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Section Leaders:
Fionn Kelly & Madmatt

 

 

Riesberg

American – Riesberg
Turns 21 - End

American Commander - Jason McGrody
American Movie Password -
BiteMe

 

Turn 21:

Orders:  I have four almost full strength platoons facing a mortar, three squads, and an MG42.  Best take care of these units now while I have the advantage before continuing on into more hiding Germans. 

 

I can’t think of anything useful to do with Platoon ‘F’ so they are just going to sit tight this turn. 

 

As it turns out, some of my squads in the front of the town have LOS to the mortar and a squad in the trees at the rear of Riesberg.  Although the range is far, I think it is worth it to bring fire on a unit from opposite directions. Plus, there are only five visible German units and I have over fifteen units firing so I can afford to ‘spread the wealth’, so to speak. 

 

The support MGs and the Sherman in front of the town have nothing at which to fire.  The three MGs are ordered to move towards various positions in the first row of houses.  When they get there they can support the next wave of movement by the infantry squads. 

 

I’m afraid that there is another AT gun just waiting until I get closer to fire at me.  In order to protect my Sherman in front of the town, I order it to fire smoke between two buildings and then drive through it.

 

I forgot to mention last turn that the artillery barrage started at the very end of the turn so I’ll have the pleasant sound of exploding 105mm shells on my side.

 

Despite not having a HQ, Platoon ‘C’ is not in bad shape.  It has only taken one casualty and the condition of the squads is ok, ok, and alerted.  Two of the squads are in the scattered trees opposite the Germans so I cancel their movement orders and target the Germans.  The third squad is out in the open a few meters in front of the trees so I order the squad to scamper back into the cover of the trees.

 

The gun damaged Sherman is now nothing more than an armored MG.  If I were playing an operation I’d pull the tank out of the battle.  Instead I decide to swing it around one of the buildings and position it directly in front of the two German infantry squads.

 

Now that I have a leaderless platoon, I decide to end my picnic with the other members of the Company HQ.  I am going to hop on the nearby Sherman and move at top speed to take control of Platoon ‘B’.

 

Action:  Overall, a good turn.  At the front of the town, one squad takes three casualties while I dish out nine to the Heavy SMG squad and the MG42.  The Heavy SMG squad goes is eliminated in twenty seconds and the MG42 is immobilized ten later.  An infantry team is spotted moving towards one of the stone buildings, probably to get a shot at my Sherman.  At the end of the turn an infantry unit of unknown type is spotted in some heavy woods in front of one of the stone buildings.  By the end of the turn it is under fire from all of Platoon ‘D’.

 

The leaderless platoon, Platoon ‘C’, doesn’t do all that badly.  Suffering eight casualties, the platoon doesn’t break but varies between ‘alerted’ and ‘pinned’ status.  Squad C-1 fares the worst taking five casualties and being pinned most of the turn.  If it weren’t for the covering fire this platoon would no doubt have fared much worse.  An interesting thing to notice is the status change of the bazooka team.  The team becomes pinned from simply firing.  Also of note, the Sherman gets off one burst from its remaining .30 cal MG and the MG team moves into position in the top floor of the building as the turn ends.

 

The Germans put up a decent fight but by the end of the turn one squad has broken.  It looks like I cause about half a dozen casualties to the two squads.  Assuming the two squads were full strength at the beginning of the turn, I probably outnumbered him five to one.

 


The cowardly Germans run away

 

The artillery barrage continues but the only noticeable effect is that is causes a squad to break and run.

 

Turn 22:

Orders:  Platoon ‘F’, which sat out last turn, gets to take another step closer to the town this turn.  As I don’t want to run into my own artillery barrage, they are going to take a round about way into town.  Angling towards a large patch of woods, they will, when in place, be behind the town and I will be able to pull off an encirclement of the village.  I also suspect he has units in the objective building the platoon will be running past.  If he does, I really, really hope he shoots at my platoon so that I can spot them. 

 

Two squads of Platoon ‘G’ have no targets so I want them to run to the spot formerly held by the Heavy SMG squad.  The other two units in the platoon have LOS to the pesky mortar so that is what they get to shoot at until something better comes up.  All of Platoon 'D’ voluntarily decided to fire at the unknown infantry unit spotted at the end of last turn and I see no reason to alter their good decision.  I also see no reason to charge forward with this platoon when they have a perfectly good target in front of them.  Although the range is a little beyond what I would like (~125m) an entire full strength platoon can bring a good amount of fire to bear on one unit.    Another reason not to move the units in the front of the town too much is that the support MGs and Sherman are still making their way into town.  

