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		<title><![CDATA[Forums - PzB AAR/DAR Forum]]></title>
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		<pubDate>Thu, 30 Apr 2026 20:09:19 +0000</pubDate>
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			<title><![CDATA[Rail Movement]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=72828</link>
			<pubDate>Tue, 24 Sep 2019 05:52:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=2521">Beerweasel</a>]]></dc:creator>
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			<description><![CDATA[Any NA 41 scenarios with potential rail movement  Must raise one hell of a dust cloud, I expect? Kinda makes me thirsty thinking about.]]></description>
			<content:encoded><![CDATA[Any NA 41 scenarios with potential rail movement  Must raise one hell of a dust cloud, I expect? Kinda makes me thirsty thinking about.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Calvados Coast for a beginner]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=72286</link>
			<pubDate>Sat, 19 Jan 2019 13:07:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=12491">Tintin87</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=72286</guid>
			<description><![CDATA[Hi all, I read the forum since a long time and I decide to post My first AAR. I am a rookie so sometimes I will post some questions.<br />
I am also French so sorry for my vocabulary.<br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">Objectives</span></span><br />
 <br />
We need 2200 points to a Minor victory and 3000 to a Major victory<br />
We have 40 turns so 20h.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Total objectives points</span> :<br />
-1 * 250 = 250 points<br />
-2 * 200 = 400 points<br />
-18 * 100 = 1800 points<br />
-13 * 50 = 650 points<br />
-17 * 25 = 425 points<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Total </span>: <span style="font-weight: bold;" class="mycode_b">3525 </span>points<br />
<br />
<img src="https://www.theblitz.club/uploads/files/322/Objectif.jpg" loading="lazy"  alt="[Image: Objectif.jpg]" class="mycode_img" /><br />
<br />
<img src="https://www.theblitz.club/uploads/files/322/Objectif2.jpg" loading="lazy"  alt="[Image: Objectif2.jpg]" class="mycode_img" /><br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">6 June 1944 </span>: 00:00</span></span><br />
<br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Operation Deadstick</span></span></span></span><span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><br />
The objective is to capture intact two road bridges in Normandy across the river Orne</span></span><span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size"> and the Caen Canal. Once captured, the bridges had to be held against any counter-attack. </span></span><br />
<br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">The Company « <span style="font-style: italic;" class="mycode_i">Bridge Coup de Main</span> » is droped near Pont de Ranville.<br />
She is commanded <span style="font-weight: bold;" class="mycode_b">by Major Howard</span>.<br />
I have also two platoons of the <span style="font-style: italic;" class="mycode_i">22nd Ind Parachute Co</span> Company droped.</span></span><br />
<br />
<span style="font-family: Courier New;" class="mycode_font">The OOB of this two compagnies is :</span> <br />
<br />
<img src="https://www.theblitz.club/uploads/files/3e2/OOB1.png" loading="lazy"  alt="[Image: OOB1.png]" class="mycode_img" /> <br />
<br />
<img src="https://www.theblitz.club/uploads/files/322/turn0.jpg" loading="lazy"  alt="[Image: turn0.jpg]" class="mycode_img" /><br />
<br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: x-small;" class="mycode_size"><span style="font-size: small;" class="mycode_size">After parachute drop, I have several casualties, I lost 42 men.<br />
The main losses are for the platoon <span style="font-style: italic;" class="mycode_i">C/No2 Wing</span> and <span style="font-style: italic;" class="mycode_i">1/22 Inf Parachute Co</span>.</span><span style="font-size: small;" class="mycode_size"><br />
My first question is the number of men losses : on Victory screen I Have 42 men loss.</span></span></span></span></span><br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: x-small;" class="mycode_size"><span style="font-size: small;" class="mycode_size">If I count manually I lost 76 men. Maybe the losses are before landing ?</span></span></span><br />
<span style="font-size: small;" class="mycode_size">The victory dialog is :<br />
</span></span></span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/296/Victory%20turn0.png" loading="lazy"  alt="[Image: Victory%20turn0.png]" class="mycode_img" /></span></span></span><br />
 </div>
<span style="font-size: small;" class="mycode_size"><br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">So what can I do for the first turn ?<br />
a)My first action is to take « Pont de Ranville » and destroy the 5cm Pak38 Gun.</span></span><br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">So I take it with Major Howard <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" /> .</span></span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/322/River_orne_bridge.jpg" loading="lazy"  alt="[Image: River_orne_bridge.jpg]" class="mycode_img" /></div>
<span style="font-size: small;" class="mycode_size"><br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">b)I did not moove the disrupted platoons, in order to recover from fatigue.</span></span><br />
<br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">c) I fire on Bénouville, It is maintain by the 716. Infanterie Division, a Grenadier Zug (33 men I suppose).</span></span><br />
<br />
<img src="https://www.theblitz.club/uploads/files/89c/turn0%281%29.jpg" loading="lazy"  alt="[Image: turn0%281%29.jpg]" class="mycode_img" /></span><br />
<span style="font-size: small;" class="mycode_size"><br />
So that all for my first turn !<br />
I hope you will follow with attention my adventure !</span>]]></description>
			<content:encoded><![CDATA[Hi all, I read the forum since a long time and I decide to post My first AAR. I am a rookie so sometimes I will post some questions.<br />
I am also French so sorry for my vocabulary.<br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">Objectives</span></span><br />
 <br />
We need 2200 points to a Minor victory and 3000 to a Major victory<br />
We have 40 turns so 20h.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Total objectives points</span> :<br />
-1 * 250 = 250 points<br />
-2 * 200 = 400 points<br />
-18 * 100 = 1800 points<br />
-13 * 50 = 650 points<br />
-17 * 25 = 425 points<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Total </span>: <span style="font-weight: bold;" class="mycode_b">3525 </span>points<br />
<br />
<img src="https://www.theblitz.club/uploads/files/322/Objectif.jpg" loading="lazy"  alt="[Image: Objectif.jpg]" class="mycode_img" /><br />
<br />
<img src="https://www.theblitz.club/uploads/files/322/Objectif2.jpg" loading="lazy"  alt="[Image: Objectif2.jpg]" class="mycode_img" /><br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">6 June 1944 </span>: 00:00</span></span><br />
<br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Operation Deadstick</span></span></span></span><span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><br />
The objective is to capture intact two road bridges in Normandy across the river Orne</span></span><span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size"> and the Caen Canal. Once captured, the bridges had to be held against any counter-attack. </span></span><br />
<br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">The Company « <span style="font-style: italic;" class="mycode_i">Bridge Coup de Main</span> » is droped near Pont de Ranville.<br />
She is commanded <span style="font-weight: bold;" class="mycode_b">by Major Howard</span>.<br />
I have also two platoons of the <span style="font-style: italic;" class="mycode_i">22nd Ind Parachute Co</span> Company droped.</span></span><br />
<br />
<span style="font-family: Courier New;" class="mycode_font">The OOB of this two compagnies is :</span> <br />
