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	<channel>
		<title><![CDATA[Forums - AAR Forum.]]></title>
		<link>https://www.theblitz.club/message_boards/</link>
		<description><![CDATA[Forums - https://www.theblitz.club/message_boards]]></description>
		<pubDate>Fri, 01 May 2026 00:11:24 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[AAR CDN Para VS Baluka Super Troopers (ME QB)]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=72963</link>
			<pubDate>Sat, 30 Nov 2019 20:22:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=8391">naughtkris</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=72963</guid>
			<description><![CDATA[[This is my first game back after several years away. I picked a fight with Baluka and went at it. Trying to keep my reintroduction simple, I picked the tried and true CDN para battalion and picked out a "village and bocage" map. A week later, I picked a fight with Kghammer (I said something about his mother, he misunderstood, and the fight was on!), so I decided to use the same base CDN para troops, but with different attachments than the first match. I then went to select a "village and bocage". It wasn't until I started placing my troops did it occur to me I had selected the exact same battlefield. This gave me an idea to compare in AAR format similar battlegroups on the same map against (possibly) similar enemy components, using a similar battle plan. Thus I present to you my battle with Baluka first. Then later, my battle with KGhammertime. So, PREPARE TO COPY!] <br />
<br />
<br />
<br />
WARNING ORDERS<br />
<br />
<br />
Ground Brief [see map below]<br />
<br />
<br />
Situation: Operation Overlord is in full effect. After initial objectives have been taken, Intel has come in of Thule Society operatives escaping the region with french orphan children to fuel their dark rituals. They must be cut off from escape. 2 Up's Intent – Brigade CO REQ the Thule Society operations to be disrupted; 1 Up's intent – An orphanage west of Caan has been raided and a german convoy full of orphans is headed to CROSSROAD LOON. Secure the crossroads before the convoy arrives to enable the rescue of the children. <br />
<br />
<br />
Enemy: Thule agents disguised as Heer units, possibly equipped with futuristic and/or supernatural weapons. Fanatical motivation with Elite or Crack skill levels. All Thule agents have been trained to deny any knowledge of being a Thule agent when questioned after capture – but we know the truth. <br />
<br />
<br />
Friendly: 1st Canadian Parachute Battalion; <br />
<br />
<br />
Probable Mission: 1st CDN Para BN may conduct a take and hold meeting engagement at CROSSROAD LOON to secure the crossroads before the convoy arrives to enable the rescue of the children.<br />
<br />
<br />
<br />
<br />
TIMINGS<br />
<br />
<br />
No Move Before 1300hr<br />
<br />
<br />
Task Complete: NLT 1345hr<br />
<br />
<br />
Admin: Full battle rattle; Med mortar full load; No transport available. <br />
<br />
<br />
Time Check<br />
<br />
<br />
&lt;End WO&gt;<br />
<br />
<br />
<br />
<img src="https://www.theblitz.club/uploads/files/2c8/Ground%20brief%20overview.jpg" loading="lazy"  alt="[Image: Ground%20brief%20overview.jpg]" class="mycode_img" /><br />
<br />
End Part 1]]></description>
			<content:encoded><![CDATA[[This is my first game back after several years away. I picked a fight with Baluka and went at it. Trying to keep my reintroduction simple, I picked the tried and true CDN para battalion and picked out a "village and bocage" map. A week later, I picked a fight with Kghammer (I said something about his mother, he misunderstood, and the fight was on!), so I decided to use the same base CDN para troops, but with different attachments than the first match. I then went to select a "village and bocage". It wasn't until I started placing my troops did it occur to me I had selected the exact same battlefield. This gave me an idea to compare in AAR format similar battlegroups on the same map against (possibly) similar enemy components, using a similar battle plan. Thus I present to you my battle with Baluka first. Then later, my battle with KGhammertime. So, PREPARE TO COPY!] <br />
<br />
<br />
<br />
WARNING ORDERS<br />
<br />
<br />
Ground Brief [see map below]<br />
<br />
<br />
Situation: Operation Overlord is in full effect. After initial objectives have been taken, Intel has come in of Thule Society operatives escaping the region with french orphan children to fuel their dark rituals. They must be cut off from escape. 2 Up's Intent – Brigade CO REQ the Thule Society operations to be disrupted; 1 Up's intent – An orphanage west of Caan has been raided and a german convoy full of orphans is headed to CROSSROAD LOON. Secure the crossroads before the convoy arrives to enable the rescue of the children. <br />
<br />
<br />
Enemy: Thule agents disguised as Heer units, possibly equipped with futuristic and/or supernatural weapons. Fanatical motivation with Elite or Crack skill levels. All Thule agents have been trained to deny any knowledge of being a Thule agent when questioned after capture – but we know the truth. <br />
<br />
<br />
Friendly: 1st Canadian Parachute Battalion; <br />
<br />
<br />
Probable Mission: 1st CDN Para BN may conduct a take and hold meeting engagement at CROSSROAD LOON to secure the crossroads before the convoy arrives to enable the rescue of the children.<br />
<br />
<br />
<br />
<br />
TIMINGS<br />
<br />
<br />
No Move Before 1300hr<br />
<br />
<br />
Task Complete: NLT 1345hr<br />
<br />
<br />
Admin: Full battle rattle; Med mortar full load; No transport available. <br />
<br />
<br />
Time Check<br />
<br />
<br />
&lt;End WO&gt;<br />
<br />
<br />
<br />
<img src="https://www.theblitz.club/uploads/files/2c8/Ground%20brief%20overview.jpg" loading="lazy"  alt="[Image: Ground%20brief%20overview.jpg]" class="mycode_img" /><br />
<br />
End Part 1]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[need help with attaching pictures for AAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=72962</link>
			<pubDate>Sat, 30 Nov 2019 19:52:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=8391">naughtkris</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=72962</guid>
			<description><![CDATA[Greetings;<br />
<br />
I'm writing up an AAR, but I can't seem to figure out how to insert my screen caps into my post.<br />
I tried following a forum post that said upload to my folder (I did), but then the pictures would be listed for selection on the lower left of the post. All I can do is upload an attachment again, but it doesn't seem to be actually displayed in my post.<br />
<br />
Looking for a hand here please.<br />
<br />
-Naughtkris]]></description>
			<content:encoded><![CDATA[Greetings;<br />
<br />
I'm writing up an AAR, but I can't seem to figure out how to insert my screen caps into my post.<br />
I tried following a forum post that said upload to my folder (I did), but then the pictures would be listed for selection on the lower left of the post. All I can do is upload an attachment again, but it doesn't seem to be actually displayed in my post.<br />
<br />
Looking for a hand here please.<br />
<br />
-Naughtkris]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A Really Bad Day for a Ronson!]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=72384</link>
			<pubDate>Sat, 09 Mar 2019 19:36:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=9610">Stonecutter</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=72384</guid>
			<description><![CDATA[Check out this video when my assaulting Germans engaged a Sherman, I've never seen anything like it before!!<br />
<br />
<a href="https://youtu.be/PGPGOBgNt3A" target="_blank" rel="noopener" class="mycode_url">Bad Day for a Ronson</a>]]></description>
			<content:encoded><![CDATA[Check out this video when my assaulting Germans engaged a Sherman, I've never seen anything like it before!!<br />
<br />
<a href="https://youtu.be/PGPGOBgNt3A" target="_blank" rel="noopener" class="mycode_url">Bad Day for a Ronson</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CMBN - Flowers of the Forest AAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=68009</link>
			<pubDate>Thu, 07 May 2015 10:16:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=9610">Stonecutter</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=68009</guid>
