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		<title><![CDATA[Forums - CS AAR/DAR Forums]]></title>
		<link>https://www.theblitz.club/message_boards/</link>
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		<pubDate>Fri, 01 May 2026 20:28:43 +0000</pubDate>
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			<title><![CDATA[AAR/Playthrough for the updated CSME]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=71650</link>
			<pubDate>Tue, 15 May 2018 17:53:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=7814">oberst_klink</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=71650</guid>
			<description><![CDATA[A Greek chap already did a playthrough of 20+ available CSME 2.01 scenarios!<br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/CmQAUjgOn_o" frameborder="0" allowfullscreen></iframe><br />
<br />
Klink, Oberst]]></description>
			<content:encoded><![CDATA[A Greek chap already did a playthrough of 20+ available CSME 2.01 scenarios!<br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/CmQAUjgOn_o" frameborder="0" allowfullscreen></iframe><br />
<br />
Klink, Oberst]]></content:encoded>
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			<title><![CDATA[Thoughts on "The Cauldron of Fire" Scenario]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=64350</link>
			<pubDate>Sat, 18 May 2013 01:24:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=9147">Zoblamouche</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=64350</guid>
			<description><![CDATA[Thoughts on the CS EF scenario The Cauldron of Fire by Von Earlmann<br />
I played the Russian side.  By turn 22 out of 33, the score was very close at 2288 axis vs 2024 allied and the axis player was at the “minor defeat” stage.  Yet, I raised the white flag.  Here are my comments:<br />
•	The Russian side really has no hope of winning, i.e. stopping the Axis and holding on to his objectives.  The scoring is artificially set by the author to give the impression of a fair contest if you only look at the “scoreboard”.  The reality however is that the German side will steamroll over the Russians conquering objectives and brushing aside all resistance albeit at a high price.  The only hope of a Russian victory is a totally incompetent Axis player, which was certainly not the case with my opponent.  <br />
•	The only real weapon the Russians have is plenty of artillery.  However, it arrives in drips and drabs throughout the first ten turns allowing the German side to wipe out the first line of defense before the artillery can really have a serious impact.  It also arrives almost entirely from the far eastern side of the map requiring a lengthy deployment to bring it into effective range.  After the first line collapses the terrain is harder to spot for the Russians, hence the Germans can advance with much less damage from the artillery.  <br />
•	The Russian armor starts arriving rather late in the game.  It arrives far from the front.  By the time it reaches the front, it can only play a spoiling role by putting the German side in a cautionary mode.  The relatively small quantity of Russian armor against the numerically and qualitatively superior Axis armor prevents any hope of an effective counterattack.  <br />
•	The quality and quantity of the Russian armor is woefully inadequate against what the Germans have deployed.  The quantity of the T34s provided was definitely less than that of the German StuGs alone, yet the Germans had in addition a large number of Pz Jg Tiger 88s, StuPz IV 150s, some Pz IIIJs and other armor. The Russians are provided with a large number of totally useless T-70s, and a few equally useless BA-64 armored recon vehicles.  The T-34s are barely adequate against the German StuGs and Pz III Js, and definitely can’t compete against the Pz Jg Tiger 88s or the StuPz IV 150mm with a front armor protection of 24 (we played with the armor facing option).  The only decent armored vehicle provided was the SU-152.  Alas, the Russians are only provided with 4 of them.  <br />
•	The static ATs provided for the first line of defense were the pitiful 45 door knockers.  The more effective 76s arrived much later and had to be slowly deployed mostly at the third line.  The more effective AA 85s came very late and only a small handful.  Even these have little impact against the German 88s and StuPz IVs.  They were effective however against infantry, but very vulnerable and few in number to have any real impact. <br />
•	The quality and quantity of infantry is another issue.  The Russian infantry is almost useless at a range greater than 1 hex.  Traditionally in most scenarios, the Russians have significantly larger numbers to make up for that weakness.  In this scenario, the German side actually has at least an equal if not higher number of infantry than the Russians. <br />
•	By turn 22, my opponent succeeded in breaking through my third and final line of defense.  It was obvious to me that although I still had armor and men, I had no effective means of stopping him from taking the rest of the 500 point objectives and accumulating all the SPs he needed for a victory by massacring at leisure my now exposed troops.  Therefore, I abdicated.  <br />
•	I believe that the order of battle is historically accurate.  Also, historically the battle did unfold in somewhat the same fashion.  The Germans took the well defended Russian positions at very high cost.  If the intent of the scenario was to duplicate the historical battle, then the scenario author succeeded.  If however the intent was to make the scenario fun to play, he did not succeed, at least not for the Russian side.  The Russian player spends his entire time watching the Germans advance, and his troops get slaughtered without any effective way of fighting back.  The troops are no match and the armor is overmatched and outnumbered.  The only thing the Russian player can do is ensure that he can place enough artillery spotters that will survive until the end of the next turn to be of value and plot artillery fire with the hope that the German player will cooperate and place his troops in the line of fire.  This is definitely not a fun scenario to play.  In my opinion, the scenario author should have adjusted the force distribution by reducing the Axis strength in both manpower and especially armor while increasing the number of effective Allied weapons such as SU 152s.  The arrival and availability of these units should have been revised as well.  Instead the author chose to simply raise the SP cost of victory for the axis side.  In my opinion, victory in a well balanced scenario should allow the attacking side to win only if it conquers the assigned objectives or lose if it fails to do so, and give both players a fair chance to achieve their respective mission.  <br />
•	As much as I hate extreme assault, it would have been a little equalizer for the Russians in this scenario.  It may have slowed the Germans sufficiently to make the scenario a bit more balanced.  Additionally, I would advise against playing with the armor facing option for the same reason.]]></description>
			<content:encoded><![CDATA[Thoughts on the CS EF scenario The Cauldron of Fire by Von Earlmann<br />
I played the Russian side.  By turn 22 out of 33, the score was very close at 2288 axis vs 2024 allied and the axis player was at the “minor defeat” stage.  Yet, I raised the white flag.  Here are my comments:<br />
•	The Russian side really has no hope of winning, i.e. stopping the Axis and holding on to his objectives.  The scoring is artificially set by the author to give the impression of a fair contest if you only look at the “scoreboard”.  The reality however is that the German side will steamroll over the Russians conquering objectives and brushing aside all resistance albeit at a high price.  The only hope of a Russian victory is a totally incompetent Axis player, which was certainly not the case with my opponent.  <br />
•	The only real weapon the Russians have is plenty of artillery.  However, it arrives in drips and drabs throughout the first ten turns allowing the German side to wipe out the first line of defense before the artillery can really have a serious impact.  It also arrives almost entirely from the far eastern side of the map requiring a lengthy deployment to bring it into effective range.  After the first line collapses the terrain is harder to spot for the Russians, hence the Germans can advance with much less damage from the artillery.  <br />
•	The Russian armor starts arriving rather late in the game.  It arrives far from the front.  By the time it reaches the front, it can only play a spoiling role by putting the German side in a cautionary mode.  The relatively small quantity of Russian armor against the numerically and qualitatively superior Axis armor prevents any hope of an effective counterattack.  <br />
•	The quality and quantity of the Russian armor is woefully inadequate against what the Germans have deployed.  The quantity of the T34s provided was definitely less than that of the German StuGs alone, yet the Germans had in addition a large number of Pz Jg Tiger 88s, StuPz IV 150s, some Pz IIIJs and other armor. The Russians are provided with a large number of totally useless T-70s, and a few equally useless BA-64 armored recon vehicles.  The T-34s are barely adequate against the German StuGs and Pz III Js, and definitely can’t compete against the Pz Jg Tiger 88s or the StuPz IV 150mm with a front armor protection of 24 (we played with the armor facing option).  The only decent armored vehicle provided was the SU-152.  Alas, the Russians are only provided with 4 of them.  <br />
•	The static ATs provided for the first line of defense were the pitiful 45 door knockers.  The more effective 76s arrived much later and had to be slowly deployed mostly at the third line.  The more effective AA 85s came very late and only a small handful.  Even these have little impact against the German 88s and StuPz IVs.  They were effective however against infantry, but very vulnerable and few in number to have any real impact. <br />
•	The quality and quantity of infantry is another issue.  The Russian infantry is almost useless at a range greater than 1 hex.  Traditionally in most scenarios, the Russians have significantly larger numbers to make up for that weakness.  In this scenario, the German side actually has at least an equal if not higher number of infantry than the Russians. <br />
•	By turn 22, my opponent succeeded in breaking through my third and final line of defense.  It was obvious to me that although I still had armor and men, I had no effective means of stopping him from taking the rest of the 500 point objectives and accumulating all the SPs he needed for a victory by massacring at leisure my now exposed troops.  Therefore, I abdicated.  <br />
•	I believe that the order of battle is historically accurate.  Also, historically the battle did unfold in somewhat the same fashion.  The Germans took the well defended Russian positions at very high cost.  If the intent of the scenario was to duplicate the historical battle, then the scenario author succeeded.  If however the intent was to make the scenario fun to play, he did not succeed, at least not for the Russian side.  The Russian player spends his entire time watching the Germans advance, and his troops get slaughtered without any effective way of fighting back.  The troops are no match and the armor is overmatched and outnumbered.  The only thing the Russian player can do is ensure that he can place enough artillery spotters that will survive until the end of the next turn to be of value and plot artillery fire with the hope that the German player will cooperate and place his troops in the line of fire.  This is definitely not a fun scenario to play.  In my opinion, the scenario author should have adjusted the force distribution by reducing the Axis strength in both manpower and especially armor while increasing the number of effective Allied weapons such as SU 152s.  The arrival and availability of these units should have been revised as well.  Instead the author chose to simply raise the SP cost of victory for the axis side.  In my opinion, victory in a well balanced scenario should allow the attacking side to win only if it conquers the assigned objectives or lose if it fails to do so, and give both players a fair chance to achieve their respective mission.  <br />
•	As much as I hate extreme assault, it would have been a little equalizer for the Russians in this scenario.  It may have slowed the Germans sufficiently to make the scenario a bit more balanced.  Additionally, I would advise against playing with the armor facing option for the same reason.]]></content:encoded>
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			<title><![CDATA[What could go wrong in Burma?]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=64104</link>
			<pubDate>Wed, 03 Apr 2013 02:21:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=9246">jeffk3510</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=64104</guid>
			<description><![CDATA[Hello all-<br />
<br />
I have been told that this is the place to be, as the Matrix forum for JTCS has really died out.<br />
<br />
I have an ongoing PBEM with schanilec over there, can post a link to it, and update it here as well as there from here on out.  Marc and I met each other over on the WiTPAE forum.  Marc is a good dude and loves JTCS like I do.  I like it as a change of pace compared to AE...I do have a PBEM going there as well with a couple of partners...I don't update that one as much..but we're still very active in that game into March of 42'.<br />
<br />
Marc doesn't have internet at home yet, so he uploads the turn each day at work, plays it at home, and then sends it to me each morning.  When he has internet at home, we would be able to crank out a handful of turns after my kids go down.  I am a busy guy, but I can always find time for Campaign Series <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" />.<br />
<br />
We're currently heading into turn five in the Burma Railroad scenario for Rising Sun.  It has been verty quite so far until this last turn, when I made contact with Marc in the SW corner of the map.  My norther force (five inf platoons and one leader) have captured the first RR bridge, and are heading south to link up with the southern force.  No contact for them yet.  The southern force has ran into the enemy as expected... read up on the last few turns if you would like to catch up on this small, 12 turn scenario.  Marc and I plan on doing a lot of these, and like I said, once he gets the internet at home, we will be doing a lot of these very regularly.<br />
<br />
Here is the link, and I will post there and here (exact posts about the game) <a href="http://www.matrixgames.com/forums/tm.asp?m=3294296" target="_blank" rel="noopener" class="mycode_url">http://www.matrixgames.com/forums/tm.asp?m=3294296</a><br />
<br />
I hope you all enjoy.]]></description>
			<content:encoded><![CDATA[Hello all-<br />
<br />
I have been told that this is the place to be, as the Matrix forum for JTCS has really died out.<br />
<br />
I have an ongoing PBEM with schanilec over there, can post a link to it, and update it here as well as there from here on out.  Marc and I met each other over on the WiTPAE forum.  Marc is a good dude and loves JTCS like I do.  I like it as a change of pace compared to AE...I do have a PBEM going there as well with a couple of partners...I don't update that one as much..but we're still very active in that game into March of 42'.<br />
<br />