<br />
<img src="https://www.theblitz.club/uploads/files/3e2/OOB1.png" loading="lazy"  alt="[Image: OOB1.png]" class="mycode_img" /> <br />
<br />
<img src="https://www.theblitz.club/uploads/files/322/turn0.jpg" loading="lazy"  alt="[Image: turn0.jpg]" class="mycode_img" /><br />
<br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: x-small;" class="mycode_size"><span style="font-size: small;" class="mycode_size">After parachute drop, I have several casualties, I lost 42 men.<br />
The main losses are for the platoon <span style="font-style: italic;" class="mycode_i">C/No2 Wing</span> and <span style="font-style: italic;" class="mycode_i">1/22 Inf Parachute Co</span>.</span><span style="font-size: small;" class="mycode_size"><br />
My first question is the number of men losses : on Victory screen I Have 42 men loss.</span></span></span></span></span><br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="font-size: x-small;" class="mycode_size"><span style="font-size: small;" class="mycode_size">If I count manually I lost 76 men. Maybe the losses are before landing ?</span></span></span><br />
<span style="font-size: small;" class="mycode_size">The victory dialog is :<br />
</span></span></span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-small;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><img src="https://www.theblitz.club/uploads/files/296/Victory%20turn0.png" loading="lazy"  alt="[Image: Victory%20turn0.png]" class="mycode_img" /></span></span></span><br />
 </div>
<span style="font-size: small;" class="mycode_size"><br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">So what can I do for the first turn ?<br />
a)My first action is to take « Pont de Ranville » and destroy the 5cm Pak38 Gun.</span></span><br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">So I take it with Major Howard <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" /> .</span></span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://www.theblitz.club/uploads/files/322/River_orne_bridge.jpg" loading="lazy"  alt="[Image: River_orne_bridge.jpg]" class="mycode_img" /></div>
<span style="font-size: small;" class="mycode_size"><br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">b)I did not moove the disrupted platoons, in order to recover from fatigue.</span></span><br />
<br />
<br />
<span style="font-family: Courier New, monospace;" class="mycode_font"><span style="font-size: small;" class="mycode_size">c) I fire on Bénouville, It is maintain by the 716. Infanterie Division, a Grenadier Zug (33 men I suppose).</span></span><br />
<br />
<img src="https://www.theblitz.club/uploads/files/89c/turn0%281%29.jpg" loading="lazy"  alt="[Image: turn0%281%29.jpg]" class="mycode_img" /></span><br />
<span style="font-size: small;" class="mycode_size"><br />
So that all for my first turn !<br />
I hope you will follow with attention my adventure !</span>]]></content:encoded>
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			<title><![CDATA[Calvados Coast]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=71559</link>
			<pubDate>Sun, 01 Apr 2018 18:46:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=12099">lycortas</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=71559</guid>
			<description><![CDATA[I am unsure if anyone is interested in an AAR against the AI, or from a new person that is not part of your group, but here is at least part of me playing against the AI in the Calvados coast scenario, all 3 British beaches and the Paras. <br />
<br />
I should have started this a couple turns earlier, but oh well. <br />
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<br />
Gold is going well so far, I smoked King Red so virtually no casualties there, but had not realized how bad Jig Green was going to be, enormous casualties on that beach. Seemingly the Canadians understood the value of engineers more than the British, I think Juno has twice as many engineers as Gold. You kinda just have to take the mine casualties. I think the entire German center will fall in the next turn or maybe two, so I am pleased enough here.]]></description>
			<content:encoded><![CDATA[I am unsure if anyone is interested in an AAR against the AI, or from a new person that is not part of your group, but here is at least part of me playing against the AI in the Calvados coast scenario, all 3 British beaches and the Paras. <br />
<br />
I should have started this a couple turns earlier, but oh well. <br />
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<img src="https://www.theblitz.club/message_boards/images/attachtypes/image.gif" title="JPEG Image" border="0" alt=".jpg" />
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<br />
Gold is going well so far, I smoked King Red so virtually no casualties there, but had not realized how bad Jig Green was going to be, enormous casualties on that beach. Seemingly the Canadians understood the value of engineers more than the British, I think Juno has twice as many engineers as Gold. You kinda just have to take the mine casualties. I think the entire German center will fall in the next turn or maybe two, so I am pleased enough here.]]></content:encoded>
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			<title><![CDATA[East of Orne]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=71357</link>
			<pubDate>Mon, 08 Jan 2018 18:43:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=12007">zaxi_stones</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=71357</guid>
			<description><![CDATA[This is to be the first of a series of AARs covering the invasion of France using the Panzer Battles Normandy game. I hope to work through all seven scenarios one-by-one. Only after writing this up did I see the Blitz is home to an excellent AAR on the Orne bridge scenario. Had I known, I might have started with the US drops. Oh well, I would have done it eventually anyway.<br />
<br />
I have written detailed AARs before; however, it took me nearly the entire scenario before I began to get comfortable with the format. I am not from a military background so if my banter is off, let me know. My own critique of this initial effort is that it could use more screenshots. There are a few per turn. I encourage you to jump back and forth if the described units or locations fog over in your mind. The entire battlefield is covered multiple times from different levels.<br />
<br />
Scenario, AAR and game comments are at the end.<br />
<br />
All comments welcome.<br />
<br />
<a href="https://leftatzax.files.wordpress.com/2018/01/east-of-the-orne.pdf" target="_blank" rel="noopener" class="mycode_url">https://leftatzax.files.wordpress.com/20...e-orne.pdf</a>]]></description>
			<content:encoded><![CDATA[This is to be the first of a series of AARs covering the invasion of France using the Panzer Battles Normandy game. I hope to work through all seven scenarios one-by-one. Only after writing this up did I see the Blitz is home to an excellent AAR on the Orne bridge scenario. Had I known, I might have started with the US drops. Oh well, I would have done it eventually anyway.<br />
<br />
I have written detailed AARs before; however, it took me nearly the entire scenario before I began to get comfortable with the format. I am not from a military background so if my banter is off, let me know. My own critique of this initial effort is that it could use more screenshots. There are a few per turn. I encourage you to jump back and forth if the described units or locations fog over in your mind. The entire battlefield is covered multiple times from different levels.<br />
<br />
Scenario, AAR and game comments are at the end.<br />
<br />
All comments welcome.<br />
<br />
<a href="https://leftatzax.files.wordpress.com/2018/01/east-of-the-orne.pdf" target="_blank" rel="noopener" class="mycode_url">https://leftatzax.files.wordpress.com/20...e-orne.pdf</a>]]></content:encoded>
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			<title><![CDATA[Goodwood -Fifes and 23rd Hussars]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=71346</link>