			<description><![CDATA[This is my first AAR so I have included my battle estimate and plan at the start to provide some type of baseline for comparison with how things actually worked out. I still have a lot of bugs to work out with respect to getting good screenshots, writing a compelling narrative and cutting it down to a more manageable size but hopefully you will enjoy the AAR in spite of its flaws. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Battle Estimate and Plan</span></span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">SITUATION ENEMY</span></span>:<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Infantry</span>: 2 x dismounted companies with a mix of green and regular troops and normal leadership modifiers. A scout platoon with similar experience/modifiers. 12+ carriers, most of which are Bren variants.<br />
<br />
*The Bren carriers provide good protection vs small arms, excellent speed &amp; mobility along with a lot of extra MG firepower. <br />
 <br />
*Potentially, almost an entire company could be mounted in carriers. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Armour</span>: A full Churchill tank squadron (18 tanks) with a mix 6-lbers and 75mm variants along with 2 x 95mm heavy support tanks. Crews are a mix of regular and veterans. <br />
<br />
*At nearly 40 tons, the Churchills have far more protection than the Mk IV.<br />
<br />
*The extra protection &amp; weight makes the Churchills very slow, limiting their mobility. <br />
<br />
*Firepower of the Churchills is ample to take out a Mk IV but its most impressive feature is the ammo load of 80+ main gun rounds and nearly 10,000 rounds of 7.92mm for the 2 x MGs.<br />
 <br />
<span style="text-decoration: underline;" class="mycode_u">Artillery</span>: Heavy support consisting of 4 x 25 lbers and 6 x 81mm mortars with the latter split into 3 missions of 2 tubes each. The FOO &amp; HQ units provide reasonable response time for the mortars but the 25lbers are much slower to bring onto target. There is sufficient ammo to conduct preparatory bombardment and still have enough for in-contact fire missions.  Furthermore, the infantry also carries  9 x integral 2” mortars. While the 2” has limited lethality, it is able to provide very targeted smoke screens with 1-2 minutes.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Reinforcements</span>: None, all British forces are present from the beginning. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">SITUATION FRIENDLY</span></span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Infantry</span>:  1 x dismounted COY with regular/vet experience &amp; positive leadership modifiers.<br />
Mechanized scout platoon of 2 sections, regular experience and mostly negative modifiers. Support platoon with 4 x MG34 HMGs (regular experience) and 2 x snipers (veteran &amp; crack).<br />
  <br />
*3 x Panzershreks and normal dose of MP40s, MG42s and panzerfausts in the  COY.<br />
<br />
*7 x SPW 251 half-tracks for scouts.  These are purely battle taxis as experience has proven that small arms fire will take them out and kill the passengers easily. On the plus side, they all have AP ammo to enhance all other infantry based MGs.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Armour</span>:  1 x Mk IV panzer COY (14 tanks) with regular crews. <br />
<br />
*Mk IV’s offer little protection against any British AT weapons due to thin armour. <br />
<br />
*Good speed and mobility, especially compared to the Churchills. <br />
<br />
*The 75mm L48 guns are good but likely unable to penetrate at long (600m+) ranges.<br />
<br />
2 x Tigers arrive mid-way through the battle and have the ability to take out all enemy tanks at long ranges while surviving most hits over the frontal arc. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Artillery</span>: Zero to start! Rockets and 81mm arrive as reinforcements.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Reinforcements</span>:  25-30 minutes  (nebelwerfers rocket battery) , 45-50 minutes (81mm mortars) and 50-60 minutes – 2 x Tiger tanks! <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">GROUND &amp; MISSION</span></span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Ground</span>:  Total frontage to be covered is 1300m – a large area for limited infantry. The top half (where the British deploy) is open wheat and grass. The middle area is filled with hedgerows that severely block LOS and channel the approaching British forces into two routes on either the left or right sides. The railway goes from lower left to middle right and is bordered by hedges on each side except at the two gaps mentioned above. South of the rail line has a mix of orchards, open fields and two built up areas. Conditions are wet so bogging is problematic.<br />
 <br />
<span style="text-decoration: underline;" class="mycode_u">Deployment</span>: There is wide latitude for deploying the infantry COY &amp; support platoon at the start. However, the panzer COY &amp; scouts are on the far, upper right in the open fields must be moved if they are to be useful in the battle.<br />
  <br />
<span style="text-decoration: underline;" class="mycode_u">Mission</span>:  Victory points (VP) are roughly evenly spread between destruction of enemy forces and 3 built up areas. British victory conditions are similar but include 2 touch objectives worth ~25% of VPs.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Time</span>:  The battle last two hours so there is no time pressure on the attacking British except to exploit the initial numerical superiority before reinforcements arrive. For the German forces, the goal must be to delay as much as possible   <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">KEY DEDUCTIONS</span></span><br />
<br />
1) British numerical superiority in armour and infantry at start increases the need to minimize losses and avoid becoming decisively engaged too soon.<br />
<br />
2) British artillery dominance presents a large risk of preparatory fire inflicting heavy casualties and multiplying their advantage to a catastrophic level. Consequently, likely defensive positions along the hedges must be avoided initially and manned only at the last moment when contact is imminent. <br />
<br />
3) The LOS and protection offered by hedges will allow identification of British main effort and movement of forces while denying the British knowledge of German deployment and movement.<br />
<br />
4) Tank engagements – Should be restricted to under 500m to increase chance of penetration/kill. The panzers must only engage with clear information from infantry and use a “Shoot &amp; Scoot” approach to avoid return fire.<br />
<br />
5) Qualitative and weapon advantages of German infantry can only be exploited if enemy tanks are limited in their ability to provide suppressing fire.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">British Courses of Action (COA)</span><br />
<br />
COA#1 (left flank)<br />
Most likely as closest to British deployment area. The series of hedgerows will slow down the advance but once south of the hedges and into the open field by the orchard, the British can quickly seize both Manor 1 and the touch objective. <br />
<br />
COA#2 (right flank)<br />
 Less likely than COA#1 as it would require an entire redeployment of forces of nearly a kilometre, thereby consuming time. However, a flanking force using this route would provide a serious envelopment threat and could quickly break into the rear area. Furthermore, a fast moving flanking force could engage the Panzer COY and Scouts before they are able to seek cover behind the hedges. <br />
<br />
<br />
<img src="http://i172.photobucket.com/albums/w20/stonecutterz/British%20Courses%20of%20Action%20COA_zpsjroxrlvk.jpg" loading="lazy"  alt="[Image: British%20Courses%20of%20Action%20COA_zpsjroxrlvk.jpg]" class="mycode_img" /><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">German Battle Plan</span></span><br />
<br />
1) Maintain Defensive Position 1 (DP1) as vital ground as it covers both enemy COA’s, has quick access to all other DPs for reinforcement or countermoves and a potential withdrawal route if things do not go well.<br />
2) Sacrifice the left flank as the hedges should provide sufficient delay and any infantry used to defend them would be easily outflanked and destroyed.<br />
3) “Rescue” the Panzer COY and Scouts ASAP by moving at max speed to DP1 <br />
4) Establish DP1A, 1B &amp; 1C once COA#1 is confirmed and preparatory fire is over. <br />
5) As enemy advances, leap frog back to DP1C and hold as long as possible. <br />
<br />
And, if things go pear-shaped?<br />
<br />
1) Withdraw and establish defence south of the rail line with remaining forces.<br />
2) Panzers to occupy DP2A &amp; 2D to provide flanking fire into KZ’s. Infantry to defend DP2B &amp; 2C. <br />
3) Hopefully, drop the rocket artillery on Manor 1 just after the British have taken it !<br />
<br />
<img src="http://i172.photobucket.com/albums/w20/stonecutterz/German%20Defence%20Part%201_zpspjsjsghk.jpg" loading="lazy"  alt="[Image: German%20Defence%20Part%201_zpspjsjsghk.jpg]" class="mycode_img" /><br />
