching US Jeep.

Although the round appears to detonate against the folded-down windhsield, I am surprised to see all three men aboard survive the hit. The Jeep starts backing up and the gunner opens fire on Hanker's SPW. One or two of the MG rounds hit their target, but do no damage; the rest goes high. Unphased, Hanker's gunner calmly lines up another shot:

SPWhitJeepagain4506.jpg

The driver of the Jeep is wounded by the second hit.

The second round appears to hit the right headlight of the Jeep and takes out the driver. While the SPW reloads again, my sniper plinks a shot harmlessly off the Jeep's hood. At this point, the other two crew members have had enough. As they jump off the vehicle, Hanker's third shot hits the fence a few meters ahead of them. While the two survivors crawl off and become '?', the SPW finishes off the Jeep with a fourth round (44:46) that hits the engine and sets the vehicle ablaze:

Jeepexitanddestroyed4446.jpg

The two remaining men exit the Jeep before Hanker blows it to smithereens.

Now that is what I call commendable fighting! Hanker and his men have taken out two enemy vehicles and at least one man in the space of only 45 seconds. They will be awarded a medal if they survive. However, they have also made their position known – and there are sure to be plenty more Amis where these came from, probably cursing the men in the SPW and organizing their revenge already. Obgfr. Hanker will have to displace or risk incoming fire of dangerous caliber soon.

Next up: The Mexican Standoff, or: It's Never ALL Good...
 
I liked the bit about the naughty pictures hanging in front of the view slits - Now a lot of LOS issues suddenly start making sense.
 
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