			<pubDate>Fri, 05 Jan 2018 00:11:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=11843">EdTanktread</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=71346</guid>
			<description><![CDATA[Hello Blitz Readers,<br />
This is a small scenario from Battles of Normandy. <br />
<br />
<a href="https://1drv.ms/f/s!AjdKRKjQ2HiOiRLVTcFIK-qJjnBq" target="_blank" rel="noopener" class="mycode_url">https://1drv.ms/f/s!AjdKRKjQ2HiOiRLVTcFIK-qJjnBq</a><br />
<br />
As always, I appreciate your taking time to look at this, and any comments or criticisms are welcome. <br />
<br />
Ed Tanktread]]></description>
			<content:encoded><![CDATA[Hello Blitz Readers,<br />
This is a small scenario from Battles of Normandy. <br />
<br />
<a href="https://1drv.ms/f/s!AjdKRKjQ2HiOiRLVTcFIK-qJjnBq" target="_blank" rel="noopener" class="mycode_url">https://1drv.ms/f/s!AjdKRKjQ2HiOiRLVTcFIK-qJjnBq</a><br />
<br />
As always, I appreciate your taking time to look at this, and any comments or criticisms are welcome. <br />
<br />
Ed Tanktread]]></content:encoded>
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			<title><![CDATA[A Bloody Day at Verrieres Ridge]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=71268</link>
			<pubDate>Mon, 11 Dec 2017 20:06:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=11843">EdTanktread</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=71268</guid>
			<description><![CDATA[Hello Blitz Readers,<br />
Here is a scenario from Battles of Normandy featuring Canadian troops. I've just recently acquired Normandy, and still have a lot to learn!<br />
<br />
<a href="https://1drv.ms/f/s!AjdKRKjQ2HiOiQK_lMfQW4EHt7zZ" target="_blank" rel="noopener" class="mycode_url">https://1drv.ms/f/s!AjdKRKjQ2HiOiQK_lMfQW4EHt7zZ</a><br />
<br />
Ed Tanktread]]></description>
			<content:encoded><![CDATA[Hello Blitz Readers,<br />
Here is a scenario from Battles of Normandy featuring Canadian troops. I've just recently acquired Normandy, and still have a lot to learn!<br />
<br />
<a href="https://1drv.ms/f/s!AjdKRKjQ2HiOiQK_lMfQW4EHt7zZ" target="_blank" rel="noopener" class="mycode_url">https://1drv.ms/f/s!AjdKRKjQ2HiOiQK_lMfQW4EHt7zZ</a><br />
<br />
Ed Tanktread]]></content:encoded>
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			<title><![CDATA[Hannut - Move to Contact]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=71072</link>
			<pubDate>Tue, 19 Sep 2017 22:51:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=2521">Beerweasel</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=71072</guid>
			<description><![CDATA[From the results I have seen lately, German forces are exposing themselves to fixed French Armor too early. Also, Braves (10) points is a secondary target. Yet German forces seemed fixated on it and on chasing down the French recon. As a result, they can be spotted cresting over the high ground from up to 18 hexes away. This releases over 40 Somuas &amp; 40+ Hotchkiss tanks of the 3rd Legere' Mecanique, not to mention a boatload of 1er Reg Dragoons. I experienced this as the French side.<br />
<br />
If the Germans have any chance in this one, they avoid visual contact with the Frenchies as long as possible. As the Germans in a mirror match, I intend to try this strategy.]]></description>
			<content:encoded><![CDATA[From the results I have seen lately, German forces are exposing themselves to fixed French Armor too early. Also, Braves (10) points is a secondary target. Yet German forces seemed fixated on it and on chasing down the French recon. As a result, they can be spotted cresting over the high ground from up to 18 hexes away. This releases over 40 Somuas &amp; 40+ Hotchkiss tanks of the 3rd Legere' Mecanique, not to mention a boatload of 1er Reg Dragoons. I experienced this as the French side.<br />
<br />
If the Germans have any chance in this one, they avoid visual contact with the Frenchies as long as possible. As the Germans in a mirror match, I intend to try this strategy.]]></content:encoded>
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			<title><![CDATA[Bogadukhov  - Mansteins Fire Brigades]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=70764</link>
			<pubDate>Sat, 06 May 2017 00:18:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=11245">Gstockbridge</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=70764</guid>
			<description><![CDATA[So Herb and I picked up the Panzer Battles Demo and tried out one of the scenarios.  I am going to try a turn by turn AAR using PDF shots of the map.  I think this will allow a nice large scale look at the massive map.  I think Herb is going to comment each turn as well.  Our match is over but I will save the result until the end as it was a great battle up to the end.  It was very interesting and hopefully shows the versatility of the game.  This scenario could play out many ways I am sure.  Hope you enjoy it.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.theblitz.club/message_boards/images/attachtypes/pdf.gif" title="" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4526" target="_blank" title="">Demo Setup.pdf</a> (Size: 2.61 MB / Downloads: 55)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[So Herb and I picked up the Panzer Battles Demo and tried out one of the scenarios.  I am going to try a turn by turn AAR using PDF shots of the map.  I think this will allow a nice large scale look at the massive map.  I think Herb is going to comment each turn as well.  Our match is over but I will save the result until the end as it was a great battle up to the end.  It was very interesting and hopefully shows the versatility of the game.  This scenario could play out many ways I am sure.  Hope you enjoy it.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.theblitz.club/message_boards/images/attachtypes/pdf.gif" title="" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4526" target="_blank" title="">Demo Setup.pdf</a> (Size: 2.61 MB / Downloads: 55)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Le Hamel – The Salient AAR by Gstockbridge]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=70200</link>
			<pubDate>Fri, 25 Nov 2016 03:42:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6702">Strela</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=70200</guid>
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			<title><![CDATA[Normandy - Orne After Action Report by Gstockbridge]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=70064</link>
			<pubDate>Tue, 18 Oct 2016 00:45:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=6702">Strela</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=70064</guid>
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<img src="https://www.theblitz.club/uploads/files/7a0/Slide24.JPG" loading="lazy"  alt="[Image: Slide24.JPG]" class="mycode_img" /><br />
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<img src="https://www.theblitz.club/uploads/files/7a0/Slide25.JPG" loading="lazy"  alt="[Image: Slide25.JPG]" class="mycode_img" /><br />
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<img src="https://www.theblitz.club/uploads/files/cac/Slide26.JPG" loading="lazy"  alt="[Image: Slide26.JPG]" class="mycode_img" /><br />
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<img src="https://www.theblitz.club/uploads/files/cac/Slide27.JPG" loading="lazy"  alt="[Image: Slide27.JPG]" class="mycode_img" />]]></content:encoded>
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			<title><![CDATA[Orne AAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=70058</link>
			<pubDate>Sun, 16 Oct 2016 23:34:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=11245">Gstockbridge</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=70058</guid>
			<description><![CDATA[A friend and I just picked up Normandy and had a go at a blind H2H of Orne.  Attached is a link to Dropbox of AAR.  I also included a link to a video to get in the right frame of mind for the battle.<br />
<br />
AAR<br />
<br />
<a href="https://www.dropbox.com/s/ue4q7tpvujfflgr/AAR%20-%20Orne%20%20Battle%20Final%20Version.ppsx?dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/ue4q7tpvujfflg....ppsx?dl=0</a><br />
<br />
