FR Feierabend - Combat Mission: Red Thunder
9 - 1 - 0
Rating: | 6.88 (11) |
Games Played: | 10 |
SM: | 6 |
Turns: | 80 |
Type: | Stock |
First Side: | USSR |
Second Side: | Axis |
26/1/1945 Elements from 7.Pz.Div undertake delaying actions to slow the Soviet armoured drive westwards to Berlin. Best played German vs Soviet AI; H2H; Soviet vs AI
Player Voting Stats | ||
---|---|---|
Member | Balance | Enjoyment |
Panzer Lehr | Moderately Pro USSR | 7 |
Lond0ner | Moderately Pro USSR | 6 |
Expecting_at_crossroad | Well Balanced | 6 |
Mustarastas | Slightly Pro USSR | 8 |
mitamajr | Well Balanced | 8 |
Gaming Records | |||||||||
---|---|---|---|---|---|---|---|---|---|
1st Side Player | 2nd Side Player | Result | Score | ||||||
Panzer Lehr | vs. | A Canadian Cat | Axis Total Defeat | 6 | 66 | ||||
Fusilier9 | vs. | flammenwerferX | Draw | 36 | 36 | ||||
Baluka1974 | vs. | Chibot Mk IX | Axis Minor Victory | 48 | 24 | ||||
Fusilier9 | vs. | flammenwerferX | Axis Tactical Victory | 54 | 18 | ||||
liberty24 | vs. | mirekm61 | Axis Tactical Victory | 54 | 18 |
Before starting the game, you should carefully study the goals and parameters. This is important for both sides, but especially for German.
A frontal defense strategy over the entire width of the map is a mistake for the German side.
For the Soviet side, the most problematic was the long distance to the exit zone and the forced need (snow) to move tanks at low speed. Otherwise, there is a big chance to immobilize them, which means to lose them.
However I don’t think this scenario is balanced for HvH. I doubt there is any chance for German to win or even achieve a draw. There are several factors work in favor of Soviets player.
1, troop composition: No doubt Soviets has a huge advantage in number of big guns (17vs5), but they also have built a relatively balanced task force. The BA-10 armored cars can advance from one cover to another, lure German to open fire and exposed their position. More than 3 platoon of infantry should be able to clear the village complex on the map independently. Lack of SP artillery support is a pity, but that can be compensated by the spare some of the tanks to take up the direct fire support role. Any German infantry team dare to stand and fight in the village will be quickly tore apart.
On German player side, lack of a recon asset really hurts. Fighting blindly on a large map is not a good start. Sd Kfz 251 Hanomag can be used as a recon assets but with its poor mobility rating (poor turning rate and low power output, also the inability to crush through some obstacle) make it very hard to pull out. Lose the Hanomag will greatly weaken the German force mobility, make the late game very hard. The alternative solution is to put infantry screen forward to be the eyes and ears. However the limit number of infantry will put German player into a dilemma. Spread out infantry forward will make the defense of the village impossible. Technically in a delay action that is fine, but without a strong defense you cannot prevent the Soviets reach the exit zone in 70min. SPAA better to be kept as reserve to take both counter recon and anti-soft dual roles. Mortar is a bonus but it doesn’t help too much in a large map that don’t have too many chokepoint.
2, weather: good light condition but haze weather. Under normal conditions a reliable spot against a AFV target is about 1000m. However, the trick part is, after you fire the muzzle flash will expose your position. You can be detected as far as 1800m. This is very important because think about this scenario. Your lone JPz IV hide under a tree. Sov player has two tank co. overwatch at 1500m away, he sends a BA-10 forward, spread the machine gun fire here and there, and get spotted by your JPz IV. JPzIV can achieve a hit with 2-3 shots, sometime 1st shot is a hit if you are lucky, then the firework begins. Dozens of 85mm AP will be pour on you, there will be one penetrate through low hull plate. If not then probably 3rd or 4th shell will damage your main gun. The only way to avoid this situation is <1> deploy smoke immediately as soon as AP round leave the muzzle, retreat and change to a different fire position after each fire mission. However, in a turn based PBEM game this is impossible. <2> give up the thought to take Soviet juggernaut head on, take the flank shot.
3, However, that ambush/flank shot approach has its own problem, the problem is terrain: it lacks of good position to setup an ambush. On German left flank , the field was split between lines of woods, but while these woods block LOS, it doesn’t impede maneuver too much. So setup the delay action there is a bad idea, you might knocked out couple T-34/85 in close range fight, but then Soviets will quickly outflank you under the concealment of trees, catch you in the open due to their superior mobility. On the right flank, the German fire position is too exposed, it will receive the fire from the front and flank shot from its left flank (from the woods). Also, Soviets can use the first village to provide protection and concealment for maneuver. The center part of the map is an excellent ambush site, but……. There is no way out. All the area around the center woods are open field. If you want to move your tank destroyer to a different ambush site then you will get a burning wreck. So far I can only identify the area around bottom right corner as an ideal position, but setup a defense line there just means you will let Soviets exit the map without any challenge.
Another terrain feature might have a huge impact on the game balance, overall the terrain elevation increase from E (Sov side of the map) to W (the Ger side of the map). That means the Soviets can easily find the hull down position while German player has a hard time to secure one.
My 2 cents.
Sorry for this long complaint.