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CMBN: Taking the Soccer Pitch

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So I woke up today thinking, "Hey, I'm suddenly interested in WWII again!" It does happen from time to time. But this mood never lasts long as WWII saturates just too much of the media for me not to get sick of it in short order. Still, when the WWII bug bites, it can be quite convenient as it is one of the few historical periods that receives plenty of attention from gaming and TV (unlike my forgotten ACW - I am sure any day now the History Channel will stop talking about how aliens helped the Egyptians to build the pyramids and do an ACW doc fitting for the 150th anniversary ).

Ironically, I think it was Red Orchestra 2 that kicked off the mood this time. Even though I rode that game down because I found it quite wanting from what it suggested it would be, it nonetheless did have that good WWII feeling of mass produced warfare involving lots of bolt action rifles and clankity tanks (I suppose this does make RO2 a success...on that level anyway).

Whenever the bug bites I have to decide which way to go, seeing as how WWII was...well, World War 2. My first instinct is always the Pacific Theatre because I believe those island-hopping campaigns of WWII will prove increasingly germane to future military campaigns in the 21st Century (just sayin'). Unfortunately, because Japan didn't invest enough money into cool lookin' and explodey panzers, and because modelling carrier warfare is a very tricky thing for a game dev to attempt, there is always a dearth of such titles.

So I guess its the ETO...again. Here, my first instinct is a hex affair, but seeing how most hex affairs on the PC might as well be off the PC and limited to their original cardboard platform, I quickly abandon that idea (I did pull Victory in Normandy off my shelf though. Might take a look at that. I also am going to try the demo for HoI3). So that leaves something more tactical.

Let's just cut to the chase: if it is tactical action in the ETO you're after, Combat Mission is still the king. Yeah, I know: I also rode down CMBN for its stick-in-the-mud approach to game evolution, but at least it looks darn pretty most of the time (those city maps still give me the dry heaves, though). What is more, the WEGO mechanics, combined with the simplistic point-and-click order system, sidesteps most of the UI nightmares associated with other chrome-heavy wargames, making a typical session of CMBN as painless as it is entertaining (how I love those 60-second movies. If only we could replay the entire battle as in the iPad version. Clearly, Battlefront likes to poke their fans in the eye. And often. ).

Anyhoo, with that in mind, I put together a quick CMBN QB. Medium forces / map (auto), mix units, I take the allies.

The set-up:




Now, because I am no longer a grogy grog, I don't really have a sophisticated set-up plan to grab that rectangularish "soccer pitch" near the center back of the map. Basically, I took all the infantry that the computer plopped on the left of the map and sent them off to the hill with the trees. Seemed like a nice place to rest in the shade and maybe have some lunch. Works for me. Then I took my four Shermans (M4A3 75W Early) and had them to head up the low rise in the center of the map looking for trouble. Sure, why not. In reserve, I kept some mortars, halftracks, SP arty and heavy MGs. They'll get their orders when I see which way the battle breaks.

And we're off!

Right off the bat the AI hits the center of the map with a arty barrage. Regrettably, this is exactly where my tanks need to pass through. So I tell them to just (fast) hurry and hope for the best.



The infantry keeps marching unmolested as the shells rain down around their armored cohorts:



Now, my Shermans did get through the arty intact, if shaken. Good. What was bad, though, was an unforeseen result: because I told my Sherms to move fast, and because they had partially buttoned up from the barrage (nice TacAI ), they did not see these two on a rise to the northeast...


You can see a near miss from one of my Shermans impacting near the Puma

...a Pz IV H (late) and PSW 234/2 Puma waiting for the opportunity to strike. I only became aware of them when one of my Sherms (1st Platoon's Able 3) had its right flank armor penetrated...fortunately, without injury or damage. Needless to say, this rattled the crew. They began popping smoke and started to orient on the threat when a second round (deflected) and then a third round impacted. The third did the trick:



With the exception of the radio operator, the crew got out uninjured.

The Puma and Pz IV showed much better accuracy than my tanks. After taking out Able 3, they turned on the next target:


Here you can see a round deflecting off another one of my Shermans. The abandoned hulk of Able 3, with its crew hatches thrown open, is off to the right

The remaining three tanks in the platoon stopped and began returning fire, but with no effect.

And that is where I stopped. More later.



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  1. Scott Tortorice's Avatar
    When last I left off, my platoon of Sherman tanks had taken a loss to an attack from a Puma and a Pz IV. Point 1 for the Wehrmacht. But the battle wasn't over yet, and my remaining three Shermans continued to mix it up with the enemy. After a few more missed shots, one of my tanks finally scored a fatal hit on the Puma:



    Boom! This was actually the second hit as the first penetrated but did not do any damage. Regardles, the Puma was now burning.

    Unfortunately, the Pz IV kept it up and shot a hole in another Sherman, causing the crew to abandon their tank even though it was still in functional shape:


    I hope the smoke plume from the burning Puma gave this crew some solace


    I was initially annoyed that the crew abandoned their tank so quickly, but it turned out that they knew what they were doing as the Pz IV had the range and would proceed to fill it full of holes until it was thoroughly destroyed.

    More later.

  2. Scott Tortorice's Avatar
    Continuing....

    That darn Pz IV continued to give me heck by tying down my Shermans in a long distance battle that they were losing. So I decided to bring in the big guns.