Video<br />
<br />
<a href="https://www.dropbox.com/s/qpbqlez2bvj5itp/Airborne%20troops%20lead%20the%20way%20for%20D-Day.mp4?dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/qpbqlez2bvj5it...y.mp4?dl=0</a><br />
<br />
Hope you enjoy it - this game is a a blast.<br />
<br />
Gary<br />
<br />
PS - I found the better browser for this to be Mozilla and once open in dropbox select full screen to get the best look.]]></description>
			<content:encoded><![CDATA[A friend and I just picked up Normandy and had a go at a blind H2H of Orne.  Attached is a link to Dropbox of AAR.  I also included a link to a video to get in the right frame of mind for the battle.<br />
<br />
AAR<br />
<br />
<a href="https://www.dropbox.com/s/ue4q7tpvujfflgr/AAR%20-%20Orne%20%20Battle%20Final%20Version.ppsx?dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/ue4q7tpvujfflg....ppsx?dl=0</a><br />
<br />
Video<br />
<br />
<a href="https://www.dropbox.com/s/qpbqlez2bvj5itp/Airborne%20troops%20lead%20the%20way%20for%20D-Day.mp4?dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/qpbqlez2bvj5it...y.mp4?dl=0</a><br />
<br />
Hope you enjoy it - this game is a a blast.<br />
<br />
Gary<br />
<br />
PS - I found the better browser for this to be Mozilla and once open in dropbox select full screen to get the best look.]]></content:encoded>
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			<title><![CDATA[Operation Bluecoat (no OJW)]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=69157</link>
			<pubDate>Sat, 23 Jan 2016 23:05:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=9040">ComradeP</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=69157</guid>
			<description><![CDATA[This AAR will cover the Axis side of Operation Bluecoat, by far the longest scenario in the game at 144 turns (but not the biggest in terms of the number units involved). My Allied opponent is Outlaw Josey Wales.<br />
<br />
I'll try to make this AAR as reader friendly as possible when it comes to explaining details of how the game works, and why certain results appear. <br />
<br />
That does mean the AAR will get somewhat technical at times, and that I'll also give my opinion on some of the mechanics and on what currently works well and what could use some improvement as I see it.<br />
<br />
If you have any comments or questions, don't be afraid to ask. I'll do my best to answer them or to explain certain moves.<br />
<br />
Operation Bluecoat starts in the Caumont area and goes south to the Vire-Vassy area. It involves both US and British forces on the Allied side, and Wehrmacht, Luftwaffe and SS forces on the German side. <br />
<br />
The briefing:<br />
<br />
<br />
<img src="http://i.imgur.com/NC0JwhC.jpg" loading="lazy"  alt="[Image: NC0JwhC.jpg]" class="mycode_img" /><br />
<br />
Basically, in order to win the Allies have to smash the initial German defenses as quickly as possible and exploit as far south as possible before II. SS Panzerkorps arrives/before the Germans can establish defensive positions with a realistic chance of containing the Allied onslaught.<br />
<br />
The British forces will slowly trickle in, the same goes for German reinforcements. US forces will release on the second day.<br />
<br />
Due to the size and to keep things interesting, I'll update the AAR every 3 in-game hours (6 turns) or so on the quiet turns and on a per-turn basis when the action heats up. There's not going to be too much action initially as I'll try to move the 326th Infanterie Division away from certain death instead of holding in place.<br />
<br />
I'm usually a cautious defender, preferring to preserve strength for counterattacks. In my opinion, in long scenarios units should die a meaningful death, if they are to die. Keeping units in place so they delay the enemy by a turn or two isn't very helpful in a 144 turn scenario. Like in chess, it's essential to know when sacrificing a piece helps you, and when it will hurt on the long term.<br />
<br />
Stopping the initial Allied advance isn't possible no matter what I'll do, so I'll try to keep as much of 326 ID alive to help the SS and elements of various mobile formations at a later stage.<br />
<br />
Another reason for withdrawing is that, compared to Kursk, German regular Heer infantry isn't very good and can inflict only limited casualties. British infantry is even worse, but they have numerous tanks and plenty of artillery to compensate. The priority will be knocking out Allied tanks, particularly mixed 75mm/Firefly units as the HA value of German Heer infantry is still decent.<br />
<br />
Unlike PzC, mortars and infantry guns don't have any organic (non-T mode) movement, which means that with Allied interdiction at 15%, they will die if they move longer distances. I'll have to put them in bunkers or out of sight deep in the bocage if they are to survive. <br />
<br />
Operation Bluecoat uses a special PDT file which changes the day/night sequence, the most important change being that there are just 2 night turns. This rather dramatically limits German reorganization capabilities as night turns are the only turns when there is no Allied interdiction. German short-ranged artillery like Nebelwerfer units are also more vulnerable to counterbattery fire in practice due to not being able to move when the enemy gets closer without being interdicted. This makes unit placement crucial. <br />
<br />
A significant part of the Commonwealth artillery units starts off-map, which will limit their artillery support for their infantry divisions somewhat later on, even though the artillery of the armoured divisions arrives on-map to compensate on the operational level.<br />
<br />
In the current version, there seems to be a glitch with off-map artillery not firing in support, which helps the Germans in this scenario. <br />
<br />
Defensive Allied artillery support on my turn fires at 200% effectiveness which hurts, a lot, and means I'll have to limit the number of times I fire in order to limit return fire (that, in turn, means firing using the relatively weak regular infantry isn't efficient in terms of the likely exchange ratio when not in bunkers).<br />
<br />
Defensive artillery support fire doesn't depend on spotters unlike on a normal turn (where artillery units can only fire at targets spotted by a unit belonging to the same organization or corps/army), so anything can fire at anything else in range. This favours the side with the most guns and the most artillery units, meaning the Allies.<br />
<br />
Unit stats:<br />
<br />
<br />
<img src="http://i.imgur.com/I2vwnCd.jpg" loading="lazy"  alt="[Image: I2vwnCd.jpg]" class="mycode_img" /><br />
<br />
<br />
As you can see, regular infantry stats on all sides are similar. Due to the higher SA value and a quality advantage (more on that later) SS motorized and mechanized infantry units mop the floor with Allied regular infantry, which is why initial Allied success is all the more important.<br />
<br />
In terms of tanks, the more common medium tanks on all sides are similar. One thing worth noting is that American Shermans have a higher defence value than British Shermans, due to using earlier M4 models which get a slightly better rating. This does make a genuine difference in casualties, as I've noticed in other scenarios.<br />
<br />
The Panther is a superior tank to all Allied medium armour, but due to how the vehicle losses are calculated, its superiority is not as pronounced as you might think. The same applies to the Tigers. In this scenario, the Germans also receive Panzer VIB's or King Tigers as reinforcements.<br />
<br />
The handful of Achilles units are very dangerous when used for shoot-and-scoot firing, so keeping my tanks out of sight after I fire is essential (also because the system favours the side with the most tank units, more on that later as well).<br />
<br />
Next up: initial unit placement and OOB.]]></description>
			<content:encoded><![CDATA[This AAR will cover the Axis side of Operation Bluecoat, by far the longest scenario in the game at 144 turns (but not the biggest in terms of the number units involved). My Allied opponent is Outlaw Josey Wales.<br />