Marc doesn't have internet at home yet, so he uploads the turn each day at work, plays it at home, and then sends it to me each morning.  When he has internet at home, we would be able to crank out a handful of turns after my kids go down.  I am a busy guy, but I can always find time for Campaign Series <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" />.<br />
<br />
We're currently heading into turn five in the Burma Railroad scenario for Rising Sun.  It has been verty quite so far until this last turn, when I made contact with Marc in the SW corner of the map.  My norther force (five inf platoons and one leader) have captured the first RR bridge, and are heading south to link up with the southern force.  No contact for them yet.  The southern force has ran into the enemy as expected... read up on the last few turns if you would like to catch up on this small, 12 turn scenario.  Marc and I plan on doing a lot of these, and like I said, once he gets the internet at home, we will be doing a lot of these very regularly.<br />
<br />
Here is the link, and I will post there and here (exact posts about the game) <a href="http://www.matrixgames.com/forums/tm.asp?m=3294296" target="_blank" rel="noopener" class="mycode_url">http://www.matrixgames.com/forums/tm.asp?m=3294296</a><br />
<br />
I hope you all enjoy.]]></content:encoded>
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			<title><![CDATA[New K'talan AAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62879</link>
			<pubDate>Thu, 04 Oct 2012 23:24:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=1027">Warhorse</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62879</guid>
			<description><![CDATA[Hey all,<br />
<br />
Just finished my AAR of First Contact. The first scenario in the series of the ww2/alien invasion mod for JTCS WF. Ashcloud and myself are working our way through them all. Hope you like it. Read it in the AAR section, here-<a href="https://www.theblitz.club/aars/Campaign-Series/First-Contact/action=show_aar&amp;aar=20" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/aars/Campaign-...aar&amp;aar=20</a>]]></description>
			<content:encoded><![CDATA[Hey all,<br />
<br />
Just finished my AAR of First Contact. The first scenario in the series of the ww2/alien invasion mod for JTCS WF. Ashcloud and myself are working our way through them all. Hope you like it. Read it in the AAR section, here-<a href="https://www.theblitz.club/aars/Campaign-Series/First-Contact/action=show_aar&amp;aar=20" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/aars/Campaign-...aar&amp;aar=20</a>]]></content:encoded>
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		<item>
			<title><![CDATA[New K'talan AAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62878</link>
			<pubDate>Thu, 04 Oct 2012 23:23:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=1027">Warhorse</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62878</guid>
			<description><![CDATA[Hey all,<br />
<br />
Just finished my AAR of First Contact. The first scenario in the series of the ww2/alien invasion mod for JTCS WF. Ashcloud and myself are working our way through them all. Hope you like it. Read it in the AAR section, here-https://www.theblitz.club/aars/Campaign-Series/First-Contact/action=show_aar&amp;aar=20]]></description>
			<content:encoded><![CDATA[Hey all,<br />
<br />
Just finished my AAR of First Contact. The first scenario in the series of the ww2/alien invasion mod for JTCS WF. Ashcloud and myself are working our way through them all. Hope you like it. Read it in the AAR section, here-https://www.theblitz.club/aars/Campaign-Series/First-Contact/action=show_aar&amp;aar=20]]></content:encoded>
		</item>
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			<title><![CDATA[The Bridgehead at Rzhavetz DAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=62216</link>
			<pubDate>Sat, 07 Jul 2012 18:23:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=7116">Crossroads</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=62216</guid>
			<description><![CDATA[This "DAR" regarding the fight for the Rzhavetz bridgehead is probably worth a thread of its own <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" /><br />
<br />
Here it is, well worth a read! LINK -&gt; <a href="https://www.theblitz.club/message_boards/showthread.php?tid=59794" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/message_boards...?tid=59794</a><br />
<br />
<img src="http://www.legionsgames.com/historicref/images/kursk/Battle_of_Kursk_7.jpg" loading="lazy"  alt="[Image: Battle_of_Kursk_7.jpg]" class="mycode_img" /><br />
<br />
<br />
<img src="https://www.theblitz.club/uploads/users/69b900110asalu6te.gif" alt="Salute" title="Salute" class="smilie smilie_268" />]]></description>
			<content:encoded><![CDATA[This "DAR" regarding the fight for the Rzhavetz bridgehead is probably worth a thread of its own <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" /><br />
<br />
Here it is, well worth a read! LINK -&gt; <a href="https://www.theblitz.club/message_boards/showthread.php?tid=59794" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/message_boards...?tid=59794</a><br />
<br />
<img src="http://www.legionsgames.com/historicref/images/kursk/Battle_of_Kursk_7.jpg" loading="lazy"  alt="[Image: Battle_of_Kursk_7.jpg]" class="mycode_img" /><br />
<br />
<br />
<img src="https://www.theblitz.club/uploads/users/69b900110asalu6te.gif" alt="Salute" title="Salute" class="smilie smilie_268" />]]></content:encoded>
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			<title><![CDATA[New AAR ]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=61573</link>
			<pubDate>Sat, 07 Apr 2012 21:22:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=573">Oberst</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=61573</guid>
			<description><![CDATA[I have completed my AAR for the EF scenario 'No other choice'. Please let me know what you think of it.<br />
Gil (Oberst)]]></description>
			<content:encoded><![CDATA[I have completed my AAR for the EF scenario 'No other choice'. Please let me know what you think of it.<br />
Gil (Oberst)]]></content:encoded>
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			<title><![CDATA[A Legend Is Born DAR (Now completed)]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=57814</link>
			<pubDate>Wed, 05 Jan 2011 18:36:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=7116">Crossroads</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=57814</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">A Legend Is Born </span><br />
by Don M. Fox. <br />
<br />
Games played: 28   (46-11-43)<br />
Turns: 40. First side Axis. Ground: Dry. Visibility: 2 (Very thick fog)</div>
<br />
<div style="text-align: center;" class="mycode_align">
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Kuva1.jpg" loading="lazy"  alt="[Image: Kuva1.jpg]" class="mycode_img" /></div>
<span style="font-size: xx-small;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">(I nicked this cool pic from Lorraine 1944 book - sorry...)</span></div></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">September 19, 1944 Arracourt, France (Best played human vs human, or as Allied vs AI) During the third week of September, the 4th Armored Division penetrated the line of the Moselle River, and executed a double envelopment of the German forces defending the city of Nancy. It was a classic example of armored exploitation, as CCA/4 swept around the north side of the city, and CCB/4 advance around the south. While the trailing infantry divisions dealt with the defenders of Nancy and secured the bridgeheads across the Moselle, the 4th Armored was ordered to hold their positions east of the city. Their activity was limited to strong rear-area raids, and the establishment of outposts at the farthest reaches of their advance. As this action was taking place, Hitler was preparing to launch his own counterattack against the 3rd Army. It was originally designed to carry the 5th Panzer Army all the way to Reims. But faced with the encirclement of the bulk of the 553rd VG Division at Nancy, the collapse of the Moselle line, and the piecemeal early commitment of various elements of the 5th Panzer Army, the objective was changed. The 5th Panzer Army's mission was now the relief of Nancy and the destruction of the 4th Armored Division in its positions east of the river. On September 18th, the Germans launched a strong attack against Luneville (off the southwest corner of your map). Alerted by this display of force, as well as the sound of running engines and reports filtering in from civilians regarding massed German armor to the southeast of CCA/4, "Patton's Spearhead" stood ready on the foggy morning of September 19. Little did they know that this would be a day that would provide the cornerstone for the their reputation as the best armored division in the ETO.</span></div>
<br />
Having pretty much completed my chronological tour of Normandy,  I was wondering what would be the next theme for my WF gaming.<br />
 <br />
Thanks to Hawk, as he first picked Across the Seine, then this one, I will immerse myself on Don M Fox scenarios following the trails of Patton's Fourth AD in thier famed drive towards East. <br />
<br />
We are now into turn 11 in this one, and what fun it has been. <br />
<br />
I like to do my reading while playing these scenarios, and during the Normandy campaign I finished (at least) Beevor's D-Day, Meyer's Grenadiers, Reynolds' Steel Inferno, and some others as well.<br />
<br />
While waiting for Don Fox's Patton's Vanguard to arrive from Amazon: <br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="http://ecx.images-amazon.com/images/I/51DTNMV65NL._SL500_AA300_.jpg" loading="lazy"  alt="[Image: 51DTNMV65NL._SL500_AA300_.jpg]" class="mycode_img" /></div>
<br />
I have read these two books, available free in web.<br />
<br />
Barnes Arracourt - September 1944: <a href="http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADB067783&amp;Location=U2&amp;doc=GetTRDoc.pdf" target="_blank" rel="noopener" class="mycode_url">http://www.dtic.mil/cgi-bin/GetTRDoc?AD=...tTRDoc.pdf</a><br />
<br />
The Lorraine Campaign, by Hugh M Cole, and its Chapter V, Arracourt tank battle: <a href="http://www.history.army.mil/books/wwii/lorraine/lorraine-content.html" target="_blank" rel="noopener" class="mycode_url">http://www.history.army.mil/books/wwii/l...ntent.html</a><br />
<br />
Those documents have given me a nice historical background on the battles and troops that fought there. The local Discovery Channel has also ran the Greatest Tank Battles series from Canadian History channel. I have thoroughly enjoyed watching them. Arracourt was included, and given the series has always interviewed surviving veterans from both sides, it provided for some very emotional moments as the grim tale of this little known battle was told.<br />
<br />
Given the absolute battering the Germans received at Arracourt, in one of the largest tank battles in ETO, I fit nicely the German player as historically they were suffering from a low morale as well... <img src="https://www.theblitz.club/message_boards/images/smilies/whip.gif" alt="Whip" title="Whip" class="smilie smilie_49" /><br />
<br />
In addition of playing the scenario, I opted to have some other goals as well. <br />
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i"><br />
The tactics...no, amateurs discuss tactics,.... Professional soldiers study logistics. </span></div>
<br />
I will try to concentrate on undestanding The CS Supply rules and, in addition, the CC optional  rule. I created this thread for further discussion on Supply: <a href="https://www.theblitz.club/message_boards/showthread.php?tid=57740" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/message_boards...?tid=57740</a><br />
<br />
Finally, I am playing this scenario blind as a bat. As always. I just enjoy these like that, with very little knowledge of enemy apart from what is available in the scenario description. :kill:<br />
<br />
<hr class="mycode_hr" />
<blockquote class="mycode_quote"><cite><span> (01-06-2011, 04:36 AM)</span>Sgt K. Kat Wrote:  <a href="https://www.theblitz.club/message_boards/showthread.php?pid=336093#pid336093" class="quick_jump"></a></cite>TURN 1: INTO THE BATTLE</blockquote><br />
First, some key decisions:<br />
<br />
Regarding the DAR, I will faithfully reproduce my thinking with a delay of some 10-12 turns compared to where we are at in the scenario. <br />
<br />
The US forces were quite succesful in anticipation of German movements with the information they received from the French population and German POWs. I will gladly allow my opponent with that intel. 10 turns can be an eternity in this game. <br />
<br />
I do not guarantee that the information on my main plan is accurate anymore, though! :kill:<br />
<br />
One of the (many) deciding factors for deciding the outcome of this battle was the very flexible command chain of the US forces, compared to micro management of the Nazi High Command on the other side. Therefore, I will obey my intepretation of the scenario description to full. <br />
<br />
Firstly, I will seek and destroy the US forces at Arracourt, and not concentrate at all on the exit hexes. Later, as there are 40 turns in this scenario, should I still have forces available, I will try to open a relief route to Nancy. <br />
<br />
Arracourt, with its high ground, was able to monitor the main highway to Nancy, it is important that this area will be neutralised as a prelude to reliving Nancy.<br />
<br />
Therefore, my goal is to meet, engage and destroy the US forces at Arracourt and relieve the high ground around it.<br />
<br />
In order to do that, I made the following plan:<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Kuva2.jpg" loading="lazy"  alt="[Image: Kuva2.jpg]" class="mycode_img" /><br />
<br />
With my KG A (Kampfgruppe A), I will advance through the main North-South highway. I will try to engage the enemy very aggressively with my forward units, while at some point I will swing to West with the main force. KGA will advance to Arracourt, with orders to secure the high ground on its way forward.<br />
<br />
My KG B will advance North and has orders to aggressively engage any enemy units it will face. KGB will have the task of securing the high ground South of Arracourt.<br />
<br />
Arracourt lies in the plateau, well protected with surrounding rivers. Much of the initial fun was to figure out the proper way to approach the town, and my conclusion was that it is absolutely vital I can capture the main bridge, East of town, in working condition. Otherwise I will need to make a long detour via South in order to be able to reach the 3000 VP at Arracourt.<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Kuva3.jpg" loading="lazy"  alt="[Image: Kuva3.jpg]" class="mycode_img" /><br />
<br />
It was not until a few turns ago I realised these are shallow rivers, and they can be crossed anywhere. All this expectation for a Bridge Too Far for nothing. Bummer! :hissy:]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">A Legend Is Born </span><br />
by Don M. Fox. <br />
<br />
Games played: 28   (46-11-43)<br />
Turns: 40. First side Axis. Ground: Dry. Visibility: 2 (Very thick fog)</div>
<br />
<div style="text-align: center;" class="mycode_align">
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Kuva1.jpg" loading="lazy"  alt="[Image: Kuva1.jpg]" class="mycode_img" /></div>
