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Old 07-24-12, 12:45 PM   #1
Dowly
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Default CM:BN Match #3 Dowly(GER) vs. Crécy(US) AAR

Aaaaaand here we go again

As with the previous ones we won't check each other's AARs until we've finished the match.

This also is my first ever map I've made for any CM game, so good to have
that tested.

The map is based on an aerial photo of the village of Le Paradis.
http://peter.mackenzie.org/history/i..._paradis_i.jpg
http://en.wikipedia.org/wiki/Le_Paradis_massacre

BATTLE SETTINGS

Length: 60 minutes
Size: Tiny
Type: Meeting Engagement
Force Type: Mixed
Map: LeParadisH2H
Tank limit: 1

-----------------------------------------------------------

GERMAN FORCES

Regimental Pioneer Company [Motorized]
-HQ Team
-1.Platoon (HQ + 4 x squad)
--Panzer IVH (Late)
-2.Platoon (HQ + 4 x squad)
--Scout Team
-2x81mm Mortar (off map)

-----------------------------------------------------------

PRE-BATTLE DEPLOYMENT & ORDERS

My amazing plan is.. amazing..
I didn't really think it too far to the future, but I'll try to push to the west
quickly to get in position near the Duries Farm. Crécy will probably move
at least some infantry south using the forest on the west edge of the map,
so I want to be able to counter that. He might head to the Duries Farm too,
1.Platoon HQ should be able to call in mortars if that happens.

2.Platoon heads north and half of it occupies the Creton Farm and the other
half heads into the woods east of the farm.

The Panzer IVH will drive up to the Creton Farm intersection and provide
fire support if needed.


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Old 07-24-12, 04:13 PM   #2
Dowly
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Turn 1 (60:00 - 59:00)

Okie, seems like the bulk of Crécy's forces will be coming from the north-northeast.
I heard a fast moving contact enter the northeast field way before the rest,
so that's definitely a vehicle of somekind, I'm betting on Sherman.

I leave my orders as they were, except I move the PzIVH to the right side of
the building at Creton Farm and have him face north.

I'm going to see how the next turn goes and what Crécy is up to. If I don't
spot his troops to the west, I'll have 1.platoon secure the intersection just
north of their current position.

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Old 07-25-12, 12:33 AM   #3
Richard G
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To be more interesting, you should play with larger, more integrated force. Anything under battalion level really does not measure a commanders capabilities.

I love CMBN. If you fellas would like to play me, I'll drop my email into this thread.
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Old 07-25-12, 04:52 AM   #4
Dowly
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I just get confused when there's a large force to command.
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Old 07-26-12, 11:54 AM   #5
Dowly
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Turn 2 (59:00 - 58:00)

No visual on any of Crécy's troops yet. I keep waiting to get a clearer picture
of his intentions before I start moving my troops around. I send out scouts
from both platoons in hopes to get somekind of idea of his unit composition.
Mortar barrage is also called to where I hope most of his infantry will be going.

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Old 07-26-12, 01:10 PM   #6
Dowly
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Turn 3 (58:00 - 57:00)

A-HA! First sight of Crécy's troops on the left flank. I order one squad from
the 1st Platoon to move into the forest. If my worst fears come true, that squad
may prove to be invaluable. Do note the PzIVH that is STILL struggling to find
it's way to the spot I ordered it to. I just tell it to move back to the intersection.



Turn 4 (57:00 - 56:00)

THAT BASTARD! It seems I underestimated the effectiveness of the Allied air
reconnaissance. Crécy is no doubt aware of the fact that the only outhouse in
the area is at the Duries Farm and that's what he is going for!

As a small droplet of joy, I see Crécy's troops lining the hedgerows in northeast.
Exactly where my mortars should start landing any minute now.




Last edited by Dowly; 07-26-12 at 01:25 PM.
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Old 07-26-12, 01:14 PM   #7
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Outhouses - Strategic Housing Importance Transition positions
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Old 07-26-12, 01:55 PM   #8
Dowly
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Quote:
Originally Posted by Oberon View Post
Outhouses - Strategic Housing Importance Transition positions


-------

Turn 5 (56:00 - 55:00)


BWAHAHAHAHA!! Take that!


Time to take that outhouse back! 3/1 will try to reach the south wall of
the farm complex, rest of the 1st Platoon will provide covering fire.
The PzIVH is ordered to come and help take the outhouse back.




Turn 6 (55:00 - 54:00)


"Für das Klohäuschen!!"