<br />
I'll try to make this AAR as reader friendly as possible when it comes to explaining details of how the game works, and why certain results appear. <br />
<br />
That does mean the AAR will get somewhat technical at times, and that I'll also give my opinion on some of the mechanics and on what currently works well and what could use some improvement as I see it.<br />
<br />
If you have any comments or questions, don't be afraid to ask. I'll do my best to answer them or to explain certain moves.<br />
<br />
Operation Bluecoat starts in the Caumont area and goes south to the Vire-Vassy area. It involves both US and British forces on the Allied side, and Wehrmacht, Luftwaffe and SS forces on the German side. <br />
<br />
The briefing:<br />
<br />
<br />
<img src="http://i.imgur.com/NC0JwhC.jpg" loading="lazy"  alt="[Image: NC0JwhC.jpg]" class="mycode_img" /><br />
<br />
Basically, in order to win the Allies have to smash the initial German defenses as quickly as possible and exploit as far south as possible before II. SS Panzerkorps arrives/before the Germans can establish defensive positions with a realistic chance of containing the Allied onslaught.<br />
<br />
The British forces will slowly trickle in, the same goes for German reinforcements. US forces will release on the second day.<br />
<br />
Due to the size and to keep things interesting, I'll update the AAR every 3 in-game hours (6 turns) or so on the quiet turns and on a per-turn basis when the action heats up. There's not going to be too much action initially as I'll try to move the 326th Infanterie Division away from certain death instead of holding in place.<br />
<br />
I'm usually a cautious defender, preferring to preserve strength for counterattacks. In my opinion, in long scenarios units should die a meaningful death, if they are to die. Keeping units in place so they delay the enemy by a turn or two isn't very helpful in a 144 turn scenario. Like in chess, it's essential to know when sacrificing a piece helps you, and when it will hurt on the long term.<br />
<br />
Stopping the initial Allied advance isn't possible no matter what I'll do, so I'll try to keep as much of 326 ID alive to help the SS and elements of various mobile formations at a later stage.<br />
<br />
Another reason for withdrawing is that, compared to Kursk, German regular Heer infantry isn't very good and can inflict only limited casualties. British infantry is even worse, but they have numerous tanks and plenty of artillery to compensate. The priority will be knocking out Allied tanks, particularly mixed 75mm/Firefly units as the HA value of German Heer infantry is still decent.<br />
<br />
Unlike PzC, mortars and infantry guns don't have any organic (non-T mode) movement, which means that with Allied interdiction at 15%, they will die if they move longer distances. I'll have to put them in bunkers or out of sight deep in the bocage if they are to survive. <br />
<br />
Operation Bluecoat uses a special PDT file which changes the day/night sequence, the most important change being that there are just 2 night turns. This rather dramatically limits German reorganization capabilities as night turns are the only turns when there is no Allied interdiction. German short-ranged artillery like Nebelwerfer units are also more vulnerable to counterbattery fire in practice due to not being able to move when the enemy gets closer without being interdicted. This makes unit placement crucial. <br />
<br />
A significant part of the Commonwealth artillery units starts off-map, which will limit their artillery support for their infantry divisions somewhat later on, even though the artillery of the armoured divisions arrives on-map to compensate on the operational level.<br />
<br />
In the current version, there seems to be a glitch with off-map artillery not firing in support, which helps the Germans in this scenario. <br />
<br />
Defensive Allied artillery support on my turn fires at 200% effectiveness which hurts, a lot, and means I'll have to limit the number of times I fire in order to limit return fire (that, in turn, means firing using the relatively weak regular infantry isn't efficient in terms of the likely exchange ratio when not in bunkers).<br />
<br />
Defensive artillery support fire doesn't depend on spotters unlike on a normal turn (where artillery units can only fire at targets spotted by a unit belonging to the same organization or corps/army), so anything can fire at anything else in range. This favours the side with the most guns and the most artillery units, meaning the Allies.<br />
<br />
Unit stats:<br />
<br />
<br />
<img src="http://i.imgur.com/I2vwnCd.jpg" loading="lazy"  alt="[Image: I2vwnCd.jpg]" class="mycode_img" /><br />
<br />
<br />
As you can see, regular infantry stats on all sides are similar. Due to the higher SA value and a quality advantage (more on that later) SS motorized and mechanized infantry units mop the floor with Allied regular infantry, which is why initial Allied success is all the more important.<br />
<br />
In terms of tanks, the more common medium tanks on all sides are similar. One thing worth noting is that American Shermans have a higher defence value than British Shermans, due to using earlier M4 models which get a slightly better rating. This does make a genuine difference in casualties, as I've noticed in other scenarios.<br />
<br />
The Panther is a superior tank to all Allied medium armour, but due to how the vehicle losses are calculated, its superiority is not as pronounced as you might think. The same applies to the Tigers. In this scenario, the Germans also receive Panzer VIB's or King Tigers as reinforcements.<br />
<br />
The handful of Achilles units are very dangerous when used for shoot-and-scoot firing, so keeping my tanks out of sight after I fire is essential (also because the system favours the side with the most tank units, more on that later as well).<br />
<br />
Next up: initial unit placement and OOB.]]></content:encoded>
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			<title><![CDATA[PzB Kursk 0705_01 SS Attack]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=68942</link>
			<pubDate>Thu, 31 Dec 2015 06:21:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=1087">Dog Soldier</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=68942</guid>
			<description><![CDATA[Infantry only assaults against bunkers and pillboxes without supporting AT fire reap only casulaties if the defender occupies the position in strength.  Better to flank and winkle the defender out of such strong positions or bring up proper combined arms support if the position has to be taken.<br />
<br />
It is a fool's errand in a historical context as well as in the PzB games to make frontal infantry only assualts against bunkers and pillboxes unless they are weakly held like in the Normandy Utah Beach scenario.<br />
<br />
I would add some context to what ComradeP said about the recent game we played of the PzB Kursjk scenario 0705_01 II SS PzK - July 5: The SS Attack.<br />
<br />
<blockquote class="mycode_quote"><cite>ComradeP Wrote:</cite>In my recent 5th of July game against Dog Soldier, Das Reich and Totenkopf both launched primarily infantry-centered assaults that went nowhere for high losses because the infantry just isn't capable of dealing with stacks of defenders. One of my bunker stacks also only fell on the final turn after being fired at for several hours.</blockquote><br />
<a href="https://www.theblitz.club/message_boards/showthread.php?tid=68922&amp;page=3" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/message_boards...922&amp;page=3</a> <br />
Post#25<br />
<br />
 One battalion each of Das Reich and Totenkopf both launched primarily infantry-centered assaults that were feints to tie down significant Soviet units that could otherwise have moved to the point of the LAH attack or harrased LAH from its flanks.  These were never intended to be secondary thrusts.  The feints worked as planned.<br />
<br />