 

On the left side, I want to mop up the two squads and mortar before continuing on.  While I give all my units on the left targeting orders, I really don’t care what they fire at.

 

This turn as well as the last could be termed ones of consolidation.

 

Action:  Nothing particularly unusual happens and that is a good thing.  The less surprises the better. 

 

Platoon ‘F’ runs to the woods without incident.  If there are any Germans that can spot them, they don’t show themselves.

 


Lieutenant Brown and the boys take a scenic tour of Riesberg

 

In the front of the town, the unknown infantry unit is eventually identified as a machine gun.  Platoon ‘D’ and the artillery effectively suppress the unit, and it eventually breaks and retreats.

 

On the left, the two squads go down meekly, only getting off one burst of fire.  The squad that was running away at the end of last turn continues to run away.  The other squad stands its ground until it is wiped out.

 

The infantry team spotted last turn continues moving towards the gun damaged Sherman, turning into a cross as it disappears into the woods halfway through the turn.

 

I honestly expected more to happen this turn. I was expecting that somewhere the German commander would attempt something to disrupt my assault.

 

Turn 23: Consolidation is over; it is time to move out again. 

Orders: Sort of.  Platoon ‘F’ moved last turn and, as they are not quite in place, they are only going to move a little bit to the edge of the woods and see what turns up.

 

The two platoons in front of the town are going to move forward and to the right.  The support MGs should be in place or almost so by the end of this turn Platoon ‘D’ is going to move into the spot that the Heavy SMG and MG42 were in.  At the end of last turn, and unknown something caused three casualties to each of two squads in Platoon ‘D’.

 

One .30cal MG, the .50cal MG and the surplus HQ will take up residence in the two story building that will be vacated by Platoon ‘D’.  The other .30 cal MG will take up residence in the other two story wood building where a squad from Platoon ‘G’ will join it.  The Sherman will finally make its way through its own smoke screen where it will park itself next to Platoon ‘D’.

 

Platoon ‘G’s HQ and a squad are going to run across the street and into a wooden house.

 

On the right, both platoons will be moving to take out the infantry team and the mortar.  One of the squads in Platoon ‘C’ already has LOS to the mortar so it will stay put while the other two charge forward.  Platoon ‘B’ is going to rush forward to take out the infantry team as well as move into position to fire on the two stone buildings across the street.  In order to get better firing angles and not bunch up the platoon one squad, B-1, will be moved to a solitary patch of woods across the dirt path from the rest of the platoon.

 

Action:  Well, in a word, ick.  Eleven German units appear in places that I didn’t expect, including an 88mm gun that inflicts a fair beating on Platoon ‘G’.

 

A squad from Platoon ‘D’ loses two men and panics (but, thankfully, does not get the dreaded ‘!’) before it can even exit the building.  Another squad takes two casualties as it runs into position.  Despite these setbacks, the platoon does manage to get to where I had ordered them.

 

The HQ and a squad of Platoon ‘G’ that were ordered to run across the street encounter unexpected and unpleasant trouble.  Two German squads pop up in neighboring buildings and open fire.  The two units suffer eight casualties and the HQ is down to one lone man at the end of the turn.  It’s a good thing the building the units ran into didn’t have Germans in it as the HQ and squad would probably have been wiped out.

 

I forgot to mention in the orders section that a mortar and bazooka team had been ordered to move forward into scouting positions.  Using a bazooka and mortar aren’t the wisest things to use for scouting, but I can only use what is at hand.  And it’s a good thing I did, too.  One (or both) manages to spot an entire platoon camped out in front of one of the objective buildings.  I wonder if they’ve taken any damage from the artillery barrage?  By the look of the terrain, Platoon ‘F’ was shielded from their view by the hill so maybe it wasn’t spotted by these units.

 

The only thing good that I can see from all the unexpected units that have popped up is that my units are in pretty decent covering fire positions.

 

On the right side things don’t go nearly as I had hoped.  A platoon essentially appears out of nowhere and the same thing happens to Platoon ‘B’ as happened to Platoon ‘C’ – the HQ is wiped out.  And for the same reason, too.  The HQ was on the ground floor and thus was in the front of the platoon’s charge.  Two squads were on the top floor and so took longer to exit the building.  All I would have had to do was give the HQ a pause order and it would probably still be around to command the platoon.   The platoon takes a total of ten casualties – four to the HQ and two each to the three squads.  On the right side I now have two leaderless platoons and a useless Sherman.  A concerted counterattack would likely wipe them out.  The only upsides are that I, riding atop a Sherman, am on my way to re-establish command and the six squads still have a bunch of men left (56 total.  I love 12 man squads).

