Drifter Man vs CDavid DAR

The mortars using rifles when target light is an issue that has been reported many times - and I believe it was even fixed at one point. But later reappeared. It's really a pity, especially in bocage terrain where you rarely have the luxury of firing at long distance.

Also the thing about surrendering units still spotting could be considered a bug.

Anyway, good AAR... following along.

Not only they fire rifles when targeting light - I can confirm they still do this - but also when targeting briefly, which was this case.
Thanks for following!
 
Turn 5. A quiet one... all have been comparatively quiet so far. Fritz is finally taken, leaving a white flag behind. Enemy 60mm mortar strike ends - too early, and U.S. scouts appear from the woods, approaching my sniper. Obersoldat Dietzel adds another kill to his list but at the end of the turn he must relocate, because the mortar will resume attack for sure.

5-minute mark... everyone who is not engaged in combat or is not watching some critical place goes into hiding. Artillery may be on the way.

Turn05_endJPG.jpg
 
I like the many overhead situation maps. Makes it easier to follow what happens where than those AAR's more focused on cinematic shots. One thing I'd like though would be a couple of general pics that show the lay of the land. I understand the map slopes down towards the US starting point, but does that give your AT guns farther back LOF into the plowed fields for example?
 
I like the many overhead situation maps. Makes it easier to follow what happens where than those AAR's more focused on cinematic shots. One thing I'd like though would be a couple of general pics that show the lay of the land. I understand the map slopes down towards the US starting point, but does that give your AT guns farther back LOF into the plowed fields for example?

Thanks - I'm looking for tips on making better AARs. 'Grunt level' shots are fun, but I try to mix them with overheads to show what's going on in the battle. To your question - no, generally you don't see past the next hedgerow on this map, even from buildings, unless you're looking through an opening. There are a few exceptions, like the tiny hills back on the U.S. side. The slope is very gentle.

I took a Fi-156 Storch in the air to take a few oblique shots of the battlefield:

From the German side, right (east)
Map_oblique_1JPG.jpg
From the German side, left (west)
Map_oblique_2JPG.jpg
From the U.S. side, west
Map_oblique_3JPG.jpg
 
@Drifter Man
I like the sniper setup on your front line. Curious as to how that works slowing down his advance. I usually never take them so not to up to date on their effectiveness.
I don't like "specialist teams" and "single vehicles" in QB's as they come at premium. But the scoped G43 is the most lethal weapon in the game, at 200 m or more it is more lethal than a HMG, o I decided to give it a try. Can't say it has worked too well so far. The sniper that is engaged has a Kar. 98 and has just been taken out by mortar fire - I exchanged him for 4 U.S. soldiers. The other two haven't got a chance to shoot yet.
 
Turn 6. In an exercise of fire and maneuver, deployed against a single soldier - Obersoldat Dietzel - two infantry squads lay suppresive fire on his position while 1-2 more pour out of the woods, advancing towards the first defended hedgerow. However, I've already moved the sniper some 30 meters away, so the suppresive fire hits empty space. Dietzel soon adds a fourth U.S. soldier to his list but his luck is running out. The 60mm mortar that killed his assistant reacquires him in his new position and blasts him out with a few well-aimed rounds.

Behind the infantry an enemy tank is heard moving up through the woods. The ATG at the edge of the map should see it any moment now. Will I get a shot at it, or will U.S. infantry be faster? The chances are good, I have two HMGs covering it through an opening in the hedgerow.

Meanwhile at the map center, an enemy scout team has reached the crossroads, immediately receiving some MG fire. It seems that my opponent intends to put all his weight against my left flank where the terrain offers better cover. I decide to place this bet and move my reserve MG section towards the map center. I don't want to commit them too early, but I also don't want them to get stuck in some place where they can't do anything. My opponent will soon start piecing together the arrangement of my defenses.

Turn06_end2JPG.jpg

Turn06_endJPG.jpg
 
This is actually an interesting map. At first, I thought it looked quite simple and a walkover for the attacker, but I spent a long time looking at it and trying to figure out the best way to approach it, as seen from the attacker's side. I won't say anything, apart from it not being as easy for the attacker as I thought at first.
 
This is actually an interesting map. At first, I thought it looked quite simple and a walkover for the attacker, but I spent a long time looking at it and trying to figure out the best way to approach it, as seen from the attacker's side. I won't say anything, apart from it not being as easy for the attacker as I thought at first.
I look forward to reading your insights - please take notes so you don't forget :)
 
Turn 7. Things are heating up. The tank symbol in the woods turns out to be an M10, which parks right in the middle of the opening in the hedgerow. At a range of 220 meters, the PaK crew - led by Unteroffizier Prevo - take their time to aim, but the execution is flawless. A hit through the gun shield puts another enemy AFV out of action before it could fire a shot. Surviving crew is seen exiting.