<span style="font-size: xx-small;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">(I nicked this cool pic from Lorraine 1944 book - sorry...)</span></div></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">September 19, 1944 Arracourt, France (Best played human vs human, or as Allied vs AI) During the third week of September, the 4th Armored Division penetrated the line of the Moselle River, and executed a double envelopment of the German forces defending the city of Nancy. It was a classic example of armored exploitation, as CCA/4 swept around the north side of the city, and CCB/4 advance around the south. While the trailing infantry divisions dealt with the defenders of Nancy and secured the bridgeheads across the Moselle, the 4th Armored was ordered to hold their positions east of the city. Their activity was limited to strong rear-area raids, and the establishment of outposts at the farthest reaches of their advance. As this action was taking place, Hitler was preparing to launch his own counterattack against the 3rd Army. It was originally designed to carry the 5th Panzer Army all the way to Reims. But faced with the encirclement of the bulk of the 553rd VG Division at Nancy, the collapse of the Moselle line, and the piecemeal early commitment of various elements of the 5th Panzer Army, the objective was changed. The 5th Panzer Army's mission was now the relief of Nancy and the destruction of the 4th Armored Division in its positions east of the river. On September 18th, the Germans launched a strong attack against Luneville (off the southwest corner of your map). Alerted by this display of force, as well as the sound of running engines and reports filtering in from civilians regarding massed German armor to the southeast of CCA/4, "Patton's Spearhead" stood ready on the foggy morning of September 19. Little did they know that this would be a day that would provide the cornerstone for the their reputation as the best armored division in the ETO.</span></div>
<br />
Having pretty much completed my chronological tour of Normandy,  I was wondering what would be the next theme for my WF gaming.<br />
 <br />
Thanks to Hawk, as he first picked Across the Seine, then this one, I will immerse myself on Don M Fox scenarios following the trails of Patton's Fourth AD in thier famed drive towards East. <br />
<br />
We are now into turn 11 in this one, and what fun it has been. <br />
<br />
I like to do my reading while playing these scenarios, and during the Normandy campaign I finished (at least) Beevor's D-Day, Meyer's Grenadiers, Reynolds' Steel Inferno, and some others as well.<br />
<br />
While waiting for Don Fox's Patton's Vanguard to arrive from Amazon: <br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="http://ecx.images-amazon.com/images/I/51DTNMV65NL._SL500_AA300_.jpg" loading="lazy"  alt="[Image: 51DTNMV65NL._SL500_AA300_.jpg]" class="mycode_img" /></div>
<br />
I have read these two books, available free in web.<br />
<br />
Barnes Arracourt - September 1944: <a href="http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADB067783&amp;Location=U2&amp;doc=GetTRDoc.pdf" target="_blank" rel="noopener" class="mycode_url">http://www.dtic.mil/cgi-bin/GetTRDoc?AD=...tTRDoc.pdf</a><br />
<br />
The Lorraine Campaign, by Hugh M Cole, and its Chapter V, Arracourt tank battle: <a href="http://www.history.army.mil/books/wwii/lorraine/lorraine-content.html" target="_blank" rel="noopener" class="mycode_url">http://www.history.army.mil/books/wwii/l...ntent.html</a><br />
<br />
Those documents have given me a nice historical background on the battles and troops that fought there. The local Discovery Channel has also ran the Greatest Tank Battles series from Canadian History channel. I have thoroughly enjoyed watching them. Arracourt was included, and given the series has always interviewed surviving veterans from both sides, it provided for some very emotional moments as the grim tale of this little known battle was told.<br />
<br />
Given the absolute battering the Germans received at Arracourt, in one of the largest tank battles in ETO, I fit nicely the German player as historically they were suffering from a low morale as well... <img src="https://www.theblitz.club/message_boards/images/smilies/whip.gif" alt="Whip" title="Whip" class="smilie smilie_49" /><br />
<br />
In addition of playing the scenario, I opted to have some other goals as well. <br />
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i"><br />
The tactics...no, amateurs discuss tactics,.... Professional soldiers study logistics. </span></div>
<br />
I will try to concentrate on undestanding The CS Supply rules and, in addition, the CC optional  rule. I created this thread for further discussion on Supply: <a href="https://www.theblitz.club/message_boards/showthread.php?tid=57740" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/message_boards...?tid=57740</a><br />
<br />
Finally, I am playing this scenario blind as a bat. As always. I just enjoy these like that, with very little knowledge of enemy apart from what is available in the scenario description. :kill:<br />
<br />
<hr class="mycode_hr" />
<blockquote class="mycode_quote"><cite><span> (01-06-2011, 04:36 AM)</span>Sgt K. Kat Wrote:  <a href="https://www.theblitz.club/message_boards/showthread.php?pid=336093#pid336093" class="quick_jump"></a></cite>TURN 1: INTO THE BATTLE</blockquote><br />
First, some key decisions:<br />
<br />
Regarding the DAR, I will faithfully reproduce my thinking with a delay of some 10-12 turns compared to where we are at in the scenario. <br />
<br />
The US forces were quite succesful in anticipation of German movements with the information they received from the French population and German POWs. I will gladly allow my opponent with that intel. 10 turns can be an eternity in this game. <br />
<br />
I do not guarantee that the information on my main plan is accurate anymore, though! :kill:<br />
<br />
One of the (many) deciding factors for deciding the outcome of this battle was the very flexible command chain of the US forces, compared to micro management of the Nazi High Command on the other side. Therefore, I will obey my intepretation of the scenario description to full. <br />
<br />
Firstly, I will seek and destroy the US forces at Arracourt, and not concentrate at all on the exit hexes. Later, as there are 40 turns in this scenario, should I still have forces available, I will try to open a relief route to Nancy. <br />
<br />
Arracourt, with its high ground, was able to monitor the main highway to Nancy, it is important that this area will be neutralised as a prelude to reliving Nancy.<br />
<br />
Therefore, my goal is to meet, engage and destroy the US forces at Arracourt and relieve the high ground around it.<br />
<br />
In order to do that, I made the following plan:<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Kuva2.jpg" loading="lazy"  alt="[Image: Kuva2.jpg]" class="mycode_img" /><br />
<br />
With my KG A (Kampfgruppe A), I will advance through the main North-South highway. I will try to engage the enemy very aggressively with my forward units, while at some point I will swing to West with the main force. KGA will advance to Arracourt, with orders to secure the high ground on its way forward.<br />
<br />
My KG B will advance North and has orders to aggressively engage any enemy units it will face. KGB will have the task of securing the high ground South of Arracourt.<br />
<br />
Arracourt lies in the plateau, well protected with surrounding rivers. Much of the initial fun was to figure out the proper way to approach the town, and my conclusion was that it is absolutely vital I can capture the main bridge, East of town, in working condition. Otherwise I will need to make a long detour via South in order to be able to reach the 3000 VP at Arracourt.<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Kuva3.jpg" loading="lazy"  alt="[Image: Kuva3.jpg]" class="mycode_img" /><br />
<br />
It was not until a few turns ago I realised these are shallow rivers, and they can be crossed anywhere. All this expectation for a Bridge Too Far for nothing. Bummer! :hissy:]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A Close Run Thing]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=57607</link>
			<pubDate>Mon, 13 Dec 2010 01:22:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=553">Jim von Krieg</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=57607</guid>
			<description><![CDATA[<span style="text-decoration: underline;" class="mycode_u">Team game set up</span><br />
<br />
Wanting to play a team game, I advertised on the message board.  It took some time and a couple of votes, but we agreed on the Scenario, the Optional Rules, and the Teams.  For the team set up we voted to use the results of the random draw by Antoni.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Scenario: A Close Run Thing (Salerno)</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">German Team:</span> Earl (von Earlman)[Commander], Jesse (Kernel T), and Gary (Tide1)<br />
<span style="font-weight: bold;" class="mycode_b">vs.</span><br />
<span style="font-weight: bold;" class="mycode_b">Allied Team:</span> SOF Sector: Larry Reese [Commander], X Corps (UK): Scott (Cole), and VI Corps (US): Jim (von Krieg)<br />
<br />
Optional Rules: Indirect Fire by Map, Armor Facing, Extreme Fog of War,  Command Control, and Extreme Assault<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Planning</span><br />
<br />
As part of the planning process, I develop a map to coordinate and discuss our plan.  <br />
<br />
Larry lays out his concept of the the operations: <span style="font-style: italic;" class="mycode_i">Phase One - Once forces are ashore, we move to take initial primary objectives, labeled "1A."  Initial objectives  of secondary importance are labeled "1b" and take a backseat to "1A"s in commitment of forces.  In brief, the primary moves are to link up at the bridges/fords that separate the two main landing forces, while the SOF try to cause as as much trouble as possible in Salerno (drawing off at least some of the German effort).    British forces are to provide secondary efforts / demonstrations towards Salerno and the airfield during phase one.<br />
<br />
Phase Two - Once the link up has been achieved, US and UK forces push hard on the airfield and the primary phase two objectives.  Secondary attacks will be made as the situation allows towards the 2b secondary objectives.  In Phase Two, Salerno now becomes a primary objective for the UK forces (and US forces passed to UK command if necessary).</span><br />
<br />
As an experienced player in this scenario, Scott follows with commentary:  <span style="font-style: italic;" class="mycode_i">Here are my quick thoughts.  Let's get started and the Germans will be coming at us very quickly with highly powerful and mobile armor.<br />
I'm beginning the think the hope to win rests with the Americans on the eastern beaches.  They will have most of the armor and they definitely need to break out.  In our current game it's turn 27 and the Americans are still battling for the river crossing while Salerno will be overrun soon and the Brits are faced with a strong element in the center Battaglia.<br />
<br />
I would forget 1B and 2B and concentrate on the hill hex closer to Salerno only.  Only move towards 1B to provide defensive buffer room from the very strong element of German paratroopers that will otherwise overwhelm any American battalion trying to take it.<br />
<br />
Just concentrate on the hill overlooking Salerno but prepare for a hard fight to take Salerno and then a hard fight to keep it when the Germans roll in with lots of recon and tanks.   If the Brits can send over tanks and AT guns that would be good but that whole road is under German observation.<br />
<br />
In the center the Brit's 1A is about the only place on the map that is not under observation in those fields ready for harvesting.  Should be easy to link up but please keep in mind that the road just to the north of the field is under observation from the hill at Battaglia (town just to the NE of the airfield or 2 on the map).  Right now I have a ton of Germans holed up in that town and the only reason I can still advance on it is my artillery.   Artillery and smoke are the Brit's only friends.<br />
<br />
The Brit commander will need to decide early if he is to try and send his few tanks to help in Salerno or go help join with the Americans.  Maybe 50/50.<br />
<br />
I do think a demonstration should be made towards the airfield and #2 to keep some Germans pinned there but they will suffer casualties unless the British player advances behind a well placed smoke screen. <br />
<br />
Be aware once the Germans send spotters up the mountains they have really good LOS.<br />
<br />
All that to say I agree with the Basic plan but don't bother about the Rangers and Commando's 1b objective, they'll get wiped out.<br />
<br />
Brits might want to think about providing a little more than just a demonstration to their 1b objectives.  I think with maybe 50% of their forces going to link up with the Americans it should be a problem to link up and take the 1A objectives.   Salerno will need help and the airfield and #2 will have to be taken eventually to win.</span><br />
<img src="https://www.theblitz.club/uploads/users/a018361c2cPlan.jpg" loading="lazy"  alt="[Image: a018361c2cPlan.jpg]" class="mycode_img" /><br />
<span style="font-weight: bold;" class="mycode_b">Paestum (VI Corps Sector)</span><br />
<br />
Historically, the US attempt to “surprise” the enemy by foregoing naval gunfire in support of the landing beaches proved to be a dubious decision at best and a criminally incompetent one at worst.  As the green Texas Soldiers’ landing craft approached the beaches, German loudspeakers called out to them in English, "Come on in and give up. We have you covered.”  An invitation the boys from Texas ignored as they stormed ashore to crack what Winston Churchill had dubbed the soft underbelly of Europe. Unfortunately for many of them, it was just a little harder than they were expecting with the rampant talk of the Italian Surrender.  True, Italy was out of the war, but the Germans were now in charge and preparing a less than friendly reception on the Salerno Beaches.  Instead of being surprised, the Germans were waiting.<br />
<br />
Mission:<br />
<br />
141st Inf Regt – Once on the beaches, push towards OBJ Anvil to block Rte 18 North of Paestum and clear enemy positions overlooking the landing beaches.  In support is a British Light Cruiser operating nearby in the Gulf of Salerno.  Additionally, the cruiser will engage enemy coastal artillery positions to the North of your landing beaches.  For the moment, US forces are dependent on the Royal Navy so be prepared to lose this support if the British forces run into trouble on their beaches.<br />
<br />
142nd Inf Regt – Once on the beaches, push toward OBJ Hammer to block Rte 18 South of Paestum, additionally send a Co (-) to clear coastal artillery positions South of the 142nd landing beaches.  No additional support is available as the southern beaches are currently out of naval gunfire support range.  NOTE: To Earl, the landing location for the 141st and 142nd are flip flopped.  Also, the battalion sequence is not accurate.  Source: SALERNO, American Operations From the Beaches to the Volturno, 9 September - 6 October 1943.<br />
<br />
Commentary:<br />
<br />
Once OBJ Anvil and Hammer are taken, 142nd will commence clearing operations of Paestum.  While 142nd is clearing Paestum, one battalion of the 141st will maintain a blocking position in the vicinity of (IVO) Anvil and the other two battalions will advance to the North on Rte 18 towards the crossing of the Sele River IVO Ponte Alla Scafa to support 5th Army Commander’s Order to link up with 10th Corps (Br) at that location.  <br />