One thing to note is that total losses on both sides were about equal up to turn 22 including losses from the "primarily infantry-centered assaults".  After that turn the breakthrough phase began.  Soviet losses increased significantly even though they stayed tight in their bunkers except to move between them to reinforce or retreat.  Casualties for the Germans were not excessive as ComradeP remembers.<br />
<br />
The premise of the game we played was an assertion in this forum by ComradeP that in a recent game with Gregor, he was unable to take the 100 VP location in Bykovka.  Gregor used a tactic of many small, reduced units and platoons up to the stacking limit in each VP location and strategic bunkers which left little time for the Germans to reduce a position so far from the start point.  Without that key VP location, a German win was near impossible.  I disagreed.  I do not think a bunker position, even the one at Bykovka with a supply point to prevent isolation can be held long enough by such tactics.  There are good tactics in the PzB game which I feel reward players using period tactics, None are bullet proof.  Just like in real war.  Even when you did everything right, fate can determine a hero or a dead man.<br />
<br />
On the opening night turns I took two of the bunkers on Hill 228.6 with just the engineers that accompany the PzGr company moving at night to secure a foothold on the hill.  There are two engineer platoons at start with one company.  I sent them straight at the hill bypassing the Soviet outposts in my path.  These engineers each successfully assaulted the surprised SMG platoons holding two of the bunkers.  These were single engineer platoons taking on SMG platoons.  By morning (turn 10 7:30 AM) I had secured a third bunker which gave me a good base to bring up the ATG and armor that was either recently released or entered as reinforcements the turn before.  As these AT assets moved up, I conducted some probes on the bunkers remaining on Hill 228.6 as well as the bunkers below the east side of the hill.  ComradeP's Soviets died or fell back abandoning or leaving weak units to delay in some bunkers, while using the retreating units to stregthen a line in other bunkers to contain my advance.<br />
<br />
Situation at end of German turn 10<br />
<img src="https://www.theblitz.club/uploads/files/123/SS%20attack%20GT10.jpg" loading="lazy"  alt="[Image: SS%20attack%20GT10.jpg]" class="mycode_img" /><br />
<br />
<br />
Dog Soldier]]></description>
			<content:encoded><![CDATA[Infantry only assaults against bunkers and pillboxes without supporting AT fire reap only casulaties if the defender occupies the position in strength.  Better to flank and winkle the defender out of such strong positions or bring up proper combined arms support if the position has to be taken.<br />
<br />
It is a fool's errand in a historical context as well as in the PzB games to make frontal infantry only assualts against bunkers and pillboxes unless they are weakly held like in the Normandy Utah Beach scenario.<br />
<br />
I would add some context to what ComradeP said about the recent game we played of the PzB Kursjk scenario 0705_01 II SS PzK - July 5: The SS Attack.<br />
<br />
<blockquote class="mycode_quote"><cite>ComradeP Wrote:</cite>In my recent 5th of July game against Dog Soldier, Das Reich and Totenkopf both launched primarily infantry-centered assaults that went nowhere for high losses because the infantry just isn't capable of dealing with stacks of defenders. One of my bunker stacks also only fell on the final turn after being fired at for several hours.</blockquote><br />
<a href="https://www.theblitz.club/message_boards/showthread.php?tid=68922&amp;page=3" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/message_boards...922&amp;page=3</a> <br />
Post#25<br />
<br />
 One battalion each of Das Reich and Totenkopf both launched primarily infantry-centered assaults that were feints to tie down significant Soviet units that could otherwise have moved to the point of the LAH attack or harrased LAH from its flanks.  These were never intended to be secondary thrusts.  The feints worked as planned.<br />
<br />
One thing to note is that total losses on both sides were about equal up to turn 22 including losses from the "primarily infantry-centered assaults".  After that turn the breakthrough phase began.  Soviet losses increased significantly even though they stayed tight in their bunkers except to move between them to reinforce or retreat.  Casualties for the Germans were not excessive as ComradeP remembers.<br />
<br />
The premise of the game we played was an assertion in this forum by ComradeP that in a recent game with Gregor, he was unable to take the 100 VP location in Bykovka.  Gregor used a tactic of many small, reduced units and platoons up to the stacking limit in each VP location and strategic bunkers which left little time for the Germans to reduce a position so far from the start point.  Without that key VP location, a German win was near impossible.  I disagreed.  I do not think a bunker position, even the one at Bykovka with a supply point to prevent isolation can be held long enough by such tactics.  There are good tactics in the PzB game which I feel reward players using period tactics, None are bullet proof.  Just like in real war.  Even when you did everything right, fate can determine a hero or a dead man.<br />
<br />
On the opening night turns I took two of the bunkers on Hill 228.6 with just the engineers that accompany the PzGr company moving at night to secure a foothold on the hill.  There are two engineer platoons at start with one company.  I sent them straight at the hill bypassing the Soviet outposts in my path.  These engineers each successfully assaulted the surprised SMG platoons holding two of the bunkers.  These were single engineer platoons taking on SMG platoons.  By morning (turn 10 7:30 AM) I had secured a third bunker which gave me a good base to bring up the ATG and armor that was either recently released or entered as reinforcements the turn before.  As these AT assets moved up, I conducted some probes on the bunkers remaining on Hill 228.6 as well as the bunkers below the east side of the hill.  ComradeP's Soviets died or fell back abandoning or leaving weak units to delay in some bunkers, while using the retreating units to stregthen a line in other bunkers to contain my advance.<br />
<br />
Situation at end of German turn 10<br />
<img src="https://www.theblitz.club/uploads/files/123/SS%20attack%20GT10.jpg" loading="lazy"  alt="[Image: SS%20attack%20GT10.jpg]" class="mycode_img" /><br />
<br />
<br />
Dog Soldier]]></content:encoded>
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			<title><![CDATA[The 2nd Armored Campaign]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=68875</link>
			<pubDate>Sat, 19 Dec 2015 15:19:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=993">Ricky B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=68875</guid>
			<description><![CDATA[Gregor and I have started up the 2nd Armored Campaign. Gregor suggested writing up our play in an AAR, which I think will be both entertaining (I hope) and educational since this is a new feature.<br />
<br />
To start, we opened the Campaign engine rather than the regular main program. From here, choosing the 2nd Armored campaign, I set it up as Play by Email, and I am playing the US 2nd Armored forces with supporting US forces.<br />
<br />
The campaign then asks me where to start (the beginning of course) and offers 2 choices for how I want to approach the first battle.<br />
<br />
Situation: the 101st Airborne forces have taken Carentan and secured the road network link between Utah and Omaha beaches. However, Carentan is exposed to a counterattack and reports are coming in that the Fallschirmjaegers that were pushed from the town are expecting reinforcements from the 17th SS Panzergrenadier division and a counterattack could be expected. Portions of my 2nd Armored are being moved up to support the airborne troopers that are worn out by a week of fighting. I have the choice of attacking early, with just the airborne forces in place, before the SS arrive, or wait for some of the 2nd Armored reinforcements before taking action.<br />