3/1 reaches it's objective with one casualty. Otherwise, not much happened.
Oh, first spotting round landed, yay!

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Old 07-26-12, 02:08 PM   #9
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Quote:
Originally Posted by Oberon
Outhouses - Strategic Housing Importance Transition positions
I see what you did there


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Old 08-02-12, 01:51 PM   #10
Dowly
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Turn 7 (54:00 - 53:00)

Ok, think I've figured out Crécy's plan. Looks to me like he wants to play
defensively. He got troops on both flanks and in the center.
PzIVH is ordered to support 3/1 by the Duries Farm and the scout team
and one pioneer squad from the 2 Plt start crawling northwards along my right
flank. My aim is to make one big push from the right, just after my mortar
strike ends. Left flank will act as the situation calls.




Turn 8 (53:00 - 52:00)


He shoots,


and he scooooores!

Tho, I (once again) lost the commander of the tank to smallarms fire.
Other than that, not much happened. 4/1 heads over to 3/1 and 2 Plt continues
to crawl northwards on the right flank.




Turn 9 (52:00 - 51:00)

Oh.. scratch that defensive BS, then. Guess my spotting rounds forced him
to start moving or something. Anywho, the biggest push seems to be coming
down my right flank.. which is kinda bad. Another point he is attacking from
is the center, so I adjust the mortars to area target the buildings there.
Left flank seems normal, no attack from there. I'll move the 1 Ptl forward
slowly.




"Uh.. should we shoot them, Fritz?"
"Nein! Our orders are to crawl slowly and hold fire!"
"Jawohl!"
(Just start stealing from Close Combat, Battlefront. Please. )
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Old 08-08-12, 08:53 AM   #11
Dowly
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Turn 10 (51:00 - 50:00)

Somehow I manage to stop Crécy's attack on the right, I even see some
of his troops retreating, good stuff. I pull the 2 squads back to the
southern edge of the forest. 1 Plt moves to the Duries Farm and PzIVH
drives up the road a bit to get to a better firing position.




Turn 11 (50:00 - 49:00)

Ah, there's that tank I had a feel he had! Best course of action is
of course a completely bat**** insane rush with the PzIVH.
I mean... obviously!

Meanwhile, Crécy's attack on the right flank starts picking up speed again.

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Old 08-08-12, 03:14 PM   #12
Dowly
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Turn 12 (49:00 - 48:00)

The PzIVH gets past Crécy's guys by the farm, SUCKEEEERS!!
1 Plt is starting to crumble, but 2 Plt is luckily still holding out by the
Creton Farm. The mortars should be done adjusting their fire mission anytime
now.




Turn 13 (48:00 - 47:00)

Remember the whole bat**** insane rush thingy? Well, it worked! If by worked
one means it didn't. Oh well, things aren't looking completely hopeless.
Crécy's hitting his head against a brick wall on the right flank and he seems
to be moving troops from the left flank to the center, right into the area
where my mortars SHOULD start hitting soon.




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Old 08-09-12, 12:47 PM   #13
Dowly
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Turn 14 (47:00 - 46:00)

Okie, with no tank left it's time to start the waiting game.
Not much happened on this turn. Crécy's attack down the right flank has
definitely been blocked, so I prepare a small counter-attack to take back
the forest with the same 2 squads I had there before. On the left flank,
I pull 1 Plt out of the yard area of Duries Farm.




Turn 15 (46:00 - 45:00)

1/2 and 4/2 blow their way through the small hedge and head to the forest,
no resistance is met. Crécy's bringing his Sherman towards the Creton Farm
and it was around this point I noticed that everyone but 1 squad had lost
their Panzerfausts, great. On the bright side, mortars should start firing
on the next turn given 2 Plt HQ is still alive. But all in all, I'm screwed.
I'm almost out of ammunition and that Sherman can do a lot of damage if it
doesn't bite it when the mortars begin their barrage.




Turn 16 (45:00 - 44:00)

The mortar barrage arrives and sprays the area quite well. But, I'm still
screwed so it's time for one final push with everything I have.
1 Plt attacks the Farm and 2 Plt attacks the complex in the center of the
map. 1/2 and 4/2 will stop at the treeline to give fire support for 2 Plt.
I don't expect to achieve anything but a quick end to the match, though.

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Old 08-09-12, 02:45 PM   #14
Dowly
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Turn 17 (44:00 - 43:00)

Both attacks fail miserably as expected. With no one left to pose any threat
to Crécy, I surrender the game.





Debrief


Enjoy while it lasts, Crécy! BWAHAHAHAHAAH!!!
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