<br />
<img src="http://i172.photobucket.com/albums/w20/stonecutterz/German%20Defence%20Part%202_zpsnhkaqknn.jpg" loading="lazy"  alt="[Image: German%20Defence%20Part%202_zpsnhkaqknn.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[This is my first AAR so I have included my battle estimate and plan at the start to provide some type of baseline for comparison with how things actually worked out. I still have a lot of bugs to work out with respect to getting good screenshots, writing a compelling narrative and cutting it down to a more manageable size but hopefully you will enjoy the AAR in spite of its flaws. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Battle Estimate and Plan</span></span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">SITUATION ENEMY</span></span>:<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Infantry</span>: 2 x dismounted companies with a mix of green and regular troops and normal leadership modifiers. A scout platoon with similar experience/modifiers. 12+ carriers, most of which are Bren variants.<br />
<br />
*The Bren carriers provide good protection vs small arms, excellent speed &amp; mobility along with a lot of extra MG firepower. <br />
 <br />
*Potentially, almost an entire company could be mounted in carriers. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Armour</span>: A full Churchill tank squadron (18 tanks) with a mix 6-lbers and 75mm variants along with 2 x 95mm heavy support tanks. Crews are a mix of regular and veterans. <br />
<br />
*At nearly 40 tons, the Churchills have far more protection than the Mk IV.<br />
<br />
*The extra protection &amp; weight makes the Churchills very slow, limiting their mobility. <br />
<br />
*Firepower of the Churchills is ample to take out a Mk IV but its most impressive feature is the ammo load of 80+ main gun rounds and nearly 10,000 rounds of 7.92mm for the 2 x MGs.<br />
 <br />
<span style="text-decoration: underline;" class="mycode_u">Artillery</span>: Heavy support consisting of 4 x 25 lbers and 6 x 81mm mortars with the latter split into 3 missions of 2 tubes each. The FOO &amp; HQ units provide reasonable response time for the mortars but the 25lbers are much slower to bring onto target. There is sufficient ammo to conduct preparatory bombardment and still have enough for in-contact fire missions.  Furthermore, the infantry also carries  9 x integral 2” mortars. While the 2” has limited lethality, it is able to provide very targeted smoke screens with 1-2 minutes.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Reinforcements</span>: None, all British forces are present from the beginning. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">SITUATION FRIENDLY</span></span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Infantry</span>:  1 x dismounted COY with regular/vet experience &amp; positive leadership modifiers.<br />
Mechanized scout platoon of 2 sections, regular experience and mostly negative modifiers. Support platoon with 4 x MG34 HMGs (regular experience) and 2 x snipers (veteran &amp; crack).<br />
  <br />
*3 x Panzershreks and normal dose of MP40s, MG42s and panzerfausts in the  COY.<br />
<br />
*7 x SPW 251 half-tracks for scouts.  These are purely battle taxis as experience has proven that small arms fire will take them out and kill the passengers easily. On the plus side, they all have AP ammo to enhance all other infantry based MGs.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Armour</span>:  1 x Mk IV panzer COY (14 tanks) with regular crews. <br />
<br />
*Mk IV’s offer little protection against any British AT weapons due to thin armour. <br />
<br />
*Good speed and mobility, especially compared to the Churchills. <br />
<br />
*The 75mm L48 guns are good but likely unable to penetrate at long (600m+) ranges.<br />
<br />
2 x Tigers arrive mid-way through the battle and have the ability to take out all enemy tanks at long ranges while surviving most hits over the frontal arc. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Artillery</span>: Zero to start! Rockets and 81mm arrive as reinforcements.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Reinforcements</span>:  25-30 minutes  (nebelwerfers rocket battery) , 45-50 minutes (81mm mortars) and 50-60 minutes – 2 x Tiger tanks! <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">GROUND &amp; MISSION</span></span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Ground</span>:  Total frontage to be covered is 1300m – a large area for limited infantry. The top half (where the British deploy) is open wheat and grass. The middle area is filled with hedgerows that severely block LOS and channel the approaching British forces into two routes on either the left or right sides. The railway goes from lower left to middle right and is bordered by hedges on each side except at the two gaps mentioned above. South of the rail line has a mix of orchards, open fields and two built up areas. Conditions are wet so bogging is problematic.<br />
 <br />
<span style="text-decoration: underline;" class="mycode_u">Deployment</span>: There is wide latitude for deploying the infantry COY &amp; support platoon at the start. However, the panzer COY &amp; scouts are on the far, upper right in the open fields must be moved if they are to be useful in the battle.<br />
  <br />
<span style="text-decoration: underline;" class="mycode_u">Mission</span>:  Victory points (VP) are roughly evenly spread between destruction of enemy forces and 3 built up areas. British victory conditions are similar but include 2 touch objectives worth ~25% of VPs.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Time</span>:  The battle last two hours so there is no time pressure on the attacking British except to exploit the initial numerical superiority before reinforcements arrive. For the German forces, the goal must be to delay as much as possible   <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">KEY DEDUCTIONS</span></span><br />
<br />
1) British numerical superiority in armour and infantry at start increases the need to minimize losses and avoid becoming decisively engaged too soon.<br />
<br />
2) British artillery dominance presents a large risk of preparatory fire inflicting heavy casualties and multiplying their advantage to a catastrophic level. Consequently, likely defensive positions along the hedges must be avoided initially and manned only at the last moment when contact is imminent. <br />
<br />
3) The LOS and protection offered by hedges will allow identification of British main effort and movement of forces while denying the British knowledge of German deployment and movement.<br />
<br />
4) Tank engagements – Should be restricted to under 500m to increase chance of penetration/kill. The panzers must only engage with clear information from infantry and use a “Shoot &amp; Scoot” approach to avoid return fire.<br />
<br />
5) Qualitative and weapon advantages of German infantry can only be exploited if enemy tanks are limited in their ability to provide suppressing fire.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">British Courses of Action (COA)</span><br />
<br />
COA#1 (left flank)<br />
Most likely as closest to British deployment area. The series of hedgerows will slow down the advance but once south of the hedges and into the open field by the orchard, the British can quickly seize both Manor 1 and the touch objective. <br />
<br />
COA#2 (right flank)<br />
 Less likely than COA#1 as it would require an entire redeployment of forces of nearly a kilometre, thereby consuming time. However, a flanking force using this route would provide a serious envelopment threat and could quickly break into the rear area. Furthermore, a fast moving flanking force could engage the Panzer COY and Scouts before they are able to seek cover behind the hedges. <br />
<br />
<br />
<img src="http://i172.photobucket.com/albums/w20/stonecutterz/British%20Courses%20of%20Action%20COA_zpsjroxrlvk.jpg" loading="lazy"  alt="[Image: British%20Courses%20of%20Action%20COA_zpsjroxrlvk.jpg]" class="mycode_img" /><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">German Battle Plan</span></span><br />
<br />
1) Maintain Defensive Position 1 (DP1) as vital ground as it covers both enemy COA’s, has quick access to all other DPs for reinforcement or countermoves and a potential withdrawal route if things do not go well.<br />
2) Sacrifice the left flank as the hedges should provide sufficient delay and any infantry used to defend them would be easily outflanked and destroyed.<br />
3) “Rescue” the Panzer COY and Scouts ASAP by moving at max speed to DP1 <br />
