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very nice pics.... your graphics look a lot different from mine
thanks .. right now i think i only have enhanced explosions..... 1 of the sound mods...... hi viz TRP and hi viz hit decals active .. but i will check these outthanks! i apply post processing and the all-in-one mod
here's my ReShade settings file:
Dropbox
www.dropbox.com
The all-in-one mod libary :
Wow.....totally insane that you were even able to get into the buildings.....I had one guy in one building. I can see that it depends on how it is defended. My opponent placed almost all of his troops and vehicles in and around the buildings. Your opponent set up differently.Let's kick this off.
After analyzing the map, I have concluded that the terrain presents an almost perfect example of echeloned circular defense. (let's call it circular for the sake of the argumet)
The buildings offered several very good strong-point positions from which a system of fire that can defeat any attack could be organized. Furthermore, all the positions were connected by roads, which could be used to reinforce strong-points under attack within a turn or two. In the event that a strong-point came under such a fire or the threat of being captured, there were sufficient firing positions to cover the retreat and create a new strong-point, thus the echeloned part.
In order to tackle such a position, I have created a plan that envisaged starting skirmishes along the entire line, thus allowing me to identify strong-points, routes taken by reinforcements, and in the end, force him to fight along the entire line.
As it can be seen, my Main Effort was meant to be from the Right. The plan was to identify strong-points, slam VBIEDs into them, use Zushkas to suppress firing points. The important part was locating Wiesels and either neutralizing them or finding a way to stay out of their sights.
That was the idea, but what really happened was nothing like it.
My opponent rushed his motorized platoons forward, establishing positions in the gullies before the town. It threw a wrench into my original plan, but it also presented an opportunity for me. Part of his forces was intercepted and destroyed by my ATGMs, some got caught in mortar fire. I was forced to use VBIEDs on those positions. Once Zushkas showed up, the end of his forward positions was imminent.
I'll let images do the talking now.
First VBIED - it didn't cause any vehicle kills, but it took out some infantry.
Second VBIED slammed into an MRAP, destroying it, as well as two mortar carriers.
Third one decided to detonate earlier then expected, but he took out some infantry.
Fourth one was intercepted and neutralized.
The results of aggressive posturing.
Even though my plan was in scraps, some elements of it survived. Effects of ZSU-23-2 fire on an enemy strongpoint.
There was even a squad in the open.
Luckily for me, Wiesels weren't a big threat. One got destroyed by an ATGM, the other was destroyed when a mortar carrier detonated.
Positions that were stormed and captured.
End screen AAR.
Thanks for sharing these!thanks! i apply post processing and the all-in-one mod
here's my ReShade settings file:
Dropbox
www.dropbox.com
The all-in-one mod libary :
This definitely reflects my own experience in this battle. The German vehicles were mostly all picked off, but trying to kill the German troops in buildings was almost impossible, especially as my oppo @Lethaface had split his infantry into small teams. More uncon squads were needed to make for a decent assault, but it was fun trying.Well done AARs by all. I dont have much to add other than to bitch about it. My opponent kept almost all his forces in the buildings. I decided on a multi prong attack with the main combined attack slightly father left from where Aurelius centered his attack. I had to expose all of my troops to move forward (even after using the gullies to get closer). The range of the RPG is way too short to be effective. I had at least 300 yards of open ground to get to the buildings even from cover of gullies. I was able to kill a bunch of his vehicles with my AA techs, but the troops in the buildings were practically impervious to fire. So he had a bunch of half squads or teams spread out and hunkered down in what were basically block houses. So even though I killed a bunch of vehicles, whenever I tried to advance (including attempts with the VEIDs) they were killed and suppressed instantly, even when I was slamming AA rounds into the buildings. But hey! I shot down an aircraft! yippy. I found it very frustrating. Seemed no matter what I did, I just could not move. My AA techs were either killed, ran out of ammo or gunners killed so they could not fire. My opponent did well by sitting in the buildings and shuffling his armor around to meet threats. So basically, the way my opponent set up his defense strictly in the buildings, I would have needed 3 times the amount of troops to even penetrate
Yeah, I used two right away and two later. Of the first two one got nice and deep and blew up an IFV and a building. The second one got really close but didn't go off. The later two never got near. It's all most like the pixel troops were scared of them. I tried to set off the stranded one since it was near an occupied building but the 20mm just never triggered it. I gave up after a while.I saw that those who ran their VBIED on the first turn of the game generally had more success. Dont ask me why, just seemed to be what I observed