<br />
I do not expect the enemy to put up much of a fight for Paestum.  I will watch for indications that he’s pulling out to preserve his engineers until he can get additional firepower forward.  However, I can’t see my opponent leaving much more than a token force to defend the town to slow me down.  Depending what I see once I’m on the two objections I may go straight into the town, or I may loop in behind Paestum and crush it with all my force.  If he actually fights for it with his Engineers, then I’ll use most of the 36th Inf Div to overwhelm his defenders.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/d3c8681a22Turn1.jpg" loading="lazy"  alt="[Image: d3c8681a22Turn1.jpg]" class="mycode_img" /><br />
<span style="font-weight: bold;" class="mycode_b">D-Day, H-Hour </span><br />
<br />
As 1/141 Inf Rgt moves off the beaches towards OBJ Anvil, it comes under coastal artillery and small arms fire from nearby coastal batteries and improved positions over watching the beaches.  Forward Observers call for naval gunfire from the British warships offshore to suppress the enemy firing on the advancing troops.  <br />
<br />
Down the beach on the southern side of the landings, the 1/142 Inf Rgt moves off the beaches with little opposition.  As most of the battalion moves towards OBJ Hammer, an under-strength company moves towards the coastal artillery battery flanking the US landing beaches.<br />
<br />
Both battalions have limited mobility moving up from the beaches.  I disperse and won’t bunch up to prevent heavy casualties from enemy artillery.]]></description>
			<content:encoded><![CDATA[<span style="text-decoration: underline;" class="mycode_u">Team game set up</span><br />
<br />
Wanting to play a team game, I advertised on the message board.  It took some time and a couple of votes, but we agreed on the Scenario, the Optional Rules, and the Teams.  For the team set up we voted to use the results of the random draw by Antoni.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Scenario: A Close Run Thing (Salerno)</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">German Team:</span> Earl (von Earlman)[Commander], Jesse (Kernel T), and Gary (Tide1)<br />
<span style="font-weight: bold;" class="mycode_b">vs.</span><br />
<span style="font-weight: bold;" class="mycode_b">Allied Team:</span> SOF Sector: Larry Reese [Commander], X Corps (UK): Scott (Cole), and VI Corps (US): Jim (von Krieg)<br />
<br />
Optional Rules: Indirect Fire by Map, Armor Facing, Extreme Fog of War,  Command Control, and Extreme Assault<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Planning</span><br />
<br />
As part of the planning process, I develop a map to coordinate and discuss our plan.  <br />
<br />
Larry lays out his concept of the the operations: <span style="font-style: italic;" class="mycode_i">Phase One - Once forces are ashore, we move to take initial primary objectives, labeled "1A."  Initial objectives  of secondary importance are labeled "1b" and take a backseat to "1A"s in commitment of forces.  In brief, the primary moves are to link up at the bridges/fords that separate the two main landing forces, while the SOF try to cause as as much trouble as possible in Salerno (drawing off at least some of the German effort).    British forces are to provide secondary efforts / demonstrations towards Salerno and the airfield during phase one.<br />
<br />
Phase Two - Once the link up has been achieved, US and UK forces push hard on the airfield and the primary phase two objectives.  Secondary attacks will be made as the situation allows towards the 2b secondary objectives.  In Phase Two, Salerno now becomes a primary objective for the UK forces (and US forces passed to UK command if necessary).</span><br />
<br />
As an experienced player in this scenario, Scott follows with commentary:  <span style="font-style: italic;" class="mycode_i">Here are my quick thoughts.  Let's get started and the Germans will be coming at us very quickly with highly powerful and mobile armor.<br />
I'm beginning the think the hope to win rests with the Americans on the eastern beaches.  They will have most of the armor and they definitely need to break out.  In our current game it's turn 27 and the Americans are still battling for the river crossing while Salerno will be overrun soon and the Brits are faced with a strong element in the center Battaglia.<br />
<br />
I would forget 1B and 2B and concentrate on the hill hex closer to Salerno only.  Only move towards 1B to provide defensive buffer room from the very strong element of German paratroopers that will otherwise overwhelm any American battalion trying to take it.<br />
<br />
Just concentrate on the hill overlooking Salerno but prepare for a hard fight to take Salerno and then a hard fight to keep it when the Germans roll in with lots of recon and tanks.   If the Brits can send over tanks and AT guns that would be good but that whole road is under German observation.<br />
<br />
In the center the Brit's 1A is about the only place on the map that is not under observation in those fields ready for harvesting.  Should be easy to link up but please keep in mind that the road just to the north of the field is under observation from the hill at Battaglia (town just to the NE of the airfield or 2 on the map).  Right now I have a ton of Germans holed up in that town and the only reason I can still advance on it is my artillery.   Artillery and smoke are the Brit's only friends.<br />
<br />
The Brit commander will need to decide early if he is to try and send his few tanks to help in Salerno or go help join with the Americans.  Maybe 50/50.<br />
<br />
I do think a demonstration should be made towards the airfield and #2 to keep some Germans pinned there but they will suffer casualties unless the British player advances behind a well placed smoke screen. <br />
<br />
Be aware once the Germans send spotters up the mountains they have really good LOS.<br />
<br />
All that to say I agree with the Basic plan but don't bother about the Rangers and Commando's 1b objective, they'll get wiped out.<br />
<br />
Brits might want to think about providing a little more than just a demonstration to their 1b objectives.  I think with maybe 50% of their forces going to link up with the Americans it should be a problem to link up and take the 1A objectives.   Salerno will need help and the airfield and #2 will have to be taken eventually to win.</span><br />
<img src="https://www.theblitz.club/uploads/users/a018361c2cPlan.jpg" loading="lazy"  alt="[Image: a018361c2cPlan.jpg]" class="mycode_img" /><br />
<span style="font-weight: bold;" class="mycode_b">Paestum (VI Corps Sector)</span><br />
<br />
Historically, the US attempt to “surprise” the enemy by foregoing naval gunfire in support of the landing beaches proved to be a dubious decision at best and a criminally incompetent one at worst.  As the green Texas Soldiers’ landing craft approached the beaches, German loudspeakers called out to them in English, "Come on in and give up. We have you covered.”  An invitation the boys from Texas ignored as they stormed ashore to crack what Winston Churchill had dubbed the soft underbelly of Europe. Unfortunately for many of them, it was just a little harder than they were expecting with the rampant talk of the Italian Surrender.  True, Italy was out of the war, but the Germans were now in charge and preparing a less than friendly reception on the Salerno Beaches.  Instead of being surprised, the Germans were waiting.<br />
<br />
Mission:<br />
<br />
141st Inf Regt – Once on the beaches, push towards OBJ Anvil to block Rte 18 North of Paestum and clear enemy positions overlooking the landing beaches.  In support is a British Light Cruiser operating nearby in the Gulf of Salerno.  Additionally, the cruiser will engage enemy coastal artillery positions to the North of your landing beaches.  For the moment, US forces are dependent on the Royal Navy so be prepared to lose this support if the British forces run into trouble on their beaches.<br />
<br />
142nd Inf Regt – Once on the beaches, push toward OBJ Hammer to block Rte 18 South of Paestum, additionally send a Co (-) to clear coastal artillery positions South of the 142nd landing beaches.  No additional support is available as the southern beaches are currently out of naval gunfire support range.  NOTE: To Earl, the landing location for the 141st and 142nd are flip flopped.  Also, the battalion sequence is not accurate.  Source: SALERNO, American Operations From the Beaches to the Volturno, 9 September - 6 October 1943.<br />
<br />
Commentary:<br />
<br />
Once OBJ Anvil and Hammer are taken, 142nd will commence clearing operations of Paestum.  While 142nd is clearing Paestum, one battalion of the 141st will maintain a blocking position in the vicinity of (IVO) Anvil and the other two battalions will advance to the North on Rte 18 towards the crossing of the Sele River IVO Ponte Alla Scafa to support 5th Army Commander’s Order to link up with 10th Corps (Br) at that location.  <br />
<br />
I do not expect the enemy to put up much of a fight for Paestum.  I will watch for indications that he’s pulling out to preserve his engineers until he can get additional firepower forward.  However, I can’t see my opponent leaving much more than a token force to defend the town to slow me down.  Depending what I see once I’m on the two objections I may go straight into the town, or I may loop in behind Paestum and crush it with all my force.  If he actually fights for it with his Engineers, then I’ll use most of the 36th Inf Div to overwhelm his defenders.<br />
<br />
<img src="https://www.theblitz.club/uploads/users/d3c8681a22Turn1.jpg" loading="lazy"  alt="[Image: d3c8681a22Turn1.jpg]" class="mycode_img" /><br />
<span style="font-weight: bold;" class="mycode_b">D-Day, H-Hour </span><br />
<br />
As 1/141 Inf Rgt moves off the beaches towards OBJ Anvil, it comes under coastal artillery and small arms fire from nearby coastal batteries and improved positions over watching the beaches.  Forward Observers call for naval gunfire from the British warships offshore to suppress the enemy firing on the advancing troops.  <br />
<br />
Down the beach on the southern side of the landings, the 1/142 Inf Rgt moves off the beaches with little opposition.  As most of the battalion moves towards OBJ Hammer, an under-strength company moves towards the coastal artillery battery flanking the US landing beaches.<br />
<br />
Both battalions have limited mobility moving up from the beaches.  I disperse and won’t bunch up to prevent heavy casualties from enemy artillery.]]></content:encoded>
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			<title><![CDATA[A fortress called “Hoornwerk”was built to protect the lock in the Grebbe river. AAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=57598</link>
			<pubDate>Sun, 12 Dec 2010 15:17:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=5310">BluntF</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=57598</guid>
			<description><![CDATA[<a href="http://bluntforcegamer.com/?p=3043" target="_blank" rel="noopener" class="mycode_url">http://bluntforcegamer.com/?p=3043</a><br />
<br />
Getting schooled in a return to JT's Campaign Series<br />
<br />
A fortress called “Hoornwerk”was built to protect the lock in the Grebbe river. In 1939 with the treat of war on the doorstep, the Dutch hastily tried to improve and modernise the old line. Pillboxes and bunkers were added and a motor powered pumping station near the Rhine was being build to complete inundations. When war broke out on 10 May 1940, this station was not yet finished. Already on the second day of the war the German 207th ID reached the town of Wageningen directly in front of the Grebbeline. They found the town completely empty as the civilian population already had been evacuated by the Dutch. Commander Tiedemann of the 207th ID decided that after artillery preparation SS Rgt “Der Führer” that was attached to the division, was to attack the Dutch outposts and after these had been defeated to take the Grebberg.<br />
<br />
<img src="http://bluntforcegamer.com/wp-content/uploads/2010/12/csb.jpg" loading="lazy"  alt="[Image: csb.jpg]" class="mycode_img" /><br />
<br />
The images and full report are on the website. The images are pretty big]]></description>
			<content:encoded><![CDATA[<a href="http://bluntforcegamer.com/?p=3043" target="_blank" rel="noopener" class="mycode_url">http://bluntforcegamer.com/?p=3043</a><br />
<br />
Getting schooled in a return to JT's Campaign Series<br />
<br />
A fortress called “Hoornwerk”was built to protect the lock in the Grebbe river. In 1939 with the treat of war on the doorstep, the Dutch hastily tried to improve and modernise the old line. Pillboxes and bunkers were added and a motor powered pumping station near the Rhine was being build to complete inundations. When war broke out on 10 May 1940, this station was not yet finished. Already on the second day of the war the German 207th ID reached the town of Wageningen directly in front of the Grebbeline. They found the town completely empty as the civilian population already had been evacuated by the Dutch. Commander Tiedemann of the 207th ID decided that after artillery preparation SS Rgt “Der Führer” that was attached to the division, was to attack the Dutch outposts and after these had been defeated to take the Grebberg.<br />
<br />
<img src="http://bluntforcegamer.com/wp-content/uploads/2010/12/csb.jpg" loading="lazy"  alt="[Image: csb.jpg]" class="mycode_img" /><br />
<br />
The images and full report are on the website. The images are pretty big]]></content:encoded>
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		<item>
			<title><![CDATA[Deadly Diversion (EF II)  DAR]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=56795</link>
			<pubDate>Fri, 10 Sep 2010 21:12:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=7113">Skryabin</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=56795</guid>
			<description><![CDATA[<span style="font-size: small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">14 turns</span></span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Scenario Description:</span></span></div>
<br />
September 14th, 1942<br />
<br />
Semiluki, NW of Voronezh, 210km E of Kursk: [Best played against Human opponent] The Hungarian Second Army saw little fighting in 1942 until given the task of guarding the northern flank of Army Group B along the Don River to free up German formations for the assault on Stalingrad. But that ended when a sudden counterattack by the Soviet 40th Army in late August forced them to withdraw back across the Don near Voronezh. In support of the initial<br />
<br />
German attack on Stalingrad in mid September, Germany's allies conducted diversionary attacks all along the front to tie down Russian reserves. Determined to even the score the Hungarian 34th Infantry Regiment launched attacks to recapture the bridges across the Don at Semiluki, northwest of Voronezh.<br />
<br />
Supported by rafts and hastily constructed assault boats, the Hungarian infantry threw themselves through a rain of artillery at the Soviet bridgeheads and across the river at the reorganized 1002nd Rifle Regiment holding the bridges and heights.<br />
<br />