<br />
<img src="http://i297.photobucket.com/albums/mm201/rickbancroft/CarentanChoice.png" loading="lazy"  width="741" height="396" alt="[Image: CarentanChoice.png]" class="mycode_img" /><br />
<br />
In this case, I choose to attack early, and gain a bit of ground before the enemy attack strikes. Although the paras are tired, the Fallschirmjaegers they face should be at least as fatigued and not ready to fight. This will allow my armored forces more room to deploy and prepare for action.<br />
<br />
After this choice, the campaign is saved and sent off to my opponent for his decision on how to approach the battle.<br />
<br />
Rick]]></description>
			<content:encoded><![CDATA[Gregor and I have started up the 2nd Armored Campaign. Gregor suggested writing up our play in an AAR, which I think will be both entertaining (I hope) and educational since this is a new feature.<br />
<br />
To start, we opened the Campaign engine rather than the regular main program. From here, choosing the 2nd Armored campaign, I set it up as Play by Email, and I am playing the US 2nd Armored forces with supporting US forces.<br />
<br />
The campaign then asks me where to start (the beginning of course) and offers 2 choices for how I want to approach the first battle.<br />
<br />
Situation: the 101st Airborne forces have taken Carentan and secured the road network link between Utah and Omaha beaches. However, Carentan is exposed to a counterattack and reports are coming in that the Fallschirmjaegers that were pushed from the town are expecting reinforcements from the 17th SS Panzergrenadier division and a counterattack could be expected. Portions of my 2nd Armored are being moved up to support the airborne troopers that are worn out by a week of fighting. I have the choice of attacking early, with just the airborne forces in place, before the SS arrive, or wait for some of the 2nd Armored reinforcements before taking action.<br />
<br />
<img src="http://i297.photobucket.com/albums/mm201/rickbancroft/CarentanChoice.png" loading="lazy"  width="741" height="396" alt="[Image: CarentanChoice.png]" class="mycode_img" /><br />
<br />
In this case, I choose to attack early, and gain a bit of ground before the enemy attack strikes. Although the paras are tired, the Fallschirmjaegers they face should be at least as fatigued and not ready to fight. This will allow my armored forces more room to deploy and prepare for action.<br />
<br />
After this choice, the campaign is saved and sent off to my opponent for his decision on how to approach the battle.<br />
<br />
Rick]]></content:encoded>
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			<title><![CDATA[1st PzB Tournament 2nd Battle: #0706_03 Yakovlevo - Breaching the Second Line]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=67660</link>
			<pubDate>Sat, 14 Feb 2015 19:17:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=10175">Gregor</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=67660</guid>
			<description><![CDATA[<span style="font-style: italic;" class="mycode_i">ComradeP and myself have compiled an AAR from our battle in the second round of the PzB tournament and will in the coming weeks present our experience with this scenario. I did write the comments during the fight so it will reflect what I was thinking at the current stage of the battle. I will in addition some time present some analysis with the hindsight  of how it all turned out in the end, but will then state that explicit. </span><br />
<br />
I was to fight the experienced player ComradeP and the scenario is much larger than first round. The setting for the scenario is the breaching of the second line by 1st SS. <br />
<br />
“Yakovlevo, North of Belgorod: July 6th, 1943. (Scenario Size: Division. Head to Head or German Human vs Soviet AI) SS-Standartenführer Theodore Wisch, Commander 1st SS Leibstandarte Panzer Grenadier Division had decided to use both his SS-Panzer Grenadier Regiments to breach the Soviet second line. Albert Frey's 1st SS Panzer Grenadier Regiment was tasked with taking Hill 243.2, advancing into Yakovlevo and clearing the Belgorod Highway. With the front lines breached and Yakovlevo taken, Frey was expected to push forward and clear Pokrovka. Hugo Kraas's 2nd SS Panzer Grenadier Regiment was ordered to clear the left flank of the Vorskla River as well as assist 1st SS Panzer Grenadier Regiment in breaching the Soviet lines. Unbeknown to the SS, the first formations from 3rd Mechanised Corps were arriving to bolster 51st Guards Rifle Division's defences. The tanks of 49th and 1st Guards Tank Brigades would lead the battle's first heavy counterattack of Soviet armor."<br />
<br />
The scenario used was a rebalanced version of the original scenario with the following changes:<br />
Battalion releases by one unit spotted by enemy and most Russian artillery unfixed form start.<br />
<br />
Having studied the scenario I decided that I couldn’t dream of holding the line for the full scenario against an experienced player with the assets available to him. My main plan for the defense is to reinforce the bunkers in the German main path of attack and hope to delay the breakthrough as long as possible, hopefully up until round 10 if lucky. That would also hopefully give some initial losses that will weaken his abilities in the later part of the scenario. The main way I am planning to do this is to move as much of the released bunker personnel as possible towards the main axis of attack. In addition I will try to do that in a way so I manage to have as much of my troops as possible to the west of his final brake through. The reason for the last point is that I know the Germans will make short process with all remaining surrounded troops at Hill 243.2. <br />
<br />
The second major decision initially is to evacuate all artillery likely to be overrun. That is possible due to the change in the scenario. All mortars by hill 244.1 are to be moved to the area behind Hill 226.0 while the heavies in Yakovlevo and the artillery in the fields behind the Yakovlevo are all to be evacuated to the area around 1st Guard tank brigade. The heavies will still have the range to hit anything on the board while the mortars can reach the heights and support the bunkers in front of Yakovlevo and any move into the town. <br />
On my right flank I have quite a few troops available. They will do a good job in my defenses if I am able to evacuate them through the line. So my third decision is to evacuate those through my own line by making 3 breaches of the mine fields. The engineers will be rushed to the line and make 3 holes (Marked as stars on the picture). One for the infantry, one for the motorized units and one for the heavy artilleries. I will use the few American toy tanks as a mobile rear guard and keep some infantry in their positions in the front to hopefully make some confusion about my intention. I will use the artillery for a couple of turns as I guess I will have some nice targets in the opening turns and then withdraw them in phases to avoid a disaster if they are observed. As they are heavies there will be a need for planning so they are not caught in an attack in that direction. The AT guns on eastern flank I see no way saving. They will just try getting some troops with them in death.<br />
 <br />
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<br />
So that is my initial plan, not much, but hopefully I will make up a worthy fight. It will be interesting to see how the changes to the scenario affects the battle. The old one seemed quite German friendly. The adjustments will surely move in the Russian direction, but will they balance it?<br />
<br />