 


The noose tightens

 

I can’t say that I expected to find any of the German units where I did.  The German commander doesn’t know that and I plan to keep it that way.  If only the German commander knew just how clueless I really am about his force disposition…  I feel kind of like a sixteen-year-old trying to unhook the bra of his girlfriend for the first time while drunk in the dark in the back seat of his car.  He is trying to act like he knows what he is doing but really he is just fumbling around in the dark.

 

 

Turn 24:

Orders:  While I was surprised at the appearance of all the German units, one plus is that I have a lot of men in good condition.  I have 153 line infantry available of which 103 are of ‘OK’ status.

 

The German forces are in roughly three clumps of men.  With only a minor adjustment of fire the FO can reach two of them.  One of those, though, is close to my own men.  So I have decided to adjust my 105mm fire to the platoon on my left.  I could assault this platoon from both sides with Platoons ‘D’ and ‘F’ but I can use harassing fire from a Sherman and a mortar this turn and the remaining ammo from the 105 next turn to free up both platoons to assist in assaulting the other two German positions.

 

My two leaderless platoons need help so I want Platoon ‘F’ to charge across and enter one of the stone buildings by the road.  Since two squads are green and one has the ‘!’ status, any fire while likely suppress these men but it is a risk worth taking.  The platoon has only lost two men so they should be able to effectively return fire if any Germans shoot at them.

 

My Sherman in town has LOS over a rubbled building to a German squad and will target it this turn until the arty arrives.

 

Platoon ‘D’ will shift right to provide support for the units across the street.  The HQ and squad of Platoon ‘G’ took eight casualties last turn and they are in no shape to defend themselves with only six men total (and the squad only has six ammo left).  Two squads and the HQ will dash across the street into a stone building at the front of the town.  One squad each can be shoved into a corner of the building and the HQ can stay behind them.  The other squad will stay on the other side of the street and take position in the two story wood building in a support position.  By keeping the HQ in the back of the stone building it should be able to keep all three squads under command (having a +2 command bonus doesn’t hurt).

 

Why did the platoon of GIs cross the road?  To help their buddies out on the other side.

 

I could send squad G-2 dashing across the street to assist its HQ.  It wouldn’t take very long for the squad to get there.  On the other hand, from where it is it can fire on the AT gun and I think suppressing the AT gun is more important.  That leaves squad G-3 to help out its HQ and I dutifully plot an order for it to run across the street.

 

As it turns out, by sheer good fortune, the 60mm mortar on my right has LOS to a German squad in one of the wood buildings.  Well, I’d like to think it was a little more than luck as I left him there in case something popped up.

 

On the right my two leaderless platoons need only slight readjustment to bring full firepower on the German units.  Since my Sherman is pretty much useless now, I plan to use it as a decoy.  The AT gun is currently targeting units in front of the town and if I move the Sherman behind the AT gun that should cause the gun to retarget the tank.  The hope is that I can destroy the gun while it swings around 180 degrees.

 

Action:  Platoon ‘F’ leads a charmed life.  By the end of the turn the platoon is halfway to the stone building and there is no response from the Germans.  I had to give two of the regular units a pause order so that there command delay would be closer (35 seconds) to that of the two green squads (33 seconds).  The delay wasn’t all bad as it allowed the platoon to get off some pot shots at long range on a German squad.

 

At the front of the town, a MMG which was assigned to fire on the AT gun holds its order for one second before switching to the German squad on the left that is already targeted by a Sherman and a mortar.  I’m glad this kind of disobedience has been fixed.    After fifteen seconds or so the squad turns around and runs away.  It’s hard to tell whether the squad broke voluntarily or involuntarily.

 

The squad under fire from the AT gun does a pretty good job holding itself together helped by its HQ having a +2 morale bonus.  The squad, like the MMG, breaks orders and changes targets from the higher priority AT gun to a nearby German squad.

 

I was not the only one who suffered targeting woes this turn.  Upon checking my two units across the street that were battered last turn for eight casualties and finding no losses this turn, I wanted to find out why.  The answer, simply, was that they had not been fired on.  Targeted initially by two German squads 40m away, my squad manages to escape unscathed as the Germans inexplicably switch to unimportant targets over 100m away.  I say again, it is a good thing these kind of targeting problems were fixed months ago. 