<img src="http://a.imageshack.us/img834/2233/semilukicopy.png" loading="lazy"  alt="[Image: semilukicopy.png]" class="mycode_img" /><br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Disposition of Col.Sodro's 34th Infantry Regiment, which got an order to capture the bridges over Don River at Staryy (Old) and "New" Semiluki.</span></span></div>
<br />
<img src="http://img825.imageshack.us/img825/9308/ddmapfin.jpg" loading="lazy"  alt="[Image: ddmapfin.jpg]" class="mycode_img" /><br />
<br />
1st Infantry Battalion under command of Mj.Bayts and 2-nd Inf.Battalion under Mj.Magyarisi are preparing to attack bridges in Staryy Semiluki. As reinforcement the 1st Armor Company of Capt.Faragho containing 12 light tanks 38(t), equipped with 37mm guns (<span style="font-weight: bold;" class="mycode_b">Б</span>) is going to join them soon. Now it is moving along the paved road from "New" Semiluki.<br />
<br />
3rd Infantry Battalion under Mj.Temisvary with support of 43rd Mortar Company (<span style="font-weight: bold;" class="mycode_b">B</span>) is going to approach the bridges at "New" Semiluki.<br />
<br />
Artillery strikes are going to provide 100 and 150mm guns of 34th Artillery Regiment.<br />
<br />
Col.Sodro and his mobile HQ (<span style="font-weight: bold;" class="mycode_b">A</span>) is still in the search for a safe place.<br />
<br />
<hr class="mycode_hr" />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Turn One</span></span></div>
<br />
<img src="http://img19.imageshack.us/img19/2782/43755533.jpg" loading="lazy"  alt="[Image: 43755533.jpg]" class="mycode_img" /><br />
<br />
3rd Company of 2nd Battalion (<span style="font-weight: bold;" class="mycode_b">A</span>) and 3 Company of 1st Battalion (<span style="font-weight: bold;" class="mycode_b">Б</span>) on drafts are going to cross Don River trying to stay unnoticed.<br />
<br />
Improved Russian positions defending bridges (<span style="font-weight: bold;" class="mycode_b">B</span>) are spotted. First sound of shooting is being heard and both sides are carrying minor loses.<br />
<br />
Situation in "New" Semiluki is practically the same.]]></description>
			<content:encoded><![CDATA[<span style="font-size: small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">14 turns</span></span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Scenario Description:</span></span></div>
<br />
September 14th, 1942<br />
<br />
Semiluki, NW of Voronezh, 210km E of Kursk: [Best played against Human opponent] The Hungarian Second Army saw little fighting in 1942 until given the task of guarding the northern flank of Army Group B along the Don River to free up German formations for the assault on Stalingrad. But that ended when a sudden counterattack by the Soviet 40th Army in late August forced them to withdraw back across the Don near Voronezh. In support of the initial<br />
<br />
German attack on Stalingrad in mid September, Germany's allies conducted diversionary attacks all along the front to tie down Russian reserves. Determined to even the score the Hungarian 34th Infantry Regiment launched attacks to recapture the bridges across the Don at Semiluki, northwest of Voronezh.<br />
<br />
Supported by rafts and hastily constructed assault boats, the Hungarian infantry threw themselves through a rain of artillery at the Soviet bridgeheads and across the river at the reorganized 1002nd Rifle Regiment holding the bridges and heights.<br />
<br />
<img src="http://a.imageshack.us/img834/2233/semilukicopy.png" loading="lazy"  alt="[Image: semilukicopy.png]" class="mycode_img" /><br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Disposition of Col.Sodro's 34th Infantry Regiment, which got an order to capture the bridges over Don River at Staryy (Old) and "New" Semiluki.</span></span></div>
<br />
<img src="http://img825.imageshack.us/img825/9308/ddmapfin.jpg" loading="lazy"  alt="[Image: ddmapfin.jpg]" class="mycode_img" /><br />
<br />
1st Infantry Battalion under command of Mj.Bayts and 2-nd Inf.Battalion under Mj.Magyarisi are preparing to attack bridges in Staryy Semiluki. As reinforcement the 1st Armor Company of Capt.Faragho containing 12 light tanks 38(t), equipped with 37mm guns (<span style="font-weight: bold;" class="mycode_b">Б</span>) is going to join them soon. Now it is moving along the paved road from "New" Semiluki.<br />
<br />
3rd Infantry Battalion under Mj.Temisvary with support of 43rd Mortar Company (<span style="font-weight: bold;" class="mycode_b">B</span>) is going to approach the bridges at "New" Semiluki.<br />
<br />
Artillery strikes are going to provide 100 and 150mm guns of 34th Artillery Regiment.<br />
<br />
Col.Sodro and his mobile HQ (<span style="font-weight: bold;" class="mycode_b">A</span>) is still in the search for a safe place.<br />
<br />
<hr class="mycode_hr" />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Turn One</span></span></div>
<br />
<img src="http://img19.imageshack.us/img19/2782/43755533.jpg" loading="lazy"  alt="[Image: 43755533.jpg]" class="mycode_img" /><br />
<br />
3rd Company of 2nd Battalion (<span style="font-weight: bold;" class="mycode_b">A</span>) and 3 Company of 1st Battalion (<span style="font-weight: bold;" class="mycode_b">Б</span>) on drafts are going to cross Don River trying to stay unnoticed.<br />
<br />
Improved Russian positions defending bridges (<span style="font-weight: bold;" class="mycode_b">B</span>) are spotted. First sound of shooting is being heard and both sides are carrying minor loses.<br />
<br />
Situation in "New" Semiluki is practically the same.]]></content:encoded>
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		<item>
			<title><![CDATA[How To? Prepare images for posting in threads.]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=56476</link>
			<pubDate>Tue, 03 Aug 2010 22:56:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=56476</guid>
			<description><![CDATA[To post Images in your AAR/DARs threads requires a little bit of preparation on your part, in this help guide i am using Windows XP and the PAINT program.<br />
<br />
1) When an image that you want to save is on your screen, press the "Print Screen" button (usually on the right of the F12 Key on a standard 102 key keyboard).<br />
2)You then need to open a picture editing program. Windows provides a generic program called PAINT. It is accessed by clicking on your START button and choosing ACCESSORIES at the top of your programs list.<br />
<br />
3) Once PAINT has opened to a blank screen, choose the EDIT and then PASTE option.<br />
<img src="https://www.theblitz.club/uploads/users/160b0432c8First%20Image.JPG" loading="lazy"  alt="[Image: 160b0432c8First%20Image.JPG]" class="mycode_img" /><br />
4) Now you'll need to cut away the unneeded extra parts of the images and only save the part that you wish to display. This is called cropping, but PAINT labels it "cut". <br />
5) Click on the irregular shape box at top corner to create a "cut box" you do this by left clicking on the image and still holding the left mouse button down drag the box out.<br />
<img src="https://www.theblitz.club/uploads/users/533b090a6aSecond%20Image.JPG" loading="lazy"  alt="[Image: 533b090a6aSecond%20Image.JPG]" class="mycode_img" /><br />
6) Now choose CUT from the Edit menu...<br />
<img src="https://www.theblitz.club/uploads/users/5f964c6420Third%20Image.JPG" loading="lazy"  alt="[Image: 5f964c6420Third%20Image.JPG]" class="mycode_img" /><br />
..your image will vanish, but the stuff you don't want will remain behind!<br />
<img src="https://www.theblitz.club/uploads/users/7e4213e154Forth%20Image.JPG" loading="lazy"  alt="[Image: 7e4213e154Forth%20Image.JPG]" class="mycode_img" /><br />
7) Simply go to the FILE menu at the top and choose NEW, don't save the old stuff, and EDIT&gt; PASTE your cut image on the new sheet.<br />
<img src="https://www.theblitz.club/uploads/users/2c56a21116Fifth%20Image.JPG" loading="lazy"  alt="[Image: 2c56a21116Fifth%20Image.JPG]" class="mycode_img" /><br />
8) You can play about with the tools and colour features to place arrows and text etc...to your image.<br />
<img src="https://www.theblitz.club/uploads/users/2b42fd6c23Tools%20Image.JPG" loading="lazy"  alt="[Image: 2b42fd6c23Tools%20Image.JPG]" class="mycode_img" /><br />
<img src="https://www.theblitz.club/uploads/users/fb5b03698aColours%20Image.JPG" loading="lazy"  alt="[Image: fb5b03698aColours%20Image.JPG]" class="mycode_img" /><br />
9) Go to the top menu again and choose FILE and SAVE AS<br />
<img src="https://www.theblitz.club/uploads/users/55de7bff1aSave%20Image.JPG" loading="lazy"  alt="[Image: 55de7bff1aSave%20Image.JPG]" class="mycode_img" /><br />
 and a box will open asking you a) where to save it to (in this case My Pictures) b) what you want to name your picture and c) what type of picture format you wish to use.<br />
<img src="https://www.theblitz.club/uploads/users/701524314dMy%20Pictures.JPG" loading="lazy"  alt="[Image: 701524314dMy%20Pictures.JPG]" class="mycode_img" /><br />
I always use the .JPG format as they are a)16 million colours and are larger in size but clearer and brighter and b)acceptable by most forums.<br />
<br />
10) Now you can continue back to your game and grab another screen shot and repeat the process for each one you take. <br />
<br />
** NOTE: you can only take 1 screen shot at a time, taking 2 of them will erase the 1st one, unless you paste it into your picture editing program, prior to taking the next one.**<br />
<br />
When you have your pictures and are ready to put them in a thread/post on the forums you will need to "host" them on the web, see Help Guide #2 My Files (in the announcements area) for the next step.]]></description>
			<content:encoded><![CDATA[To post Images in your AAR/DARs threads requires a little bit of preparation on your part, in this help guide i am using Windows XP and the PAINT program.<br />
<br />
1) When an image that you want to save is on your screen, press the "Print Screen" button (usually on the right of the F12 Key on a standard 102 key keyboard).<br />
2)You then need to open a picture editing program. Windows provides a generic program called PAINT. It is accessed by clicking on your START button and choosing ACCESSORIES at the top of your programs list.<br />
<br />
3) Once PAINT has opened to a blank screen, choose the EDIT and then PASTE option.<br />
<img src="https://www.theblitz.club/uploads/users/160b0432c8First%20Image.JPG" loading="lazy"  alt="[Image: 160b0432c8First%20Image.JPG]" class="mycode_img" /><br />
4) Now you'll need to cut away the unneeded extra parts of the images and only save the part that you wish to display. This is called cropping, but PAINT labels it "cut". <br />
5) Click on the irregular shape box at top corner to create a "cut box" you do this by left clicking on the image and still holding the left mouse button down drag the box out.<br />
<img src="https://www.theblitz.club/uploads/users/533b090a6aSecond%20Image.JPG" loading="lazy"  alt="[Image: 533b090a6aSecond%20Image.JPG]" class="mycode_img" /><br />
6) Now choose CUT from the Edit menu...<br />
<img src="https://www.theblitz.club/uploads/users/5f964c6420Third%20Image.JPG" loading="lazy"  alt="[Image: 5f964c6420Third%20Image.JPG]" class="mycode_img" /><br />
..your image will vanish, but the stuff you don't want will remain behind!<br />
<img src="https://www.theblitz.club/uploads/users/7e4213e154Forth%20Image.JPG" loading="lazy"  alt="[Image: 7e4213e154Forth%20Image.JPG]" class="mycode_img" /><br />
7) Simply go to the FILE menu at the top and choose NEW, don't save the old stuff, and EDIT&gt; PASTE your cut image on the new sheet.<br />
<img src="https://www.theblitz.club/uploads/users/2c56a21116Fifth%20Image.JPG" loading="lazy"  alt="[Image: 2c56a21116Fifth%20Image.JPG]" class="mycode_img" /><br />
8) You can play about with the tools and colour features to place arrows and text etc...to your image.<br />
<img src="https://www.theblitz.club/uploads/users/2b42fd6c23Tools%20Image.JPG" loading="lazy"  alt="[Image: 2b42fd6c23Tools%20Image.JPG]" class="mycode_img" /><br />
<img src="https://www.theblitz.club/uploads/users/fb5b03698aColours%20Image.JPG" loading="lazy"  alt="[Image: fb5b03698aColours%20Image.JPG]" class="mycode_img" /><br />
9) Go to the top menu again and choose FILE and SAVE AS<br />
<img src="https://www.theblitz.club/uploads/users/55de7bff1aSave%20Image.JPG" loading="lazy"  alt="[Image: 55de7bff1aSave%20Image.JPG]" class="mycode_img" /><br />
 and a box will open asking you a) where to save it to (in this case My Pictures) b) what you want to name your picture and c) what type of picture format you wish to use.<br />
<img src="https://www.theblitz.club/uploads/users/701524314dMy%20Pictures.JPG" loading="lazy"  alt="[Image: 701524314dMy%20Pictures.JPG]" class="mycode_img" /><br />
I always use the .JPG format as they are a)16 million colours and are larger in size but clearer and brighter and b)acceptable by most forums.<br />
<br />
10) Now you can continue back to your game and grab another screen shot and repeat the process for each one you take. <br />
<br />
** NOTE: you can only take 1 screen shot at a time, taking 2 of them will erase the 1st one, unless you paste it into your picture editing program, prior to taking the next one.**<br />
<br />
When you have your pictures and are ready to put them in a thread/post on the forums you will need to "host" them on the web, see Help Guide #2 My Files (in the announcements area) for the next step.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Deadly Dozen Round Five AARs]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=55322</link>
			<pubDate>Sat, 10 Apr 2010 11:39:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=4419">Smedley</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=55322</guid>
			<description><![CDATA[Please post Round five AARs here.<br />
<br />
Rob]]></description>
			<content:encoded><![CDATA[Please post Round five AARs here.<br />
<br />
Rob]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Playtesting the **Morning of fire for I / Panzer Rgt. 26 (DAR)]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=55146</link>
			<pubDate>Tue, 23 Mar 2010 19:23:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=7116">Crossroads</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=55146</guid>
			<description><![CDATA[Mike (Kool Kat) asked everyone to support the H2H effort so here we go giving something back to community! After his encouraging words, I thought maybe it indeed would be a good idea the designers receive  feedback also from players with less experience? Thanks Mike! I will try to play this as any normal game I would play... maybe I can provide them with some... err... unexpected turns of events every now and then?<br />
<br />
We are into turn #11 at the writing of this so I should not be giving out the enemy any important information anymore. Kool Kat I believe is playing this also blind...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">EDIT:</span> The hostilities have ceased now. I warmly recommend the new guys to play test as well! Mike asked me to keep notes and I decided to write them in a way I could create an AAR out of them. The AAR was still quite an effort so I hope you enjoy it! <img src="https://www.theblitz.club/uploads/users/9dec8829cfcheers41.gif" alt="cheers" title="cheers" class="smilie smilie_15" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">** SPOILER ALERT **</span><br />
<br />
Feldcommander Hoth has provided us with quite a thriller here :) If you prefer to play blind as I do, do <span style="font-weight: bold;" class="mycode_b">not </span>read further as the fun <span style="font-weight: bold;" class="mycode_b">will </span>be spoilt for you! <br />