4) Establish DP1A, 1B &amp; 1C once COA#1 is confirmed and preparatory fire is over. <br />
5) As enemy advances, leap frog back to DP1C and hold as long as possible. <br />
<br />
And, if things go pear-shaped?<br />
<br />
1) Withdraw and establish defence south of the rail line with remaining forces.<br />
2) Panzers to occupy DP2A &amp; 2D to provide flanking fire into KZ’s. Infantry to defend DP2B &amp; 2C. <br />
3) Hopefully, drop the rocket artillery on Manor 1 just after the British have taken it !<br />
<br />
<img src="http://i172.photobucket.com/albums/w20/stonecutterz/German%20Defence%20Part%201_zpspjsjsghk.jpg" loading="lazy"  alt="[Image: German%20Defence%20Part%201_zpspjsjsghk.jpg]" class="mycode_img" /><br />
<br />
<img src="http://i172.photobucket.com/albums/w20/stonecutterz/German%20Defence%20Part%202_zpsnhkaqknn.jpg" loading="lazy"  alt="[Image: German%20Defence%20Part%202_zpsnhkaqknn.jpg]" class="mycode_img" />]]></content:encoded>
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			<title><![CDATA[ARCH (germans) vs. Baluka1974 No peeking Baluka]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=66976</link>
			<pubDate>Sun, 07 Sep 2014 19:50:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=10058">ARCH</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=66976</guid>
			<description><![CDATA[To start off this is my very first full AAR, so yeah, I hope its up to par with some expectations out there <img src="https://www.theblitz.club/message_boards/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> Anyways here we go.<br />
<br />
<br />
                                   <div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font"><span style="color: #000000;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">ARCH vs. Baluka1974: A Clash of Titans.</span></span></span></span></span></div>
<a href="http://s40.photobucket.com/user/evancv2011/media/5cd9d808-4265-4d07-974f-27937272a94d_zps5e542a87.jpg.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i40.photobucket.com/albums/e212/evancv2011/5cd9d808-4265-4d07-974f-27937272a94d_zps5e542a87.jpg" loading="lazy"  alt="[Image: 5cd9d808-4265-4d07-974f-27937272a94d_zps5e542a87.jpg]" class="mycode_img" /></a><br />
<br />
<br />
<br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Part 1: I'll be your Huckleberry</span> </span></span></div>
<br />
I'm always pretty nervous when my opponent chooses the terrain we fight on. It's nothing against my opponent, everybody has their preferences. Me? I like my fresh air and rough countryside.<br />
<br />
Hedgerow country? Hah nothin too it. <br />
<br />
Forest so thick you can't see your hand in front of your face? Bring it on.  <br />
<br />
<br />
But cities? ... Avoid them like the plague. <br />
<br />
<br />
In Combat Mission city combat is something I am fairly new too. But any war gamer from instinct knows how brutal it can be. There is a reason why cities are often bypassed. Street by street, block by block, house by house, men and material are expended for mere meters of ground. <br />
<br />
And this is where we find ourselves:<br />
<br />
<a href="http://s40.photobucket.com/user/evancv2011/media/c5ca286f-2c51-4084-97ed-afa8f8696b5c_zps2172069e.png.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i40.photobucket.com/albums/e212/evancv2011/c5ca286f-2c51-4084-97ed-afa8f8696b5c_zps2172069e.png" loading="lazy"  alt="[Image: c5ca286f-2c51-4084-97ed-afa8f8696b5c_zps2172069e.png]" class="mycode_img" /></a><br />
<br />
A large city in Holland. <br />
<br />
Pff will I cower in a fetal position and give up?? NO. Baluka and me are due for a showdown and I am more than happy to oblige.]]></description>
			<content:encoded><![CDATA[To start off this is my very first full AAR, so yeah, I hope its up to par with some expectations out there <img src="https://www.theblitz.club/message_boards/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> Anyways here we go.<br />
<br />
<br />
                                   <div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Verdana;" class="mycode_font"><span style="color: #000000;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">ARCH vs. Baluka1974: A Clash of Titans.</span></span></span></span></span></div>
<a href="http://s40.photobucket.com/user/evancv2011/media/5cd9d808-4265-4d07-974f-27937272a94d_zps5e542a87.jpg.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i40.photobucket.com/albums/e212/evancv2011/5cd9d808-4265-4d07-974f-27937272a94d_zps5e542a87.jpg" loading="lazy"  alt="[Image: 5cd9d808-4265-4d07-974f-27937272a94d_zps5e542a87.jpg]" class="mycode_img" /></a><br />
<br />
<br />
<br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Part 1: I'll be your Huckleberry</span> </span></span></div>
<br />
I'm always pretty nervous when my opponent chooses the terrain we fight on. It's nothing against my opponent, everybody has their preferences. Me? I like my fresh air and rough countryside.<br />
<br />
Hedgerow country? Hah nothin too it. <br />
<br />
Forest so thick you can't see your hand in front of your face? Bring it on.  <br />
<br />
<br />
But cities? ... Avoid them like the plague. <br />
<br />
<br />
In Combat Mission city combat is something I am fairly new too. But any war gamer from instinct knows how brutal it can be. There is a reason why cities are often bypassed. Street by street, block by block, house by house, men and material are expended for mere meters of ground. <br />
<br />
And this is where we find ourselves:<br />
<br />
<a href="http://s40.photobucket.com/user/evancv2011/media/c5ca286f-2c51-4084-97ed-afa8f8696b5c_zps2172069e.png.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i40.photobucket.com/albums/e212/evancv2011/c5ca286f-2c51-4084-97ed-afa8f8696b5c_zps2172069e.png" loading="lazy"  alt="[Image: c5ca286f-2c51-4084-97ed-afa8f8696b5c_zps2172069e.png]" class="mycode_img" /></a><br />
<br />
A large city in Holland. <br />
<br />
Pff will I cower in a fetal position and give up?? NO. Baluka and me are due for a showdown and I am more than happy to oblige.]]></content:encoded>
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			<title><![CDATA[CMBN QB - Village Bocage Defense PPCC Vs Herr Klopek Video AAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=65868</link>
			<pubDate>Sun, 23 Feb 2014 22:29:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=9134">Pewpewchewchew</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=65868</guid>
			<description><![CDATA[I've made a video AAR on a match of CMBN. This was a quick battle map between myself and Herr Klopek. This match was reported on February 22-2014. <br />
<br />
Technically this would be more of a DAR since I was putting to gather the video as the battle was wrapping up. I should note that one side effect of this was that, I was under the impression that this would come out either as a draw or a tactical victory for myself, the axis player. In accord, I think that the video implies more so of an axis victory though at the end the panel does show an allied tactical victory. None the less it was a very interesting fight and an entertaining one as well. <br />
<br />
The settings for this match were:<br />
US Attack vs Wehrmacht Defend<br />
Infantry Only<br />
Small Sized Battle<br />
Standard Rarity<br />
Small Rough-Bocage Map (Third one down on the list?) <br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/yA3P9roGkXc" frameborder="0" allowfullscreen></iframe><br />
<a href="https://www.youtube.com/user/Pewpewchewchew" target="_blank" rel="noopener" class="mycode_url"><br />
Check out my Channel too</a>]]></description>
			<content:encoded><![CDATA[I've made a video AAR on a match of CMBN. This was a quick battle map between myself and Herr Klopek. This match was reported on February 22-2014. <br />
<br />
Technically this would be more of a DAR since I was putting to gather the video as the battle was wrapping up. I should note that one side effect of this was that, I was under the impression that this would come out either as a draw or a tactical victory for myself, the axis player. In accord, I think that the video implies more so of an axis victory though at the end the panel does show an allied tactical victory. None the less it was a very interesting fight and an entertaining one as well. <br />
<br />
The settings for this match were:<br />
US Attack vs Wehrmacht Defend<br />
Infantry Only<br />
Small Sized Battle<br />
Standard Rarity<br />
Small Rough-Bocage Map (Third one down on the list?) <br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/yA3P9roGkXc" frameborder="0" allowfullscreen></iframe><br />
<a href="https://www.youtube.com/user/Pewpewchewchew" target="_blank" rel="noopener" class="mycode_url"><br />
