Combat Mission Battle Logs

9/6/2004

Turn 11 – Out from the Box Springs Tony the Tiger

Filed under: — Top Hat @ 10:39 pm

Well what a shitty turn that was. Infantry to the north who have now buckled down have met no advancing Germans, which was surprising. Infantry to the west are having a hard time falling back due to long range machinegun fire. The worst of it is a two-parter…

As mentioned in a previous reply, a Kraut APC along the treeline by the road is firing its large gun at one of my infantry teams near the top of the hill. I intended to bring my Sherman forward with the intention of destroying it. However, not only does the APC knock out my infantry unit before the Sherman can do anything, but all of a sudden to the north-east of the map, from the woods, comes a damn Tiger tank. One shot kill to the side of the Sherman from long distance. My Sherman crew had no idea what hit it, and I’m sure those who have rolled out of the tank are now lying in the grass, staring at the sky, thinking that puffy cloud looks a lot like Franklin D. Roosevelt.

That Tiger was identified earlier as a Panzer III, which made me feel safe enough to use the Sherman to help eliminate what I thought were more deadly threats along the road. Although my infantry units to the north never got a 100% visual on it, I would think that you’d have to be pretty slow to guess that that lumbering Tiger would be a puny little Panzer III (I’m guessing a Tiger is double the weight of a Mk III). It’s like a witness to a hit-and-run IDing a Ford Galaxy as a Pinto. Now I’m glad those infantry units to the north are all dead, because they were dumb fucks.

I’ve got very little left. Kommander Thimble knows I have no remaining Shermans, and with his Tiger, and various vehicles-mounted machineguns, as well as a shitload of infantry headed my way, the best I’ll be able to do is ask everyone to whip it out and start pissing in your direction, in the hopes that someone had a lot of asaparagus last night. Maybe the stink will make you think twice about advancing any further.

Turn 10 – Ron Stug can’t shoot no more

Filed under: — thimble @ 1:19 pm

Well the previous turn ended with my remaining forrest stug on a downhill slope eyeing the sherman for revenge. Instead of firing loads into the face of the sherman my stug decided to sit there and do nothing! I guess he couldn’t bring his turret up that high to attack the sherman. So the stug is no more, Top your shermans have the best luck, i don’t think they’ve missed yet. And your first shot hit the stug while you were moving, which usually results in the shell sailing well far of the target.

In the forrest i have a squad right beside your remaining engineer squad. I can hear punches being thrown i think, either that or the sgt of your sqaud is slapping your guys back from the brink of panic. I still haven’t found your prized bazooka team unless those were the guys i slaughtered in the road trench.

I see you launched another mortar attack, when will you stop with that shit? How many rounds of 81mm do you have? I see about 3 units on the hill and I’m guessing those are all artillery spotters. I have special plans for those cowards, i plan to roll them over with my tiger!

Turn 9 – Run away! Run away!

Filed under: — Top Hat @ 12:42 am

For me, this turn was all about retreating, with the remote hope of regrouping. To the north of the road, it’s pretty clear that all remaining infantry units are pretty much screwed. Instead of ignoring them, I thought it might be possible to have them use the only escape route possible: through the trees and to the road. Any other route most likely ensures death.

I don’t think it’s any big secret to outline those who have been trapped on the north side of the road: I’ve got a poorly placed machinegun crew, one more squad, both of their CO, and the HEROIC bazooka team that took out your armoured car in an earlier turn. :)

I laid down some cover fire with my Sherman, firing at one of the advancing Kraut squads from a distance, hoping it would keep them, and any nearby units ducking for cover. I also asked for mortar fire between the remaining STUG plus its accompanying infantry group, and my full squad. We’re talking mere metres between them. All infantry were ordered to run for their lives through the woods. I assume such an order would make it through in good time because the CO was in close contact to all units.

The lone machinegun team faired poorly, which I suppose was to be expected, since they were already exposed on one side by the advancing Dolph Lundgrens, and the other by the remaining STUG’s machinegun. They were wiped out. What I wasn’t sure about was how the full squad would react to my orders. They were so damn close to a couple of German infantry squads (who seemed to be advancing on my position, but also seemed to be taking cover, possibly from mortar fire from the last turn) and had the “pinned” status, I wasn’t sure if the “run” order would kick in. (Should I have ordered them to “withdraw” instead?) As of the end of the turn, they still are stuck close to where they started, with no covering fire to assist a retreat. My bazooka team and CO have escaped immediate danger, but their pant bottoms are stained from fear-induced shite.

Meanwhile, further south, my lone Sherman has given up on hunting the Panzer III and armoured car to the far north, which are obviously trying to get around the forest to flank me (you asswipe), and was laying down area fire to help cover the infantry units’ retreat. Unforunately, or fortunately, it was distracted by the presence of an armoured car by the road a bit west of its intended target, and knocked out the armoured car with two hits.

Toward the west end of the map, the German infantry advances via truck and half-track, and has interfered with some of my infantry movement. I fear that it is simply a matter of time before the infantry on the west, and the Panzer toward the north-east clamp down on my remaining forces, and squeeze the shit out of me.

I am desperately trying to build a Ghost unit so I can cloak and launch a nuclear attack. Yes, wrong game, but my heart is in the right place.

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