<br />
This AAR / DAR might contain some spoilers even for those preferring to have a look at the enemy they are about to face.<br />
<br />
OK, having said that, let us move on!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Morning of Fire for I / Pz Rgt 26</span><br />
a.k.a. The Battle of the Kats<br />
<br />
<span style="font-style: italic;" class="mycode_i">Kapitanovka, 65 Km S of Cherkassy (Ukraine).[H2H] [HIS] [CSL] After the initial successful break though by Russian forces in the Korsun pocket operation, the right flank of the Russian attack (2nd Ukrainian Front) was making a costly advance against German defensive fighting between the 47th Panzer Corps and 9th Army. Once the rupture was gained, many mobile armored units moved to exploit the gap, infiltrating to the west with the objective to contact the other pincer. In the Kapitanovka-Thiskova area, the 18th Russian Tank Corp had advanced quickly, leaving some pockets of German resistance in the rear. Two weak Kampfgruppens from the Panzer Regiment 15 led by Major Von Sievers and panzergrenadiers of KG von Brese from the 14th Panzer Division, had been cut off from their parental units in the south and a relief force was assembled to contact them and at same time attack Russian forces in the area. This new armored Kampfgruppen was the I Abteilung of Panzer Regiment 26, a new and green unit sent from France with an entire battalion of Panther tanks. This powerful force had to make contact with the surrounded Kampfgruppens, but their combat inexperience caused the planned attack to fail with them suffering many armor losses. Despite their losses, the Kampfgruppen took Tishkova, and the other surrounded Kampfgruppens  in the area were able to fight their way to safety. During the combat they had to protect the Panthers... A relief force in trouble...<br />
</span><br />
<br />
- Krazy Kat (allied) vs Kool Kat (axis)<br />
28.1.1944<br />
25 turns<br />
Ground: Mud<br />
Smoke: 10<br />
Air support: 0<br />
Rules: ON except VV<br />
First move: Axis<br />
<br />
Victory values<br />
- Major loss 300 - Minor loss 400<br />
- Minor victory 600 - Major victory 650<br />
<br />
Reinforcements arrive in Turn 6 and 7. Lots of infantry together with some more T-34s. Mortars, AT guns, AA trucks... Just what the Russian player will no doubt need!<br />
<br />
Map together with the First Plan (of how many?):<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Turn0.jpg" loading="lazy"  alt="[Image: Turn0.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Middle sector</span><br />
- Tishovka and Kapitanovka 250 + 250 points<br />
- However, Kapitanovka not defended at all. <br />
- Tishovka has a decent number of tanks (15 SU-85s and 7 T-34s), but the lack of infantry is worrying<br />
- A huge forest, no doubt swarming with hostiles? The orginal rescue force waiting to be rescued?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eastern sector</span><br />
- Pisarivka a further 250 points.<br />
- 29 T-34s (!) but practically no infantry at all <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Northern sector</span><br />
- A decent infantry formation about to charge the enemy positions visible north of Kapitanovka forest. Two companies of T-34s aprroaching the town but not quite threre yet.<br />
- No artillery to speak of anywhere. At north I have one battery of Katyusha rockets mounted on trucks.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Western sector</span><br />
- Need to have an open route for my reinforcements to come in!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Southern sector</span><br />
- A.k.a. the Great Unknown. Some victory locations there as well but I will not consider them. That's some 100 points for the Germans for free...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Next turn</span><br />
Here's the plan: <br />
<br />
- Retreat from North to Pisarivka<br />
- Do not commit forces but for delaying actions until reinforcements arrive!<br />
- Recon recon recon! I have no idea where the enemy is or where he is arriving from!<br />
- Victory locations are of high value. I need to prepare to defend all of them! But how? I have a motley crew dispersed all around the large (and muddy!) map???<br />
- I do have a nice force of T-34s in Pisarivka, however. Lack of infantry worries me.<br />
- Some of the few units in Tishovka need to move to an empty Kapitanovka to secure the outer limits of town. Hopefully they will at least be able to slow the enemy down should there be hostiles lurking in the forest.<br />
- Dig in! With no forces available I need to prepare a delaying fight that will hopefully be very costly to enemy.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Turns 1 and 2</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">North</span><br />
Recon … by death… in the north for my snipers! Enemy trench system spotted! Enemy engineer platoon routinely shoooes (as in: shooo, go away?) my men back who lose an SP in the process. First blood!<br />
<br />
Continue to pull out from north via a hopefully secure eastern road. I am playing it safe, sending my lone T-34s out to recon while moving my platoons of three T-34s each in the flanks, reserving APs for op fire (set to middle distance against heavy targets, short on others)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Middle </span><br />
The forest just north of Kapitanovka is not empty... First panzers spotted! Panthers!<br />
<br />
I assume I have now located the southern and northern boundaries of the pocketed relief force!<br />
<br />
I now understand the role of my northern force better as it is clearly made available for attacking the enemy pocket from the north. I am hopefully doing something unexpected when deciding to concentrate my forces in the middle instead. I will leave a couple of platoons to the north to make some racket for a while…<br />
<br />
The travel is very slow through the mud, though. How long until they reach Kapitanovka? 10 turns? 15? Oh well, that would leave me with 10 turns to recapture the towns as for sure they are lost by then?<br />
<br />
Moving some units towards the empty Kapitanovka to slow the enemy units from advancing. <br />
<br />
An ATR platoon... An MG platoon. Another ATR platoon. How can I stop the sieged German relief force armed with Panthers with these!?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">East</span><br />
Concentrating my armour into companies of three platoons, having them form strong outposts to observe and secure my flanks. Single T-34s as spotters to ensure I do not miss any enemy movement.<br />
<br />
Snipers and ATR platoons also continue to advance into observation posts that will keep them invisible while providing a nice LOS to enemy.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Next turn</span><br />
Regarding the map, Feldgeneral Hoth has done a superb job here! The map is very challenging to play under the long reaching guns of German armour! There seems to be safe routes outside enemy LOS but recon and flank protection will be important. Especially as I still have pretty much no idea where the reported, strong German rescue force (the one rescuing the rescuers?) will appear!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Turn 3</span><br />
<br />
Here’s the plan for setting up a hedgehog defence at this early point of the battle. <br />
<br />
It might look nice and organised but it does not change the fact that I am desperately thin at all victory locations. I do have some armour available but remain pessimistic as how they can help in street fighting against German engineers and panzer grenadiers...<br />
<br />
Suspected enemy location circled with red ink, the planned friendly movement in orange arrows:<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Turn3.jpg" loading="lazy"  alt="[Image: Turn3.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Middle</span><br />
Southwest of Tishovka, an enemy forward unit takes me by a surprise as a Panther platoon kills a tank from my probing T-34 platoon. From a very long distance, of course! <br />
<br />
Disrupted tanks retreate to Hills of Tishovka.<br />
<br />
I have moved two SU-85 platoons of 5 assault guns each south of Tishovka to cover the entry into town. They advance into a shrubbery.  Here's hoping it is soft targets they will encounter first!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">North</span><br />
Meanwhile, the retreat from Pastorkoye, or <span style="font-style: italic;" class="mycode_i">the advance towards Pisarivka </span>as I decide to call it instead, continues. <br />
<br />
I am placing a strong force of ten T-34s on a ditch between Pastorkoye and Pisarivka to protect the left flank of my retreating err <span style="font-style: italic;" class="mycode_i">advancing </span>troops. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">East</span><br />
A company of T-34s sent south from Pisarivka is already in place to cover the flank against any enemy advance from south-east. If only other units would move as effortlessly in the mud as these trustworthy tanks!<br />
<br />
The more I look at my isolated forces between Pisarivka and Tishovka the less I like about their position. I would like to start moving them to reinforce my units in the middle. An ATR unit on foot will recon the road and see if any hidden German unit will open fire.<br />
<br />
The shortest route lies directly under the noses of the Germans dug in the southern end of Kapitanovka Forest. I will need a company of T-34s to support the movement. Nine T-34s start their engines and leave Pisarivka.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Next turn</span><br />
Losses at this point of time: <br />
- Russians have lost two T-34s and a 1 SP of snipers, while <br />
- my Katyusha platoon decimated 2 SP of German engineers in the northern end of Kapitanovka forest.<br />
<br />
22 turns to go and absolutely no sight of the strong enemy formations anywhere!. Strong engine sounds indicate they are there for sure...<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Turn 4</span><br />
<br />
Here's the action from the middle sector by the end of turn 4:<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Turn4-a.jpg" loading="lazy"  alt="[Image: Turn4-a.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">North</span><br />
Pulling back err <span style="font-style: italic;" class="mycode_i">advancing</span> from north, ever so carefully... I position four T-34s to secure the north-eastern rear flank of my troops. Enemy tanks can surely move in the mud as well? The slowly moving column of trucks and infantry would be an easy target for them!<br />
<br />
To keep up the image that the town is still full of Russians I left an AA truck platoon and a single T-34 to town and ordered them to make some noice to hide my retreat (advance, it is <span style="font-style: italic;" class="mycode_i">advance</span>!). That they do, without damaging enemy though.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">East</span><br />
I decided to leave my AT guns in that small unnamed village east of Kapitanovka. It is too risky to move them to Kapitanovka under enemy observation. <br />
<br />
The three platoons of T-34s that I provided to secure their advance are now rushing towards Tishovka, hopefully making it in time! Enemy LOS to be avoided at the cost of lost time as I cannot affort to lose any more units. Their planned route is drawn with a dotted red arrow (see the pic).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Middle sector</span><br />
<span style="font-style: italic;" class="mycode_i">Tishovka</span><br />
Five platoons of Panthers approaching south of Tishovka! Already! I was expecting them much later :(<br />
<br />
I order my assault guns to immediately pull back to the city, using roads outside the LOS of enemy long 75mms. I do not want to start a long range duel with Panthers, better to hide within the city.<br />
<br />
A disaster strucks! A platoon of SU-85s briefly stray into enemy sight and two of them are immediately blown to pieces! I will definitively plot the route one hex at a time to avoid this in future!<br />
<br />
A difficult situation indeed? I am not able to observe their advance as I will no doubt loose any tank they can spot. My infantry is too far back to be of any help. I order an ATR platoon to move forward anyhow. <br />
<br />
Perhaps they can survive there for a while so I will learn what the enemy is doing there?<br />
<br />
I continue to scatter my troops to defensive positions, having them dig in. I do not see what else I can do at the moment... <br />
<br />
<span style="font-style: italic;" class="mycode_i">Kapitanovka</span><br />
North of Kapitanovka, in an attempt to establish my presence, six T-34s are ordered to destroy the Panther platoon spotted 500m in front of their position. <br />
<br />
The first T-34 platoon moves forward - fires - no result! Pulls back. <br />
<br />
The second platoon moves forward - loosing a tank to the now alert Panther crew! The two remaining T-34s are disrupted and their returning fire just bounce off the thick Panther front armour again! <br />
<br />
The desperate situation at Kapitanovka can be seen from the picture. To cover the whole left flank of the city I have an ATR platoon digging in on a hilltop. To the north I have the two T-34 platoons hiding behind the factory, where an ATR unit is keeping a contact with the enemy. In addition there's a MG unit somewhere there... <br />
<br />
The one (!) rifle platoon from Tishovka that I afforded to send as reinforcement just made it to Kapitanovka, with orders to secure the whole right flank of the city!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">South</span><br />
Nothing to report here. Certainly no enemy columns seen anywhere.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Next turn</span><br />
It is still a long time until my reinforcements will start to arrive from turn 6 and 7 onwards. I will continue to avoid contact while trying to get an understanding of enemy formations moving towards me.<br />
<br />
A worrying trend: my losses are starting to accumulate - without being capable of hitting back! I have to do better or it is the penal battalion for me.]]></description>
			<content:encoded><![CDATA[Mike (Kool Kat) asked everyone to support the H2H effort so here we go giving something back to community! After his encouraging words, I thought maybe it indeed would be a good idea the designers receive  feedback also from players with less experience? Thanks Mike! I will try to play this as any normal game I would play... maybe I can provide them with some... err... unexpected turns of events every now and then?<br />
<br />
We are into turn #11 at the writing of this so I should not be giving out the enemy any important information anymore. Kool Kat I believe is playing this also blind...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">EDIT:</span> The hostilities have ceased now. I warmly recommend the new guys to play test as well! Mike asked me to keep notes and I decided to write them in a way I could create an AAR out of them. The AAR was still quite an effort so I hope you enjoy it! <img src="https://www.theblitz.club/uploads/users/9dec8829cfcheers41.gif" alt="cheers" title="cheers" class="smilie smilie_15" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">** SPOILER ALERT **</span><br />
<br />