Check out my Channel too</a>]]></content:encoded>
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			<title><![CDATA[CMBB B&T Izyum Diet Plan AAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=64115</link>
			<pubDate>Sat, 06 Apr 2013 01:58:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=9252">Greg V. Hill</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=64115</guid>
			<description><![CDATA[CMBB: B&amp;T Izyum Diet Plan:<br />
<br />
This scenario has great potential but is fatally flawed because the Soviet briefing tells you to cross the river and attack up the hill on the enemy's side of the river which- I correctly deduced- would have gotten me slaughtered.<br />
<br />
My briefing said that if I couldn't achieve that, I should seize and hold the two bridges across the river. Had I attempted to do that, not only would I most probably have failed to hold the bridges but I would have been leaving the flags on my side of the river vulnerable to panzer counterattack from the many covered points at which the Germans may ford the river. Contrary to the briefing, I knew my priority (for winning on points) was to  hang onto the flags on my side of the river. So, the problem is that the objective flags don't coincide with the briefing objectives. This could be a much, much better scenario if the flags are placed on the two bridges. Then the reasonably well-balanced sides would <span style="font-style: italic;" class="mycode_i">really</span> be forced into a battle to acquire and hang onto the bridges. If this is fixed (a very simple fix) this could be a very good scenario with no confusion over what the object of the scenario is supposed to be.<br />
<br />
Thanks, Greg<br />
<br />
ps. I'm new to this site and it is requested that we post comments on the games we play but I haven't been sure if that means here in AAR land or in voting on the scenario, or both. I think it would be helpful to the designers and potential players if more people would do it without giving away anything vital.]]></description>
			<content:encoded><![CDATA[CMBB: B&amp;T Izyum Diet Plan:<br />
<br />
This scenario has great potential but is fatally flawed because the Soviet briefing tells you to cross the river and attack up the hill on the enemy's side of the river which- I correctly deduced- would have gotten me slaughtered.<br />
<br />
My briefing said that if I couldn't achieve that, I should seize and hold the two bridges across the river. Had I attempted to do that, not only would I most probably have failed to hold the bridges but I would have been leaving the flags on my side of the river vulnerable to panzer counterattack from the many covered points at which the Germans may ford the river. Contrary to the briefing, I knew my priority (for winning on points) was to  hang onto the flags on my side of the river. So, the problem is that the objective flags don't coincide with the briefing objectives. This could be a much, much better scenario if the flags are placed on the two bridges. Then the reasonably well-balanced sides would <span style="font-style: italic;" class="mycode_i">really</span> be forced into a battle to acquire and hang onto the bridges. If this is fixed (a very simple fix) this could be a very good scenario with no confusion over what the object of the scenario is supposed to be.<br />
<br />
Thanks, Greg<br />
<br />
ps. I'm new to this site and it is requested that we post comments on the games we play but I haven't been sure if that means here in AAR land or in voting on the scenario, or both. I think it would be helpful to the designers and potential players if more people would do it without giving away anything vital.]]></content:encoded>
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		<item>
			<title><![CDATA[Operation Lion Sight]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=64032</link>
			<pubDate>Sun, 24 Mar 2013 18:21:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=9169">mcgarvey</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=64032</guid>
			<description><![CDATA[After Action Report<br />
Operation Lion Sight<br />
06031940 <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Situation</span><br />
<br />
Due to recent developments among the allied powers a conflict arose, the aggressor is uncertain however the two great nations,the United Kingdom and the United States of America are at war.<br />
An engagement is about to occur between the two warring factions, within the vicinity two opposing forces are prepared for combat, both armies send a small contingent of their force to seize strategic ground and to make contact with the enemy.<br />
<br />
Commander ‘McGarvey’ of the British armed forces is tasked to probe the surrounding area and engage anything hostile and eliminate them, as well as securing the designated tactical objective set by high ranking officials.<br />
<br />
Intelligence states that infamous American commander with the alias ‘Wolf’ is operating within the area, the size of his force and what it consists of is unknown, however it is expected to be at company strength with the possibility of an attached armour platoon or other supporting assets. The enemy intent is also unknown but they are operating in close vicinity of the area which could suggest they have the same objectives, something that British Commander should be wary off.<br />
<br />
Ground Breif: This particular region has a mild to moderate climate, dominated by hills in varying elevations, civilian habitation is situated in a valley with a single dirt road connecting the two secluded Hamlet’s. Multiple fields with dense foliage and sparse forestry run down the valley into the center. Wild life has dispersed and civilian populace has fled due to recent conflict, it is prevalent that this is a battle indicator.<br />
<br />
<br />
Wait out for additional information. Operation is on going, any released information could harm the impact of the AO and reveal troops locations to the enemy.<br />
<br />
<img src="http://i49.tinypic.com/2agm0pu.jpg" loading="lazy"  alt="[Image: 2agm0pu.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[After Action Report<br />
Operation Lion Sight<br />
06031940 <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Situation</span><br />
<br />
Due to recent developments among the allied powers a conflict arose, the aggressor is uncertain however the two great nations,the United Kingdom and the United States of America are at war.<br />
An engagement is about to occur between the two warring factions, within the vicinity two opposing forces are prepared for combat, both armies send a small contingent of their force to seize strategic ground and to make contact with the enemy.<br />
<br />
Commander ‘McGarvey’ of the British armed forces is tasked to probe the surrounding area and engage anything hostile and eliminate them, as well as securing the designated tactical objective set by high ranking officials.<br />
<br />
Intelligence states that infamous American commander with the alias ‘Wolf’ is operating within the area, the size of his force and what it consists of is unknown, however it is expected to be at company strength with the possibility of an attached armour platoon or other supporting assets. The enemy intent is also unknown but they are operating in close vicinity of the area which could suggest they have the same objectives, something that British Commander should be wary off.<br />
<br />
Ground Breif: This particular region has a mild to moderate climate, dominated by hills in varying elevations, civilian habitation is situated in a valley with a single dirt road connecting the two secluded Hamlet’s. Multiple fields with dense foliage and sparse forestry run down the valley into the center. Wild life has dispersed and civilian populace has fled due to recent conflict, it is prevalent that this is a battle indicator.<br />
<br />
<br />
Wait out for additional information. Operation is on going, any released information could harm the impact of the AO and reveal troops locations to the enemy.<br />
<br />
<img src="http://i49.tinypic.com/2agm0pu.jpg" loading="lazy"  alt="[Image: 2agm0pu.jpg]" class="mycode_img" />]]></content:encoded>
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		<item>
			<title><![CDATA[CMFI DAR The Ridge Of Doom (no entry for Fubar).]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62661</link>
			<pubDate>Sat, 01 Sep 2012 16:09:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=4609">raz_atoth</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62661</guid>