Turn07_M10JPG.jpg

It is a short-lived victory though. U.S. infantry is swarming the place and the gun quickly gets under fire from multiple directions. Prevo's team lose a man and the rest abandon the gun in panic.

Turn07_ATGJPG.jpg

I also replay the few last turns to take count of the U.S. infantry in this sector. I wrote last time 1-2 squads advancing, 2 covering - well the truth is more like 1 squad advancing (+ 5 scouts, of which 2 were taken out by the sniper) and 1 squad + 60mm mortar covering. This means that 6-7 infantry squads are hiding in the "Arrow" of woods.

The weak center begins to concern me again. So far the greatest threat I perceived - artillery - has not materialized. Instead, a group of three scouts - probably the weapons HQ support team that captured Soldat Fritz at the AT gun earlier - makes a mad dash across the road to the buildings of the "Cluster". The MG covering the crossroads gets two, but the third reaches relative safety of a building. This reveals a serious hole in my plan: I thought that intense MG fire at short range will prevent U.S. infantry from crossing the road here, but my opponent apparently chose highly motivated troops. They absorb the casualties and keep going.

Turn07_ScoutsJPG.jpg

I must prevent my opponent from gaining significant foothold at the "Cluster". I am therefore repositioning my defenses and deploying more MGs to cover the crossroads. Until they deploy, I will shell the crossroads with medium mortar fire.

Turn07_overheadJPG.jpg
 
Turn 8. Enemy scouts reach the hedgerow in the western sector and are immediately treated to some Maschinengewehrfeuer. For the time being I keep their heads down, one of them is hit. The surviving scout at the crossroads is engaged by some ATG ammo bearers while I continue to redeploy my forces. Another tank sound contact is reported, following behind the destroyed M10 and knocking down a wooden gate... I have one more ATG in here but if I lose that one, I'll be in trouble. This is one way to deal with AT defenses: focus your armor at one point, exchange one tank per one ATG until the defender runs out of guns... hopefully before you run out of tanks!

Turn08_overheadJPG.jpg
 
This is one way to deal with AT defenses: focus your armor at one point, exchange one tank per one ATG until the defender runs out of guns... hopefully before you run out of tanks!

;D

Looks like a PAK40 75mm is about 120 points, versus Shermans anywhere between 200 and 270 points? So its not a bad exchange, but aside from near equal crew losses (therefore similar casualty counts) for victory point calcs, what are the point repercussions during victory calculations of losing the actual ATG vs tank (if any)?
 
;D

Looks like a PAK40 75mm is about 120 points, versus Shermans anywhere between 200 and 270 points? So its not a bad exchange, but aside from near equal crew losses (therefore similar casualty counts) for victory point calcs, what are the point repercussions during victory calculations of losing the actual ATG vs tank (if any)?
I suppose the value of the ATG is considered in the points calculation - but I look at it differently: a tank can deal lots of damage, so if it's taken out before it joins the action, as a defender I also "win" these points the tank would potentially cost me.
 
Turn 9. The Americans push against the western hedgerow in force. A firefight erupts at a range of around 100-200 meters. Garands, Thompsons and B.A.R.'s crack along the hedgerow and MG42's respond. So far the line is holding and U.S. casualties mount - but they seem to be moved little by their losses and their fire continues to intensify. On my side, the leader of one MG team is hit. One MG and one mortar team get pinned. To my disappointment, the MGs don't cover each other as much as I hoped, the shaping of the terrain is subtle and blocks LOS in places where I didn't expect it to.

Turn09_firefightJPG.jpg

Turn09_overheadJPG.jpg
 
Looks like a PAK40 75mm is about 120 points, versus Shermans anywhere between 200 and 270 points? So its not a bad exchange

Normally I would avoid that kind of exchange, but in an assault mission, the attacker has nearly double the points of the defender.. so essentially his tanks are half price.
 
Is this map included with the base game or Commonwealth? If so, what's the file name? So I could load it up and look around a bit...
 
Is this map included with the base game or Commonwealth? If so, what's the file name? So I could load it up and look around a bit...

The map name is Asslt Large Village (bocage) QB-075.

About the AT guns, I have them as a formation, in which case it's 101-105 points for a Regular PaK40. 105 is for the first squad in the platoon, which has one ammo bearer with a LMG. But I have to pay the 50-point surcharge for the formation, so I have to weigh that against the 120-point price for a specialist team PaK. Since I bought a whole company with 9 guns, it pays off.
I think it's less about the points value and more about stopping the tanks. If I keep your opponent's tanks at bay and keep hold of the objective as a result, then I'm happy with any exchange.
 
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