Feldcommander Hoth has provided us with quite a thriller here :) If you prefer to play blind as I do, do <span style="font-weight: bold;" class="mycode_b">not </span>read further as the fun <span style="font-weight: bold;" class="mycode_b">will </span>be spoilt for you! <br />
<br />
This AAR / DAR might contain some spoilers even for those preferring to have a look at the enemy they are about to face.<br />
<br />
OK, having said that, let us move on!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Morning of Fire for I / Pz Rgt 26</span><br />
a.k.a. The Battle of the Kats<br />
<br />
<span style="font-style: italic;" class="mycode_i">Kapitanovka, 65 Km S of Cherkassy (Ukraine).[H2H] [HIS] [CSL] After the initial successful break though by Russian forces in the Korsun pocket operation, the right flank of the Russian attack (2nd Ukrainian Front) was making a costly advance against German defensive fighting between the 47th Panzer Corps and 9th Army. Once the rupture was gained, many mobile armored units moved to exploit the gap, infiltrating to the west with the objective to contact the other pincer. In the Kapitanovka-Thiskova area, the 18th Russian Tank Corp had advanced quickly, leaving some pockets of German resistance in the rear. Two weak Kampfgruppens from the Panzer Regiment 15 led by Major Von Sievers and panzergrenadiers of KG von Brese from the 14th Panzer Division, had been cut off from their parental units in the south and a relief force was assembled to contact them and at same time attack Russian forces in the area. This new armored Kampfgruppen was the I Abteilung of Panzer Regiment 26, a new and green unit sent from France with an entire battalion of Panther tanks. This powerful force had to make contact with the surrounded Kampfgruppens, but their combat inexperience caused the planned attack to fail with them suffering many armor losses. Despite their losses, the Kampfgruppen took Tishkova, and the other surrounded Kampfgruppens  in the area were able to fight their way to safety. During the combat they had to protect the Panthers... A relief force in trouble...<br />
</span><br />
<br />
- Krazy Kat (allied) vs Kool Kat (axis)<br />
28.1.1944<br />
25 turns<br />
Ground: Mud<br />
Smoke: 10<br />
Air support: 0<br />
Rules: ON except VV<br />
First move: Axis<br />
<br />
Victory values<br />
- Major loss 300 - Minor loss 400<br />
- Minor victory 600 - Major victory 650<br />
<br />
Reinforcements arrive in Turn 6 and 7. Lots of infantry together with some more T-34s. Mortars, AT guns, AA trucks... Just what the Russian player will no doubt need!<br />
<br />
Map together with the First Plan (of how many?):<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Turn0.jpg" loading="lazy"  alt="[Image: Turn0.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Middle sector</span><br />
- Tishovka and Kapitanovka 250 + 250 points<br />
- However, Kapitanovka not defended at all. <br />
- Tishovka has a decent number of tanks (15 SU-85s and 7 T-34s), but the lack of infantry is worrying<br />
- A huge forest, no doubt swarming with hostiles? The orginal rescue force waiting to be rescued?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eastern sector</span><br />
- Pisarivka a further 250 points.<br />
- 29 T-34s (!) but practically no infantry at all <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Northern sector</span><br />
- A decent infantry formation about to charge the enemy positions visible north of Kapitanovka forest. Two companies of T-34s aprroaching the town but not quite threre yet.<br />
- No artillery to speak of anywhere. At north I have one battery of Katyusha rockets mounted on trucks.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Western sector</span><br />
- Need to have an open route for my reinforcements to come in!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Southern sector</span><br />
- A.k.a. the Great Unknown. Some victory locations there as well but I will not consider them. That's some 100 points for the Germans for free...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Next turn</span><br />
Here's the plan: <br />
<br />
- Retreat from North to Pisarivka<br />
- Do not commit forces but for delaying actions until reinforcements arrive!<br />
- Recon recon recon! I have no idea where the enemy is or where he is arriving from!<br />
- Victory locations are of high value. I need to prepare to defend all of them! But how? I have a motley crew dispersed all around the large (and muddy!) map???<br />
- I do have a nice force of T-34s in Pisarivka, however. Lack of infantry worries me.<br />
- Some of the few units in Tishovka need to move to an empty Kapitanovka to secure the outer limits of town. Hopefully they will at least be able to slow the enemy down should there be hostiles lurking in the forest.<br />
- Dig in! With no forces available I need to prepare a delaying fight that will hopefully be very costly to enemy.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Turns 1 and 2</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">North</span><br />
Recon … by death… in the north for my snipers! Enemy trench system spotted! Enemy engineer platoon routinely shoooes (as in: shooo, go away?) my men back who lose an SP in the process. First blood!<br />
<br />
Continue to pull out from north via a hopefully secure eastern road. I am playing it safe, sending my lone T-34s out to recon while moving my platoons of three T-34s each in the flanks, reserving APs for op fire (set to middle distance against heavy targets, short on others)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Middle </span><br />
The forest just north of Kapitanovka is not empty... First panzers spotted! Panthers!<br />
<br />
I assume I have now located the southern and northern boundaries of the pocketed relief force!<br />
<br />
I now understand the role of my northern force better as it is clearly made available for attacking the enemy pocket from the north. I am hopefully doing something unexpected when deciding to concentrate my forces in the middle instead. I will leave a couple of platoons to the north to make some racket for a while…<br />
<br />
The travel is very slow through the mud, though. How long until they reach Kapitanovka? 10 turns? 15? Oh well, that would leave me with 10 turns to recapture the towns as for sure they are lost by then?<br />
<br />
Moving some units towards the empty Kapitanovka to slow the enemy units from advancing. <br />
<br />
An ATR platoon... An MG platoon. Another ATR platoon. How can I stop the sieged German relief force armed with Panthers with these!?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">East</span><br />
Concentrating my armour into companies of three platoons, having them form strong outposts to observe and secure my flanks. Single T-34s as spotters to ensure I do not miss any enemy movement.<br />
<br />
Snipers and ATR platoons also continue to advance into observation posts that will keep them invisible while providing a nice LOS to enemy.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Next turn</span><br />
Regarding the map, Feldgeneral Hoth has done a superb job here! The map is very challenging to play under the long reaching guns of German armour! There seems to be safe routes outside enemy LOS but recon and flank protection will be important. Especially as I still have pretty much no idea where the reported, strong German rescue force (the one rescuing the rescuers?) will appear!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Turn 3</span><br />
<br />
Here’s the plan for setting up a hedgehog defence at this early point of the battle. <br />
<br />
It might look nice and organised but it does not change the fact that I am desperately thin at all victory locations. I do have some armour available but remain pessimistic as how they can help in street fighting against German engineers and panzer grenadiers...<br />
<br />
Suspected enemy location circled with red ink, the planned friendly movement in orange arrows:<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Turn3.jpg" loading="lazy"  alt="[Image: Turn3.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Middle</span><br />
Southwest of Tishovka, an enemy forward unit takes me by a surprise as a Panther platoon kills a tank from my probing T-34 platoon. From a very long distance, of course! <br />
<br />
Disrupted tanks retreate to Hills of Tishovka.<br />
<br />
I have moved two SU-85 platoons of 5 assault guns each south of Tishovka to cover the entry into town. They advance into a shrubbery.  Here's hoping it is soft targets they will encounter first!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">North</span><br />
Meanwhile, the retreat from Pastorkoye, or <span style="font-style: italic;" class="mycode_i">the advance towards Pisarivka </span>as I decide to call it instead, continues. <br />
<br />
I am placing a strong force of ten T-34s on a ditch between Pastorkoye and Pisarivka to protect the left flank of my retreating err <span style="font-style: italic;" class="mycode_i">advancing </span>troops. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">East</span><br />
A company of T-34s sent south from Pisarivka is already in place to cover the flank against any enemy advance from south-east. If only other units would move as effortlessly in the mud as these trustworthy tanks!<br />
<br />
The more I look at my isolated forces between Pisarivka and Tishovka the less I like about their position. I would like to start moving them to reinforce my units in the middle. An ATR unit on foot will recon the road and see if any hidden German unit will open fire.<br />
<br />
The shortest route lies directly under the noses of the Germans dug in the southern end of Kapitanovka Forest. I will need a company of T-34s to support the movement. Nine T-34s start their engines and leave Pisarivka.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Next turn</span><br />
Losses at this point of time: <br />
- Russians have lost two T-34s and a 1 SP of snipers, while <br />
- my Katyusha platoon decimated 2 SP of German engineers in the northern end of Kapitanovka forest.<br />
<br />
22 turns to go and absolutely no sight of the strong enemy formations anywhere!. Strong engine sounds indicate they are there for sure...<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Turn 4</span><br />
<br />
Here's the action from the middle sector by the end of turn 4:<br />
<br />
<img src="http://i900.photobucket.com/albums/ac206/phn_at_cs/Turn4-a.jpg" loading="lazy"  alt="[Image: Turn4-a.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">North</span><br />
Pulling back err <span style="font-style: italic;" class="mycode_i">advancing</span> from north, ever so carefully... I position four T-34s to secure the north-eastern rear flank of my troops. Enemy tanks can surely move in the mud as well? The slowly moving column of trucks and infantry would be an easy target for them!<br />
<br />
To keep up the image that the town is still full of Russians I left an AA truck platoon and a single T-34 to town and ordered them to make some noice to hide my retreat (advance, it is <span style="font-style: italic;" class="mycode_i">advance</span>!). That they do, without damaging enemy though.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">East</span><br />
I decided to leave my AT guns in that small unnamed village east of Kapitanovka. It is too risky to move them to Kapitanovka under enemy observation. <br />
<br />
The three platoons of T-34s that I provided to secure their advance are now rushing towards Tishovka, hopefully making it in time! Enemy LOS to be avoided at the cost of lost time as I cannot affort to lose any more units. Their planned route is drawn with a dotted red arrow (see the pic).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Middle sector</span><br />
<span style="font-style: italic;" class="mycode_i">Tishovka</span><br />
Five platoons of Panthers approaching south of Tishovka! Already! I was expecting them much later :(<br />
<br />
I order my assault guns to immediately pull back to the city, using roads outside the LOS of enemy long 75mms. I do not want to start a long range duel with Panthers, better to hide within the city.<br />
<br />
A disaster strucks! A platoon of SU-85s briefly stray into enemy sight and two of them are immediately blown to pieces! I will definitively plot the route one hex at a time to avoid this in future!<br />
<br />
A difficult situation indeed? I am not able to observe their advance as I will no doubt loose any tank they can spot. My infantry is too far back to be of any help. I order an ATR platoon to move forward anyhow. <br />
<br />
Perhaps they can survive there for a while so I will learn what the enemy is doing there?<br />
<br />
I continue to scatter my troops to defensive positions, having them dig in. I do not see what else I can do at the moment... <br />
<br />
<span style="font-style: italic;" class="mycode_i">Kapitanovka</span><br />
North of Kapitanovka, in an attempt to establish my presence, six T-34s are ordered to destroy the Panther platoon spotted 500m in front of their position. <br />
<br />
The first T-34 platoon moves forward - fires - no result! Pulls back. <br />
<br />
The second platoon moves forward - loosing a tank to the now alert Panther crew! The two remaining T-34s are disrupted and their returning fire just bounce off the thick Panther front armour again! <br />
<br />
The desperate situation at Kapitanovka can be seen from the picture. To cover the whole left flank of the city I have an ATR platoon digging in on a hilltop. To the north I have the two T-34 platoons hiding behind the factory, where an ATR unit is keeping a contact with the enemy. In addition there's a MG unit somewhere there... <br />
<br />
The one (!) rifle platoon from Tishovka that I afforded to send as reinforcement just made it to Kapitanovka, with orders to secure the whole right flank of the city!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">South</span><br />
Nothing to report here. Certainly no enemy columns seen anywhere.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Next turn</span><br />
It is still a long time until my reinforcements will start to arrive from turn 6 and 7 onwards. I will continue to avoid contact while trying to get an understanding of enemy formations moving towards me.<br />
<br />
A worrying trend: my losses are starting to accumulate - without being capable of hitting back! I have to do better or it is the penal battalion for me.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[DAR -  The Cauldron Of Fire]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=55067</link>
			<pubDate>Tue, 16 Mar 2010 20:06:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=5970">Cole</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=55067</guid>
			<description><![CDATA[During action report of Von Earlman's <span style="text-decoration: underline;" class="mycode_u">The Cauldron Of Fire</span>, third in his Kursk series of scenarios. <br />
<br />
The Cauldron Of Fire covers the German 41st Panzer Corps supporting drive on the north side of the Kursk salient towards Ponyri.  The major German push was just to the west with the 47th Panzer Corps moving on Olkhavatkha.   Even so the battle for Ponyri would be named the "Stalingrad Of Kursk" and saw the heaviest Russian artillery concentration of the war.    This battle is also interesting because this is one of the first times the Germans used the new Tigers, Ferdinand heavy tank destroyers and Brumbar assault guns.  Fortunately for the Russians they had just introduced the SU-152 assault gun, the only Russian tank at the time that could take on the formidable Tigers and Ferdinands. <br />