			<description><![CDATA[Ok,here's the situation. I badly trashed Fubar's troops in our previous game and now he's back looking for revenge <img src="https://www.theblitz.club/message_boards/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> Rumor has it he promised he'll sacrifice ten..ahem..virgins to the gods of war if he'll be victorious and somehow i'm inclined to believe there is some truth in this...<br />
<br />
Below is the map,the (future) valley of sorrows for my esteemed opponent.<br />
<br />
As you can see i have 4 out of 5 objective zones close to my setup zone. The 'Northern Ridge' is closer to Fubar's zone and since it's bigger than the rest i can only assume it carries more points.<br />
Hill 1234 overlooks the area,with a patch of woods on my left.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/df94885802dar1.jpg" loading="lazy"  alt="[Image: df94885802dar1.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Assumptions on Fubar's plans:</span><br />
1. My setup zone is in the bottom-right corner,so i'll assume he will start from upper-left. <br />
2. I think there are big chances he'll try to quickly infiltrate the woods on my left,then proceed towards 'my' objectives. Basically,those woods are the only area on the map on which the infantry will have some sort of cover.<br />
3. I don't believe he'll directly try a heads-on approach towards hill 1234.I should have the upper ground there and his infantry has no cover.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My Force Selection</span><br />
1. 3 Pz IV + 3 Marders<br />
2. 3x 81mm mortar batteries (off-map)<br />
3. 1 75mm AT Gun<br />
4. 1 under-strength infantry company. Each platoon has only 2 rifle squads instead of the normal 3,but each platoon has a scout team and a tank hunter team attached. The automatic weapons of the scouts should give me a nice edge if there will be fighting at close range in the woods<br />
5) 3 TRPs<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My Plan</span><br />
a) I have the AT gun protecting my right flank,just in case Fubar decides to be sneaky. It should be a very nasty surprise given it's position and the surrounding terrain, if he'll move armor in that direction.<br />
b)The infantry [the 3 red lines] will move through the woods. I placed my 3 TRPs in that area,so if he'll make his move in that direction,like i believe he'll do,i'll first call the arty then use my infantry to finish off his infantry.<br />
c)The armor will be kept in reserve until i'll figure out what troops he has and where he'll be attacking.<br />
]]></description>
			<content:encoded><![CDATA[Ok,here's the situation. I badly trashed Fubar's troops in our previous game and now he's back looking for revenge <img src="https://www.theblitz.club/message_boards/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /> Rumor has it he promised he'll sacrifice ten..ahem..virgins to the gods of war if he'll be victorious and somehow i'm inclined to believe there is some truth in this...<br />
<br />
Below is the map,the (future) valley of sorrows for my esteemed opponent.<br />
<br />
As you can see i have 4 out of 5 objective zones close to my setup zone. The 'Northern Ridge' is closer to Fubar's zone and since it's bigger than the rest i can only assume it carries more points.<br />
Hill 1234 overlooks the area,with a patch of woods on my left.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/df94885802dar1.jpg" loading="lazy"  alt="[Image: df94885802dar1.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Assumptions on Fubar's plans:</span><br />
1. My setup zone is in the bottom-right corner,so i'll assume he will start from upper-left. <br />
2. I think there are big chances he'll try to quickly infiltrate the woods on my left,then proceed towards 'my' objectives. Basically,those woods are the only area on the map on which the infantry will have some sort of cover.<br />
3. I don't believe he'll directly try a heads-on approach towards hill 1234.I should have the upper ground there and his infantry has no cover.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My Force Selection</span><br />
1. 3 Pz IV + 3 Marders<br />
2. 3x 81mm mortar batteries (off-map)<br />
3. 1 75mm AT Gun<br />
4. 1 under-strength infantry company. Each platoon has only 2 rifle squads instead of the normal 3,but each platoon has a scout team and a tank hunter team attached. The automatic weapons of the scouts should give me a nice edge if there will be fighting at close range in the woods<br />
5) 3 TRPs<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My Plan</span><br />
a) I have the AT gun protecting my right flank,just in case Fubar decides to be sneaky. It should be a very nasty surprise given it's position and the surrounding terrain, if he'll move armor in that direction.<br />
b)The infantry [the 3 red lines] will move through the woods. I placed my 3 TRPs in that area,so if he'll make his move in that direction,like i believe he'll do,i'll first call the arty then use my infantry to finish off his infantry.<br />
c)The armor will be kept in reserve until i'll figure out what troops he has and where he'll be attacking.<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CMFI DAR The Ridge Of Doom (no entry Raz :-P )]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62660</link>
			<pubDate>Sat, 01 Sep 2012 15:50:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=2448">Fubar</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62660</guid>
			<description><![CDATA[Hello gents and welcome to the front lines. <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" /><br />
<br />
I've always enjoyed reading AAR/DAR's, and as the CMx2 engine looks so lovely i'd thought i'd give it a go. I must stress at the beginning that i'm no tactical genius and expect to make plenty of mistakes along the way but i'm hoping it will still be fun for you to watch and see how the brain of a newb works! :-P<br />
<br />
I will try to explain my reasoning for any choices i make, be they right or wrong, i just ask that no-one give me any clues as to what Raz is up to as i dont want to spoil the fun and surprise.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Intel on the past</span></span><br />
<br />
Well firstly i'm not exactly a newb to CM having nearly racked up 100 games with the CMx1 engine, but i am a very big newb with the CMx2 engine having completed only 3 games too date, one against my oppo for this game raz-atoth. It feels quite a different beast so far and this is only my second QB and i have to say i'm finding the purchase screen a little bit of a beast to navigate. I'm sure though that once you get used to it it is a very powerful tool for purchasing units....but for this game i'm gonna try to keep it simple.<br />
<br />
In our first game i was Axis and Raz was Allies (ofc), and i had to cope with a damn great hill in my startup zone that gave most of Raz's units clear lines of fire on my deployment zones. In the end my brave Panzer Grenadiers took a small village with the aid of a single platoon of Stugs but couldn't hold on, eventually being destroyed to a man by waves of Shermies and arty with inf in support. This also showed me that there is no global moral system in CMx2 as i had to surrender the game even though i had zero men on the map!!!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">The main event</span></span><br />
<br />
For this game we decided to use the preview feature so we can try to pick whats best for the game and make things a little fairer. The only house rule we are using is a No Tigers rule to keep things a little balanced and no deployment zone barrages on the first turn.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">First thoughts</span></span><br />
<br />
OK so here is the map, and my first thought was "oh god not another hill!" but this is Italy after all so i shall have to get used to climbing up and down these things. <img src="https://www.theblitz.club/uploads/users/88d5bb0c7fgob_icon_rolleyes.gif" alt="Helmet Rolleyes" title="Helmet Rolleyes" class="smilie smilie_262" /> Actually it's not just a hill but a ridge line with a pass in the centre, a large hill on my centre right with a forest on my right flank.<br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-34-19-53.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-34-19-53.jpg]" class="mycode_img" /><br />
<br />
My deployment zone is a large open area with clear lines of sight all the way to the ridge line, its a dawn scenario which i'm assuming will decrease the distance i can see. I have no idea if the CMx2 engine models changes in daylight but if it does then the battle is 45mins long so i guess that all this open area will become a killing zone as sight lines increase with daylight!<br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-34-40-81.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-34-40-81.jpg]" class="mycode_img" /><br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-35-04-26.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-35-04-26.jpg]" class="mycode_img" /><br />