When it comes to phase two of the operation I am more uncertain what to do. As a start I put all of the fixed units not in trenches at work digging in. I expect the attack on the bunker line to come at the highway and to the west of it. What to expect afterwards is difficult to predict. If I were to attack myself I would probably rush the troops on the eastern heights and through the woods and try to hit Pokrovka from north-east and Yakovlevo from the east. Two other possible approaches are attack through the bunkers on top of the hill in front of Yakovlevo (historical approach?) or move through the gap to the west and directly towards the Hill 226.0. I am very unsure how to counter either of them, but hope my opponent not goes for the first one as I see very few counters against it as nearly all troops are fixed and it will delay the release of the Tank brigades. Speaking of Tank brigades, there are one issue. I am very unsure how to use them well. On paper they seems superior to the German ones, but the moral is an important factor. My prior experience indicates that they are better off moving up close to the enemy, but their ability in assaults are questionable. I have in close combat managed to take out some German tanks in the past, but at huge losses, but have little experience with such an infantry heavy enemy and city fighting. I must improvise, but my main approach is to keep the two brigades together if possible and avoid a long range shootout. I will also try to save some smoke to ensure the ability to get the tanks into battle behind a smoke screen if that is needed.<br />
<br />
As for the strategic decision to place the armored car I go for the original placement as that’s the best placement for an early release by an approach from the east on Yakovlevo.]]></description>
			<content:encoded><![CDATA[<span style="font-style: italic;" class="mycode_i">ComradeP and myself have compiled an AAR from our battle in the second round of the PzB tournament and will in the coming weeks present our experience with this scenario. I did write the comments during the fight so it will reflect what I was thinking at the current stage of the battle. I will in addition some time present some analysis with the hindsight  of how it all turned out in the end, but will then state that explicit. </span><br />
<br />
I was to fight the experienced player ComradeP and the scenario is much larger than first round. The setting for the scenario is the breaching of the second line by 1st SS. <br />
<br />
“Yakovlevo, North of Belgorod: July 6th, 1943. (Scenario Size: Division. Head to Head or German Human vs Soviet AI) SS-Standartenführer Theodore Wisch, Commander 1st SS Leibstandarte Panzer Grenadier Division had decided to use both his SS-Panzer Grenadier Regiments to breach the Soviet second line. Albert Frey's 1st SS Panzer Grenadier Regiment was tasked with taking Hill 243.2, advancing into Yakovlevo and clearing the Belgorod Highway. With the front lines breached and Yakovlevo taken, Frey was expected to push forward and clear Pokrovka. Hugo Kraas's 2nd SS Panzer Grenadier Regiment was ordered to clear the left flank of the Vorskla River as well as assist 1st SS Panzer Grenadier Regiment in breaching the Soviet lines. Unbeknown to the SS, the first formations from 3rd Mechanised Corps were arriving to bolster 51st Guards Rifle Division's defences. The tanks of 49th and 1st Guards Tank Brigades would lead the battle's first heavy counterattack of Soviet armor."<br />
<br />
The scenario used was a rebalanced version of the original scenario with the following changes:<br />
Battalion releases by one unit spotted by enemy and most Russian artillery unfixed form start.<br />
<br />
Having studied the scenario I decided that I couldn’t dream of holding the line for the full scenario against an experienced player with the assets available to him. My main plan for the defense is to reinforce the bunkers in the German main path of attack and hope to delay the breakthrough as long as possible, hopefully up until round 10 if lucky. That would also hopefully give some initial losses that will weaken his abilities in the later part of the scenario. The main way I am planning to do this is to move as much of the released bunker personnel as possible towards the main axis of attack. In addition I will try to do that in a way so I manage to have as much of my troops as possible to the west of his final brake through. The reason for the last point is that I know the Germans will make short process with all remaining surrounded troops at Hill 243.2. <br />
<br />
The second major decision initially is to evacuate all artillery likely to be overrun. That is possible due to the change in the scenario. All mortars by hill 244.1 are to be moved to the area behind Hill 226.0 while the heavies in Yakovlevo and the artillery in the fields behind the Yakovlevo are all to be evacuated to the area around 1st Guard tank brigade. The heavies will still have the range to hit anything on the board while the mortars can reach the heights and support the bunkers in front of Yakovlevo and any move into the town. <br />
On my right flank I have quite a few troops available. They will do a good job in my defenses if I am able to evacuate them through the line. So my third decision is to evacuate those through my own line by making 3 breaches of the mine fields. The engineers will be rushed to the line and make 3 holes (Marked as stars on the picture). One for the infantry, one for the motorized units and one for the heavy artilleries. I will use the few American toy tanks as a mobile rear guard and keep some infantry in their positions in the front to hopefully make some confusion about my intention. I will use the artillery for a couple of turns as I guess I will have some nice targets in the opening turns and then withdraw them in phases to avoid a disaster if they are observed. As they are heavies there will be a need for planning so they are not caught in an attack in that direction. The AT guns on eastern flank I see no way saving. They will just try getting some troops with them in death.<br />
 <br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.theblitz.club/message_boards/images/attachtypes/image.gif" title="JPEG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4210" target="_blank" title="">yak0plan.JPG</a> (Size: 186.11 KB / Downloads: 28)
<!-- end: postbit_attachments_attachment --><br />
<br />
So that is my initial plan, not much, but hopefully I will make up a worthy fight. It will be interesting to see how the changes to the scenario affects the battle. The old one seemed quite German friendly. The adjustments will surely move in the Russian direction, but will they balance it?<br />
<br />
When it comes to phase two of the operation I am more uncertain what to do. As a start I put all of the fixed units not in trenches at work digging in. I expect the attack on the bunker line to come at the highway and to the west of it. What to expect afterwards is difficult to predict. If I were to attack myself I would probably rush the troops on the eastern heights and through the woods and try to hit Pokrovka from north-east and Yakovlevo from the east. Two other possible approaches are attack through the bunkers on top of the hill in front of Yakovlevo (historical approach?) or move through the gap to the west and directly towards the Hill 226.0. I am very unsure how to counter either of them, but hope my opponent not goes for the first one as I see very few counters against it as nearly all troops are fixed and it will delay the release of the Tank brigades. Speaking of Tank brigades, there are one issue. I am very unsure how to use them well. On paper they seems superior to the German ones, but the moral is an important factor. My prior experience indicates that they are better off moving up close to the enemy, but their ability in assaults are questionable. I have in close combat managed to take out some German tanks in the past, but at huge losses, but have little experience with such an infantry heavy enemy and city fighting. I must improvise, but my main approach is to keep the two brigades together if possible and avoid a long range shootout. I will also try to save some smoke to ensure the ability to get the tanks into battle behind a smoke screen if that is needed.<br />
<br />
As for the strategic decision to place the armored car I go for the original placement as that’s the best placement for an early release by an approach from the east on Yakovlevo.]]></content:encoded>
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