<br />
I am commanding the Russian side and playing against Larry Reese.  We are using all optional rules, to include extreme assault, except for variable visibility.   I am also simultaneously playing as the Russians against Gil Paquette but in that game we are using the standard assault rules.    I feel the extreme assault rules are more realistic, especially in this scenario in which the Russian artillery must play a decisive role.   The scenario was designed for use with the old assault rules so this will be a good test to see if the new assault rules unbalance the game.<br />
<br />
5 - 6 turns equal a day of combat.   There are no night moves modeled in this scenario so night will be represented on every 6th turn.   The turn will be played as normal (still will be daylight) but that one turn will represent limited combat in the night, rest, resupply, etc.      My personal feeling is that 6 turns for a day is just about right for a scenario of this size.   The coordination and movement of such a large amount of units would be impossible in the time frame covered by six minute turns (I do believe the 6 minute turns are more viable for the smaller scenarios). <br />
<br />
I've asked Earl for his thoughts.   He designed this scenario to highlight the action with the new heavy tanks and also wanted to recreate the effects of the massed Russian artillery.   For playability purposes he has greatly reduced the size of the defending Russian infantry divisions.   A good rule of thumb in the scenarios is that Earl used an infantry regiment to represent what was actually a division.  I also suspect the fortifications and AT guns were more prevalent on the Kursk battlefield.<br />
<br />
For those interested in playing some of these excellent scenarios the link to a post listing them all is here:  <a href="https://www.theblitz.club/message_boards/showthread.php?tid=48580" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/message_boards...?tid=48580</a><br />
<br />
Here is a chronological list:<br />
<br />
JULY 5:<br />
XXXXVIII PANZER KORPS AT KURSK<br />
FRUSTRATIONS OF III PANZER KORPS<br />
THE CAULDRON OF FIRE<br />
AFTER JULY 5:<br />
THE HILLS OF OLKHOVATKHA<br />
THE ROAD TO OBOYAN<br />
THE BRIDGEHEAD AT RZHAVETS<br />
<br />
Yesterday I purchased David M. Glantz's <span style="text-decoration: underline;" class="mycode_u">The Battle Of Kursk</span> and also have a copy of the Osprey Kursk Campaign Series booklet.  During this DAR I hope to be able to reference them from time to time in order to explore if the Campaign Series can replicate the actual battle. <br />
<br />
I encourage anyone that has historical or technical facts that can contribute to everyone's understanding of the battle to post them in this DAR and feel free to let me know if I've made a mistake.<br />
<br />
Disclaimer:  There's been a couple of times when I've played in one of Earl's campaigns / scenarios and I've cursed the OOB because I mostly had 45mm AT guns and ATR platoons to stand up against a bunch of Elefants.   If during the course of this DAR I say anything that sounds negative towards Earl's scenarios or the Campaign Series game please keep in mind that I love CS so much I pretty much devote all my game time to it to the exclusion of all the other great games out there and that for the past couple of years I've been concentrating on playing Earl's scenarios and campaigns to the detriment of other great scenario designers out there.<hr class="mycode_hr" />
<br />
Turn 1  5 July, 0400 until the 0530 German ground attack.<br />
<br />
The Soviets knew about the German assault (especially because the Germans had launched a reconnaissance in force in the southern side of the salient around midnight) and at 0400 launched a 30 minute counter preparation artillery barrage on suspected German positions and mustering areas.  The Germans began their 80 minute preparation bombardment on the first 4 kilometers of Soviet defenses at 0430 and almost immediately afterward (0435) the Russians fired again.    <br />
<br />
Turn 1 is this scenario begins with all units fixed and represents the German and Russian artillery duel.  The 1st turn is used to adjust op fire (especially good for the defenders) and to assign artillery. <br />
<br />
Turn 2:  <br />
The Russian front line is manned by 4 battalions of infantry.   From west to east here are the Russian dispositions at the beginning of the Russian Turn 2.   The initial artillery barrage was a surprise and very heavy but fortunately not so effective in disrupting the dug in troops.<br />
<br />
The 13th Army defends the northern side of the Kursk salient.  The 307th Rifle Division's dispositions on the front line follows:<br />
<br />
Major Ivshkov commands the 1st Rifle Battalion, 1019th Rifle Regiment:<br />
<img src="http://i236.photobucket.com/albums/ff11/sfcole/Turn21stB1019thRRegimentMajorIvshko.jpg" loading="lazy"  alt="[Image: Turn21stB1019thRRegimentMajorIvshko.jpg]" class="mycode_img" /><br />
<br />
During a lull in the enemy bombardment he receives reports of German panzers advancing from Maloarkhangelisk Station to include an unidentified heavy assault gun not seen before.<br />
<br />
Major Tarasenya commands the regiment's 2nd Rifle Battalion:<br />
<img src="http://i236.photobucket.com/albums/ff11/sfcole/Turn22ndB1019thRRegimentMajorTarase.jpg" loading="lazy"  alt="[Image: Turn22ndB1019thRRegimentMajorTarase.jpg]" class="mycode_img" /><br />
<br />
The eastern side of the map is held by the 2nd Airborne Division.   I don't think the division is correct and will recheck with Earl.  He mentioned that the 2nd Airborne was sent to reinforce so maybe this 1st Battalion on the front lines represents the unfortunate defenders of the actual division on that day. <br />
<br />
Major Yakovich commands the 1st Rifle Battalion of the 884th Guards Rifle Regiment.   He has a lot of ground to defend and is busy at the moment trying to make sense through the din of the heavy artillery bombardment reports of masses of German infantry following closely behind the barrage and murderous machine gun fire sweeping down from the overlooking hills.  In this sector you can see that some Russian infantry has already begun to retreat.<br />
<br />
<img src="http://i236.photobucket.com/albums/ff11/sfcole/Kursk%20Ponryi%20DAR/Turn21stB804thGDSRRegimentMajorYako.jpg" loading="lazy"  alt="[Image: Turn21stB804thGDSRRegimentMajorYako.jpg]" class="mycode_img" /><br />
<br />
Update:  I've reached the point in Glantz's The Battle Of Kursk discussing the troop dispositions on the front line and the initial attack.<br />
Interesting to read just how strong the Soviet Anti-tank strong points were.   They would contain at least an ATR company or battalion, a sapper platoon equipped with explosives, and AT gun company with 4 to 6 guns and two to three tanks or self propelled guns.  Understanding that these forces would not really be able to stand up to the new heavy German tanks they also incorporated self propelled tank destroyers as well as 85mm and 152 artillery pieces used in an AT role.<br />
<br />
In preparation for the Kursk offensive the Russians defensive frontage in the 13th Army's AOR averaged 4,500 men, 45 tanks, and about 104 gun tubes per kilometer of front line!!]]></description>
			<content:encoded><![CDATA[During action report of Von Earlman's <span style="text-decoration: underline;" class="mycode_u">The Cauldron Of Fire</span>, third in his Kursk series of scenarios. <br />
<br />
The Cauldron Of Fire covers the German 41st Panzer Corps supporting drive on the north side of the Kursk salient towards Ponyri.  The major German push was just to the west with the 47th Panzer Corps moving on Olkhavatkha.   Even so the battle for Ponyri would be named the "Stalingrad Of Kursk" and saw the heaviest Russian artillery concentration of the war.    This battle is also interesting because this is one of the first times the Germans used the new Tigers, Ferdinand heavy tank destroyers and Brumbar assault guns.  Fortunately for the Russians they had just introduced the SU-152 assault gun, the only Russian tank at the time that could take on the formidable Tigers and Ferdinands. <br />
<br />
I am commanding the Russian side and playing against Larry Reese.  We are using all optional rules, to include extreme assault, except for variable visibility.   I am also simultaneously playing as the Russians against Gil Paquette but in that game we are using the standard assault rules.    I feel the extreme assault rules are more realistic, especially in this scenario in which the Russian artillery must play a decisive role.   The scenario was designed for use with the old assault rules so this will be a good test to see if the new assault rules unbalance the game.<br />
<br />
5 - 6 turns equal a day of combat.   There are no night moves modeled in this scenario so night will be represented on every 6th turn.   The turn will be played as normal (still will be daylight) but that one turn will represent limited combat in the night, rest, resupply, etc.      My personal feeling is that 6 turns for a day is just about right for a scenario of this size.   The coordination and movement of such a large amount of units would be impossible in the time frame covered by six minute turns (I do believe the 6 minute turns are more viable for the smaller scenarios). <br />
<br />
I've asked Earl for his thoughts.   He designed this scenario to highlight the action with the new heavy tanks and also wanted to recreate the effects of the massed Russian artillery.   For playability purposes he has greatly reduced the size of the defending Russian infantry divisions.   A good rule of thumb in the scenarios is that Earl used an infantry regiment to represent what was actually a division.  I also suspect the fortifications and AT guns were more prevalent on the Kursk battlefield.<br />
<br />
For those interested in playing some of these excellent scenarios the link to a post listing them all is here:  <a href="https://www.theblitz.club/message_boards/showthread.php?tid=48580" target="_blank" rel="noopener" class="mycode_url">https://www.theblitz.club/message_boards...?tid=48580</a><br />
<br />
Here is a chronological list:<br />
<br />
JULY 5:<br />
XXXXVIII PANZER KORPS AT KURSK<br />
FRUSTRATIONS OF III PANZER KORPS<br />
THE CAULDRON OF FIRE<br />
AFTER JULY 5:<br />
THE HILLS OF OLKHOVATKHA<br />
THE ROAD TO OBOYAN<br />
THE BRIDGEHEAD AT RZHAVETS<br />
<br />
Yesterday I purchased David M. Glantz's <span style="text-decoration: underline;" class="mycode_u">The Battle Of Kursk</span> and also have a copy of the Osprey Kursk Campaign Series booklet.  During this DAR I hope to be able to reference them from time to time in order to explore if the Campaign Series can replicate the actual battle. <br />
<br />
I encourage anyone that has historical or technical facts that can contribute to everyone's understanding of the battle to post them in this DAR and feel free to let me know if I've made a mistake.<br />
<br />
Disclaimer:  There's been a couple of times when I've played in one of Earl's campaigns / scenarios and I've cursed the OOB because I mostly had 45mm AT guns and ATR platoons to stand up against a bunch of Elefants.   If during the course of this DAR I say anything that sounds negative towards Earl's scenarios or the Campaign Series game please keep in mind that I love CS so much I pretty much devote all my game time to it to the exclusion of all the other great games out there and that for the past couple of years I've been concentrating on playing Earl's scenarios and campaigns to the detriment of other great scenario designers out there.<hr class="mycode_hr" />
<br />
Turn 1  5 July, 0400 until the 0530 German ground attack.<br />
<br />
The Soviets knew about the German assault (especially because the Germans had launched a reconnaissance in force in the southern side of the salient around midnight) and at 0400 launched a 30 minute counter preparation artillery barrage on suspected German positions and mustering areas.  The Germans began their 80 minute preparation bombardment on the first 4 kilometers of Soviet defenses at 0430 and almost immediately afterward (0435) the Russians fired again.    <br />
<br />
Turn 1 is this scenario begins with all units fixed and represents the German and Russian artillery duel.  The 1st turn is used to adjust op fire (especially good for the defenders) and to assign artillery. <br />
<br />
Turn 2:  <br />
The Russian front line is manned by 4 battalions of infantry.   From west to east here are the Russian dispositions at the beginning of the Russian Turn 2.   The initial artillery barrage was a surprise and very heavy but fortunately not so effective in disrupting the dug in troops.<br />
<br />
The 13th Army defends the northern side of the Kursk salient.  The 307th Rifle Division's dispositions on the front line follows:<br />
<br />
Major Ivshkov commands the 1st Rifle Battalion, 1019th Rifle Regiment:<br />
<img src="http://i236.photobucket.com/albums/ff11/sfcole/Turn21stB1019thRRegimentMajorIvshko.jpg" loading="lazy"  alt="[Image: Turn21stB1019thRRegimentMajorIvshko.jpg]" class="mycode_img" /><br />
<br />
During a lull in the enemy bombardment he receives reports of German panzers advancing from Maloarkhangelisk Station to include an unidentified heavy assault gun not seen before.<br />
<br />
Major Tarasenya commands the regiment's 2nd Rifle Battalion:<br />
<img src="http://i236.photobucket.com/albums/ff11/sfcole/Turn22ndB1019thRRegimentMajorTarase.jpg" loading="lazy"  alt="[Image: Turn22ndB1019thRRegimentMajorTarase.jpg]" class="mycode_img" /><br />
<br />
The eastern side of the map is held by the 2nd Airborne Division.   I don't think the division is correct and will recheck with Earl.  He mentioned that the 2nd Airborne was sent to reinforce so maybe this 1st Battalion on the front lines represents the unfortunate defenders of the actual division on that day. <br />
<br />
Major Yakovich commands the 1st Rifle Battalion of the 884th Guards Rifle Regiment.   He has a lot of ground to defend and is busy at the moment trying to make sense through the din of the heavy artillery bombardment reports of masses of German infantry following closely behind the barrage and murderous machine gun fire sweeping down from the overlooking hills.  In this sector you can see that some Russian infantry has already begun to retreat.<br />
<br />
<img src="http://i236.photobucket.com/albums/ff11/sfcole/Kursk%20Ponryi%20DAR/Turn21stB804thGDSRRegimentMajorYako.jpg" loading="lazy"  alt="[Image: Turn21stB804thGDSRRegimentMajorYako.jpg]" class="mycode_img" /><br />
<br />
Update:  I've reached the point in Glantz's The Battle Of Kursk discussing the troop dispositions on the front line and the initial attack.<br />
Interesting to read just how strong the Soviet Anti-tank strong points were.   They would contain at least an ATR company or battalion, a sapper platoon equipped with explosives, and AT gun company with 4 to 6 guns and two to three tanks or self propelled guns.  Understanding that these forces would not really be able to stand up to the new heavy German tanks they also incorporated self propelled tank destroyers as well as 85mm and 152 artillery pieces used in an AT role.<br />
<br />
In preparation for the Kursk offensive the Russians defensive frontage in the 13th Army's AOR averaged 4,500 men, 45 tanks, and about 104 gun tubes per kilometer of front line!!]]></content:encoded>
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