<br />
The victory zones are fairly well spread out with there being 5 in total (3 along the ridge itself, one in the forest and another at a road junction on the far side of the ridge). The easiest for me to reach i guess will the the Northern Ridge and Mountain Pass VZ's, after that i guess things will get 'sticky'!<br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-36-36-46.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-36-36-46.jpg]" class="mycode_img" /><br />
<br />
I'm guessing that Raz's deployment zone is the far corner like mine, if so then he is right on top of the Road Junction VZ and well within sprinting distance of Hill 1234. The VZ in the forest, the Ruins, is a short distance from Hill 1234 and i doubt i'd get there before his tropps could.<br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-35-43-56.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-35-43-56.jpg]" class="mycode_img" /><br />
<br />
I'm not sure what the name of this QB map is but i'm gonna call it The Ridge Of Doom as i have a feeling there's gonna be tears before bedtime! <img src="https://www.theblitz.club/uploads/users/589fcf119bjester laughs.gif" alt="Jester" title="Jester" class="smilie smilie_232" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">The Troops and basic plan</span></span><br />
<br />
Well i always find if i over think something i get in a right ol' mess so i'm gonna try to keep this simple for now. With all the open ground on my left and centre i fancy i'll use tanks to cease the Northern Ridge fast then wait for infantry to catch up and hold the VZ's. Then after that i'll try to find Raz's main force and push forwards towards Hill 1234 and the Mountain Pass.<br />
<br />
This is a a 2k5 point game which means i wont have much to play with i dont think. First look at what i can purchase doesnt seem to give me much at all. I want tanks, as many as i can get really as in CMx1 the Shermans always seemed very fragile and prone to explosion so i guess they are much the same in CMx2, the one good thing is that i dont think at this point in the war Axis inf have the dreaded Fausts and Shreks that always tear me apart in Normandy!!! I also want infantry to hold the VZ's and if needed fight through the forest as my tanks will be no go in there. Plus i want some sort of arty support, i'm always unsure just how much arty i should take as its normally quite pricey.<br />
<br />
In the end i picked an understrength Coy of Shermans with two Coy of Rangers in support with the assistance of three 81mm mortars as arty support, and as i've never tried them and they were quite cheap some TRP's just for fun! I cant show how i deployed them yet as thats to be done in my next turn.<br />
<br />
Well my fingers hurt after all this typing, hope this proves an interesting and fun battle, if you can think of anything that i can do to improve this DAR just say as it's being done for your entertainment as well as mine! <img src="https://www.theblitz.club/uploads/users/1a045fbc6alol-043.gif" alt="LOL" title="LOL" class="smilie smilie_294" /><br />
<br />
TTFN]]></description>
			<content:encoded><![CDATA[Hello gents and welcome to the front lines. <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" /><br />
<br />
I've always enjoyed reading AAR/DAR's, and as the CMx2 engine looks so lovely i'd thought i'd give it a go. I must stress at the beginning that i'm no tactical genius and expect to make plenty of mistakes along the way but i'm hoping it will still be fun for you to watch and see how the brain of a newb works! :-P<br />
<br />
I will try to explain my reasoning for any choices i make, be they right or wrong, i just ask that no-one give me any clues as to what Raz is up to as i dont want to spoil the fun and surprise.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Intel on the past</span></span><br />
<br />
Well firstly i'm not exactly a newb to CM having nearly racked up 100 games with the CMx1 engine, but i am a very big newb with the CMx2 engine having completed only 3 games too date, one against my oppo for this game raz-atoth. It feels quite a different beast so far and this is only my second QB and i have to say i'm finding the purchase screen a little bit of a beast to navigate. I'm sure though that once you get used to it it is a very powerful tool for purchasing units....but for this game i'm gonna try to keep it simple.<br />
<br />
In our first game i was Axis and Raz was Allies (ofc), and i had to cope with a damn great hill in my startup zone that gave most of Raz's units clear lines of fire on my deployment zones. In the end my brave Panzer Grenadiers took a small village with the aid of a single platoon of Stugs but couldn't hold on, eventually being destroyed to a man by waves of Shermies and arty with inf in support. This also showed me that there is no global moral system in CMx2 as i had to surrender the game even though i had zero men on the map!!!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">The main event</span></span><br />
<br />
For this game we decided to use the preview feature so we can try to pick whats best for the game and make things a little fairer. The only house rule we are using is a No Tigers rule to keep things a little balanced and no deployment zone barrages on the first turn.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">First thoughts</span></span><br />
<br />
OK so here is the map, and my first thought was "oh god not another hill!" but this is Italy after all so i shall have to get used to climbing up and down these things. <img src="https://www.theblitz.club/uploads/users/88d5bb0c7fgob_icon_rolleyes.gif" alt="Helmet Rolleyes" title="Helmet Rolleyes" class="smilie smilie_262" /> Actually it's not just a hill but a ridge line with a pass in the centre, a large hill on my centre right with a forest on my right flank.<br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-34-19-53.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-34-19-53.jpg]" class="mycode_img" /><br />
<br />
My deployment zone is a large open area with clear lines of sight all the way to the ridge line, its a dawn scenario which i'm assuming will decrease the distance i can see. I have no idea if the CMx2 engine models changes in daylight but if it does then the battle is 45mins long so i guess that all this open area will become a killing zone as sight lines increase with daylight!<br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-34-40-81.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-34-40-81.jpg]" class="mycode_img" /><br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-35-04-26.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-35-04-26.jpg]" class="mycode_img" /><br />
<br />
The victory zones are fairly well spread out with there being 5 in total (3 along the ridge itself, one in the forest and another at a road junction on the far side of the ridge). The easiest for me to reach i guess will the the Northern Ridge and Mountain Pass VZ's, after that i guess things will get 'sticky'!<br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-36-36-46.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-36-36-46.jpg]" class="mycode_img" /><br />
<br />
I'm guessing that Raz's deployment zone is the far corner like mine, if so then he is right on top of the Road Junction VZ and well within sprinting distance of Hill 1234. The VZ in the forest, the Ruins, is a short distance from Hill 1234 and i doubt i'd get there before his tropps could.<br />
<br />
<img src="http://i23.photobucket.com/albums/b357/MadMaffMan/CMFortressItaly2012-09-0212-35-43-56.jpg" loading="lazy"  alt="[Image: CMFortressItaly2012-09-0212-35-43-56.jpg]" class="mycode_img" /><br />
<br />
I'm not sure what the name of this QB map is but i'm gonna call it The Ridge Of Doom as i have a feeling there's gonna be tears before bedtime! <img src="https://www.theblitz.club/uploads/users/589fcf119bjester laughs.gif" alt="Jester" title="Jester" class="smilie smilie_232" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">The Troops and basic plan</span></span><br />
<br />
Well i always find if i over think something i get in a right ol' mess so i'm gonna try to keep this simple for now. With all the open ground on my left and centre i fancy i'll use tanks to cease the Northern Ridge fast then wait for infantry to catch up and hold the VZ's. Then after that i'll try to find Raz's main force and push forwards towards Hill 1234 and the Mountain Pass.<br />
<br />
