I had the Syrian's vs
@Raging Al and it did not go exactly how I planned it. Speaking of my plan, it went something like this. First let me say SF2 is the title I play the least of, so I was not sure how the Chally's and Leo's would match up. So I made a target range map to test them a lil bit. Roughly the size of the map we were playing. I gave each side a berm to get some hull down cover behind. I set some Chally's on 1 side and Leo's on the other. I set them up and let the Tac AI bang away at each other for about 3turns. On the basis of this test it seemed at distance the tanks would be a more or less even match for each other. Using this info I made my plan.
As far as I remember the briefing told me I had a numerical edge in armor, but they had a Javelin section and a bunch of air support. The Jav section was my biggest worry I knew at long distance I would never see them before they launched a missile. My second concern was enemy air support. I came up with the plan to stay in my deployment zone for a good portion of the beginning of the game since there was enough terrain changes I could get most of my force hull down to the areas of the map I expected him to be in. This would hopefully allow me to spot javelin launches and have plenty of units to return fire on the team. The Javelin section was made of 4 teams with a total of 12 missiles, I knew I would not be able to stop the first javelin launched from his teams which of course a launched javelin means i am about to have one of my tanks die but I hoped I could gang up on the team that launched it and kill them before a second launch. If I could have done some horse trading before the game I would happily scratched 5 tanks maybe 6 from my line up in exchange for the entire jav section. Staying in place like this I hoped would allow the same principle to be used on his Chally's. I figured to gang up on them when spotted and hopefully KO a couple. Staying together like this I hoped might allow my air defense to protect my force a lil better. I did not plan on leaving until I stopped seeing things to shoot at or some kind of enemy fire made me leave. When I did leave I planned on keeping my force together and going straight at the enemy, hopefully breaking is line of defense and rolling it up.
Below is a pic of roughly how I expected the defense to be set up
![Alar4.png Alar4.png](http://www.thefewgoodmen.com/thefgmforum/data/attachments/24/24154-eda7c3cb23ee1fb88ec7715506ce6202.jpg)
Unless I saw something in game to change my mind this is roughly how I wanted to attack it.
![end.png end.png](http://www.thefewgoodmen.com/thefgmforum/data/attachments/24/24155-39a02f81d63197e5370e26ad459f716f.jpg)
I figured I would use my numbers like a hammer. Break his defense and then roll it up, not worrying to much about the objectives till the end of the game. When ideally most of his force would be smoking wrecks and scattered shell shocked infantry and would not put up much of a fight for the terrain. When I left my set up zone I did not really plan on stopping until I got to the far edge of the map. Maybe a quick stop where the first arrows end to re-organize maybe push some scouts out ahead adjust arty or smoke to cover my open left flank and rear. There was nothing subtle about the plan. I had a bigger force I wanted to keep it together to overwhelm the enemy when I spotted them. I thought this played best to my strength and at the same time gave me the best chance and limiting the damage the javs would do and give me a chance to limit damage from air support...... I felt good about the ideal...
Here is a quick vid that is meant to be a metaphor for how the game went
After the beating was over and I started trying to piece together what went wrong. 3 key things stuck out.
1- I could not really see that much of the enemy force. though he was having no trouble seeing me judging by the incoming fire he was hitting me every turn while I was in my deployment zone.
2- When I did see the enemy and get a shot at them, most of the time my guys missed. Not near misses that do damage and make the enemy react, NO my guys would miss the entire map, or be dozens of meters short....
3- When I did hit the enemy I did absolutely no damage at all that I could tell. On top of which I watched several 155 arty shells bounce off his tanks which looked good but did not seem to bother them at all. They would hold their ground and keep shooting my guys.
Obviously at the end of a CM game and when you talk about the enemy and say things like "can't see'em, can't hit'em and can't hurt'em".... You are going to get crushed, and I got completely crushed this game...... I have no ideal why my guys could not see the enemy that was banging away on them. I dont know why my guys could not hit them when they shot at them.... but it was some of the worst gunnery I have ever seen in a CM game. My guys could not hurt them when they did hit them. I did not expect many long range KOs but I did expect some main gun damage or damage to subsystems or immobilizations. But no... I could not seem to scratch the paint on his units.... Meanwhile he was killing mine.
@RagingAL is a great oppo that has beat my ass twice, maybe one of these days I will be able to get even with him..
That is my story and I am sticking to it....