 


Yanks everywhere!

 

On the right, things go surprisingly well.  Despite having no leaders, both platoons put up a good fight eliminating three units.  Another unit surrenders (and then un-surrenders) leaving only the AT gun (subsequently identified as an 88mm gun) on this side of the road.  In the buildings appear to be another squad and a MG that appeared this turn.  By the looks of things I massively outnumber him now.

 


Surrounded!

 

By the end of the turn all of my units are in good positions and my artillery is only five seconds away.

 

Turn 25:

Orders:  German defenses are crumbling under my troops determined assault. 

 

Platoon ‘F’ will continue its charge into the stone building taking up positions in various places.  One squad will move to the front of the building where it will be able to fire on the 88 (if it is still around).

 


Rear entry.  And, no, its not referring to a Porno film.

 

Little adjustment is needed in the front of the town as most of the movement was done last turn.  I decide to swing the Sherman around and park it right in the middle of the road.  From there it can either fire on the 88 or the nearby German squads.  Also, by staying on the road it will enable the tank to move to other locations faster should that be necessary.  One squad of Platoon ‘D’ will run across the street to join its comrades from the battered ‘G’ platoon.  A squad form Platoon ‘G’, which was originally on its way to join its HQ, ended last turn in the middle of the road.  I decide to keep it there so it can fire on the 88.   It is safe from fire from the nearby German squads as a house blocks LOS.

 

On the right, a little movement forward should bring the 88 in sight of two squads.  Three others target the pesky German squad that surrendered and changed its mind last turn.  Another squad targets an infantry squad in the stone building hoping to suppress it before the boys from ‘F’ enter the building.  Only one squad can actually see the 88 and that becomes its target.

 

Action:  The artillery comes raining down and causes a few casualties with its remaining rounds (one of which is a nice tree burst – look for it).

 

Shermans are great tanks versus infantry.  Having three MGs, it can fire in three different directions at once.  While the Sherman in front of the town didn’t quite do this, it did manage to fire its .50 cal MG to one side, fire its co-ax .30 cal at the 88, and drive in a third direction.  I know of no German AFV that could do this.  For the turn, it fired six bursts each of .50 cal and .30 cal bullets.

 

The two German squads in front of the town come under heavy fire.  The first time I watched the movie I was surprised to find one house demolished at the end of the turn.  With his next to last shot, the 60mm mortar brought the house down and eliminated the squad inside.

 


A mortar so entertaining it brought the house down

 

On the right my two pronged attack works great.  Except for my Sherman being knocked out by the 88.  I’ll just chalk that up to the fact that its main gun was taken out by the uber-sniper.  A squad from Platoon ‘F’ delivered the killing blow to the 88.  This means that my most inexperienced platoon has taken out two 88mm FlaK guns.  In addition, this platoon captures the Company HQ and the MG42 in the adjoining building.

 


That’s gotta hurt!

 

By the end of the turn all that is left are a few scattered remnants.

 

Turn 26:

Orders:  I and the rest of my Company HQ staff have finally arrived to take control of the two leaderless platoons.   As it turns out, I wasn’t needed.  My men were well trained and performed bravely under fire.

 

Basically, it is just mop up time.  So I plot orders for my men and tanks to charge what remains of enemy forces.

 

Action:  Two things worth looking for.  Yet another hidden enemy unit appears this turn at the front of the town.

 

Also, the same Sherman that I mentioned last turn uses its MGs to good use again this turn.  I sent it back along the dirt road to shoot up the remaining platoon.  While rotating its hull to drive down the road it maintained tracking of a fleeing German squad.  When it spotted a new target, it rotated its turret about 135 degrees in about six seconds and got off a .50 cal MG burst before finally bringing the turret around.

 


Sgt Henderson squeezes of a burst of .50cal bullets

 

Turn 27:

There is no turn 27 as the computer forced the German surrender.

 


Final tally

 

I’d like to extend a big thanks to Robert for agreeing to do this AAR.

I had only played one previous PBEM game of CM when I started this one.  In fact, I had only played one PBEM game of any kind ever before this.   My first game, this game, and all my other PBEM games I have played (or am playing) have been great fun.  I think it is a testament to the type of game CM is that it attracts such good players.

 

Looking back on the game, the biggest thing I would work on is timing.  My attack just took too long to form up.  Two platoon HQs were lost because of bad timing.  Getting a good estimate for how long units take to move through various terrain features is important for keeping units together.  Going down stairs, for instance, takes about five or six seconds.