This is a a 2k5 point game which means i wont have much to play with i dont think. First look at what i can purchase doesnt seem to give me much at all. I want tanks, as many as i can get really as in CMx1 the Shermans always seemed very fragile and prone to explosion so i guess they are much the same in CMx2, the one good thing is that i dont think at this point in the war Axis inf have the dreaded Fausts and Shreks that always tear me apart in Normandy!!! I also want infantry to hold the VZ's and if needed fight through the forest as my tanks will be no go in there. Plus i want some sort of arty support, i'm always unsure just how much arty i should take as its normally quite pricey.<br />
<br />
In the end i picked an understrength Coy of Shermans with two Coy of Rangers in support with the assistance of three 81mm mortars as arty support, and as i've never tried them and they were quite cheap some TRP's just for fun! I cant show how i deployed them yet as thats to be done in my next turn.<br />
<br />
Well my fingers hurt after all this typing, hope this proves an interesting and fun battle, if you can think of anything that i can do to improve this DAR just say as it's being done for your entertainment as well as mine! <img src="https://www.theblitz.club/uploads/users/1a045fbc6alol-043.gif" alt="LOL" title="LOL" class="smilie smilie_294" /><br />
<br />
TTFN]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[It's a New Dawn ( herroberst no peaks,please :)]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=58991</link>
			<pubDate>Fri, 03 Jun 2011 12:49:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=4609">raz_atoth</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=58991</guid>
			<description><![CDATA[Greetings folks,<br />
 and welcome to my humble DAR.I'm not really sure if a DAR can be humble but if one can,this should be it.... :)<br />
The most wanted figure-aka my opponent- today is <a href="https://www.theblitz.club/profile/herroberst/1408" target="_blank" rel="noopener" class="mycode_url">herroberst</a> .I'm quite sure many of you who played CM1 had the chance to cross the swords with him at one point or another.That would explain the amazingly number of games my esteemed opponent managed to record.No less than 890!That's right!890! 15 of this game were reported against your true and only.Amazingly(even for me),i have the upper hand in direct battles,but don't let this tiny detail fool you.herroberst isn't the first one on the CM1 ladder for nothing.If anyone can take out an entire King-Tigers armada just with halftracks that would be him ;) <br />
The scenario at hand is called 'It's a New Dawn'-hence my original title.Looks like a meeting engagement over an orchard with me taking the side of the (in)famous german army.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/723b66d289a%20new%20dawn.jpg" loading="lazy"  alt="[Image: 723b66d289a%20new%20dawn.jpg]" class="mycode_img" /><hr class="mycode_hr" />
I start with a platoon of infantry supported by a MG42 HMG,a panzershreck team and an armored car.2 out of the 3 squads composing my inf. platoon also carry shreks.All 3 have panzerfausts.So,i'm quite well equipped with AT assets.<br />
Probably my opponent has an infantry platoon as well.I'm inclined to believe he'll also have an armored car-a M8-perhaps.It's possible he'll have 2 armored cars to compensate for my heavy AT weaponry,but it's more likely if i'll encounter just one.So,all in one,things should be pretty balanced.<br />
The map on which we'll play is the one below.<br />
As you can see my setup area is on the east side of the map.This means,i guess,herroberst's starting point will be in the west.<br />
<br />
<br />
<img src="https://www.theblitz.club/uploads/users/f37db7718aCM%20Normandy%202011-06-02%2018-53-53-16.jpg" loading="lazy"  alt="[Image: f37db7718aCM%20Normandy%202011-06-02%2018-53-53-16.jpg]" class="mycode_img" /><hr class="mycode_hr" />
As i see it,there are two likely approach routes herroberst might take.It remains to be seen which one.In any case,i decided to split my forces.The first group will be made up by 2 of the 3 infantry squads supported by the armored card.The second group will consist of 1 infantry squad+panzershreck team+MG42.I plan to deploy the MG,so it can cover the open space in the middle.The rest of the second group will be used as a flanking force in case my first group will engage the enemy and hold it in one place.That's the plan,at least.But as we all know the best plan only holds up until the first bullet is fired.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/d6d9427e1bCM%20Normandy%202011-06-02%2018-53-53-162.jpg" loading="lazy"  alt="[Image: d6d9427e1bCM%20Normandy%202011-06-02%2018-53-53-162.jpg]" class="mycode_img" /><hr class="mycode_hr" />
And these are my brave warriors ready to throw back the invading yankees.The level of detail is quite amazing. The &#36;55 spent of this game were worth it,if you ask me....<br />
<br />
<img src="https://www.theblitz.club/uploads/users/0866c47b62CM%20Normandy%202011-06-03%2004-11-52-62.jpg" loading="lazy"  alt="[Image: 0866c47b62CM%20Normandy%202011-06-03%2004-11-52-62.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Greetings folks,<br />
 and welcome to my humble DAR.I'm not really sure if a DAR can be humble but if one can,this should be it.... :)<br />
The most wanted figure-aka my opponent- today is <a href="https://www.theblitz.club/profile/herroberst/1408" target="_blank" rel="noopener" class="mycode_url">herroberst</a> .I'm quite sure many of you who played CM1 had the chance to cross the swords with him at one point or another.That would explain the amazingly number of games my esteemed opponent managed to record.No less than 890!That's right!890! 15 of this game were reported against your true and only.Amazingly(even for me),i have the upper hand in direct battles,but don't let this tiny detail fool you.herroberst isn't the first one on the CM1 ladder for nothing.If anyone can take out an entire King-Tigers armada just with halftracks that would be him ;) <br />
The scenario at hand is called 'It's a New Dawn'-hence my original title.Looks like a meeting engagement over an orchard with me taking the side of the (in)famous german army.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/723b66d289a%20new%20dawn.jpg" loading="lazy"  alt="[Image: 723b66d289a%20new%20dawn.jpg]" class="mycode_img" /><hr class="mycode_hr" />
I start with a platoon of infantry supported by a MG42 HMG,a panzershreck team and an armored car.2 out of the 3 squads composing my inf. platoon also carry shreks.All 3 have panzerfausts.So,i'm quite well equipped with AT assets.<br />
Probably my opponent has an infantry platoon as well.I'm inclined to believe he'll also have an armored car-a M8-perhaps.It's possible he'll have 2 armored cars to compensate for my heavy AT weaponry,but it's more likely if i'll encounter just one.So,all in one,things should be pretty balanced.<br />
The map on which we'll play is the one below.<br />
As you can see my setup area is on the east side of the map.This means,i guess,herroberst's starting point will be in the west.<br />
<br />
<br />
<img src="https://www.theblitz.club/uploads/users/f37db7718aCM%20Normandy%202011-06-02%2018-53-53-16.jpg" loading="lazy"  alt="[Image: f37db7718aCM%20Normandy%202011-06-02%2018-53-53-16.jpg]" class="mycode_img" /><hr class="mycode_hr" />
As i see it,there are two likely approach routes herroberst might take.It remains to be seen which one.In any case,i decided to split my forces.The first group will be made up by 2 of the 3 infantry squads supported by the armored card.The second group will consist of 1 infantry squad+panzershreck team+MG42.I plan to deploy the MG,so it can cover the open space in the middle.The rest of the second group will be used as a flanking force in case my first group will engage the enemy and hold it in one place.That's the plan,at least.But as we all know the best plan only holds up until the first bullet is fired.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/d6d9427e1bCM%20Normandy%202011-06-02%2018-53-53-162.jpg" loading="lazy"  alt="[Image: d6d9427e1bCM%20Normandy%202011-06-02%2018-53-53-162.jpg]" class="mycode_img" /><hr class="mycode_hr" />
And these are my brave warriors ready to throw back the invading yankees.The level of detail is quite amazing. The &#36;55 spent of this game were worth it,if you ask me....<br />
<br />
<img src="https://www.theblitz.club/uploads/users/0866c47b62CM%20Normandy%202011-06-03%2004-11-52-62.jpg" loading="lazy"  alt="[Image: 0866c47b62CM%20Normandy%202011-06-03%2004-11-52-62.jpg]" class="mycode_img" />]]></content:encoded>
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