 

The game seemed to boil down to a big game of chicken.  Which one of us was going to break first?  The answer was – neither.  I was waiting for him to show himself so I could destroy him and, except for the fatal mistake with his mortar, he didn’t show himself.  I, for the most part, didn’t run blindly into ambushes unsupported.  I proceed cautiously (perhaps overly so) and when I encountered the enemy I attempted to bring overwhelming firepower on him.  Notice during the movies that many of his units have two or more of my units targeting them.

 

Combat Mission isn’t a race.  There are no bonus points for beating your opponent quickly.   Sit back and let your units move into position before proceeding.  Let your units sit around if they aren’t needed.   The mortar on the hill sat there for twenty turns before firing.  I also didn’t run my units places unless they were under fire or absolutely had to get somewhere.  No use having tired units when the firing starts.  I spotted the forward ambush because my units were moving at a walk instead of sprinting.

 

Ultimately, what made this game fun was that neither of us broke rules one and five that I wrote of in my setup.  Neither of us got rattled. 

 

Here is a finally casualty tally as best I could muster after watching the movies from both sides.

 

Designation Type      Casualties Caused                        Total Casualties

                                                                                                      Caused Taken        Caused Taken          

                                                                                                        (Unit)                 (Group)

A-0               Company HQ                                                                    0         0                 0          0

 

B-0               Platoon HQ         1 Platoon HQ                                         1         4             

B-1               Rifle 45               3 VG  1 Company HQ                            6         4

                                                1 Sharpshooter  1 88 FlaK                                                21        14

B-2               Rifle 45               4 VG  1 Schreck                                     5         4

B-3               Rifle 45               5 VG  3 Platoon HQ                               9         4

                                               1 Company HQ

 

C-0               Platoon HQ                                                                        0         4

C-1               Rifle 45               7 VG  1 SMG  1 81mm mortar               9          5

C-2               Rifle 45               8 VG  1 81mm mortar                          11         4             24         14    

                                                2 88mm FlaK

C-3               Rifle 45               4 81mm mortar                                       4         1

 

D-0               Platoon HQ                                                                        0          0

D-1               Rifle 45               1 VG  4 Hvy SMG  1 Platoon HQ           7          5

                                                1 MG42                                                                             16         14

D-2               Rifle 45               4 VG  2 Hvy SMG                                   6          4                                      

D-3               Rifle 45               2 VG  1 Schreck                                     3          5

 

E-0               Platoon HQ                                                                        0          1              0           1   

 

F-0               Platoon HQ                                                                        0          1

F-1               Rifle 45                3 88 FlaK                                              3           1     

F-2               Rifle 45                1 SMG  1 MG42  1 81mm mortar          6          0            15          4

                                                 3 88 FlaK 

F-3               Rifle 45                1 SMG  1 Company HQ                        6           2

                                                 4 88 FlaK

 

G-0              Platoon HQ          2 SMG                                                   2           3

G-1              Rifle 45 HQ          8 VG 6 SMG  3 Platoon                       17           7

G-2              Rifle 45                 2 Hvy SMG  4 MG42                            6            3           28         13

G-3              Rifle 45                 1 Hvy SMG  2 MG42                            3            0

 

T-1               M1919 MMG                                                                     0            0

T-2               M1919 MMG                                                                     0            1

T-10             M1919 MMG                                                                     0            0               0           1  

T-3               M2 .50cal HMG                                                                 0            0

 

T-4               Bazooka                                                                            0            0

T-5               Bazooka                                                                            0            0               0           2 

T-6               Bazooka                                                                            0            2

 

T-7               60mm mortar                                                                     0           0

T-8               60mm mortar       3 81mm mortar                                  3           2             5            2

T-9               60mm mortar       1 VG  1 MG42                                       2           0

 

T-11             Spotter 105mm    5 SMG  1 Hvy SMG 2 Platoon HQ        8           0            8            0     

 

V-1               M4A3(75)W         3 SMG  1 Hvy SMG                              4            1

V-2               M4A3(75)W         3 VG  1 MG42                                      4             2

V-3               M4A3(75)W+       1 Platoon HQ  2 Schreck                   3            0                21            3

V-4               M4A3(75)W+       1 VG  2 SMG  5 Heavy SMG               10           0

                                                 1 Platoon HQ  1 88 FlaK

 

Movie Files

American Turn 21
American Turn 22
American Turn 23
American Turn 24
American Turn 25

 

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