    I had three M8 MHCs sitting in reserve. Time to bring them into the battle. I sent two of them up my far left flank to the small ridge my infantry had deemed safe, and had them pivot to face the distant Pz IV. I knew it would be a heck of a long shot to actually expect a hit with their stubby barrels, but I figured it would, if nothing else, distract the Pz IV.


    The M8s get involved

    It worked! Even though the M8s didn't hit the enemy tank, they threw up enough dirt around it to make it panic and retreat behind a copse of trees.

    The advance could continue.

    As my infantry and tanks resumed working their way up the map, it became clear that the copse of trees that the Pz IV took shelter behind was also full of German infantry as small arms fire started peppering my tanks and distant infantry. I figured it might be worthwhile to use some of my artillery assets to clear out the mess of them (and hopefully that panzer).



    Time for phase two. Here's the SITREP:



    With the first wood line (really, three clumps of trees) cleared out and seeming secure, it was time to push the bulk of my infantry to the second line of trees located atop of the ridge. I was initially careful, sending up a scout team to the nearest clump of trees, themselves covered by a machine gun team. Nothing happened. This patch of woods seemed empty too.

    With that in mind, I sent a full squad at a quick pace to occupy the treeline. It all went according to plan...right up until ambush.



    First I knew of trouble was when a MG opened up and mowed down three guys in the first volley. Needless to say, the rest of the squad hit the deck. Looks like we found a pocket of resistance.

    With the squad pinned, I decided to bring up some help. I moved up my remaining M8s, along with a half-track, and began plastering the treeline:



    I don't think the enemy will last long.

    You can tell that this battle had entered full throttle mode just by all the activity on the field:


    Infantry moves up while half-tracks ferry troops back and forth

    More later.


  3. Scott Tortorice's Avatar
    Continuing....

    When I wrote "I don't think the enemy will last long," I might have been a bit too optimistic. In fact, what started as a small skirmish actually kicked off the main event in my battle to control the bit of land dubbed the "soccer pitch". Right off the bat I knew something had changed in the tempo of the battle when troops offloading from a half-track behind the FEBA came under heavy fire:



    Jeez, the poor guys didn't even get off the short bus before taking casualties. And it only escalated from there:



    We started taking heavy fire from the hill that hid the Pz IV, as well as from the far ridge to our north. And just about everywhere else, come to think of it. Suddenly I had a real fight on my hands.

    Here's a plot of known enemy positions during this new phase of the battle:



    To say I was concerned would be an understatement. I only had a bunch of machine gun teams and three squads of armored infantry to fight all those troops on a man to man basis.

    Of course, my old friend, that Pz IV, would continue to be a real pain. I'd thought I had chased him out of action earlier, but like a bad penny, he kept coming back. For example, as soon as I brought up a M8 to start targeting all that infantry, the Pz IV popped out of nowhere and nailed it with a single shot!



    Who is the TC in that thing, Herr Wittmann? Now I know how Kirk felt....




    And just as quickly as he appeared, the Pz IV disappeared again.

    My poor M8.



    Now, you'd be forgiven if you thought this was a picture of one chap grabbing the buttocks of another for a little afternoon delight because CMBN, for some reason I still don't understand, does not display anything but fiery catastrophic damage to vehicles. Weird, right? I mean, CMBN models various levels of damage on houses and even trees (trees, for Pete's sake!), but Battlefront just didn't consider it worth the effort to have the same level of detail applied to vehicles. So, in an effort to eliminate any confusion, I actually painted in a penetration decal on this screenie (you might need to click on it and go full screen to really see it). Looks better, right? You can thank me later, Battlefront.

    I don't know how Kilroy got in there.

    Moving on...

    First order of business for me was to start putting my arty assets into use to take out those infantry positions. With that in mind, I redoubled my efforts to clear out that hill on my right flank:


    Infantry tend to their wounded comrades as arty falls on Hill 353 in the distance

    Meanwhile, I continued to bring more troops up to clear out that near patch of woods that sheltered our ambushers:


    Clear those murder holes!

    Eventually we got the Wehrmacht to break and run from their patch of trees, as recorded from a distance by this Sherman:


    They look like fascist ants from up here....

    We're making progress....

    *BAM!*







    I'm gonna get that guy.

    At this point, the operations timer was down to about 25 minutes left on the clock. Between me and the soccer pitch were a whole lot of Germans. Worse, once the Germans broke and ran in that near patch of woods, all the enemy troops in the other areas started streaming en masse to the objective! I just did not have enough troops to fight them on an equal basis. What was I going to do?

    Like I said earlier, I had a lot of mortars and SP arty at my disposal. So, in an anachronistic way, I started thinking like Col. Hal Moore in We Were Soldiers. I didn't need to kill every last one of them if I could just put up a wall of fire all around the objective as Col. Moore did at the Battle of La Drang. With that in mind, I used every spotter I had to call in a steady rain of fire all around the objective. It put on quite the show:



    When the curtain of fire went up, I then began inching my remaining Sherms, along with what infantry I could round up - including odds and ends like MG crews without MGs - towards the soccer pitch.



    I knew this was a huge gamble with so many Germans still on the field. In fact, this sort of enraged my AI opponent who opened up with everything he had. My side replied in kind. What resulted was an apocalyptic scene where arty was tearing up both sides of the battlefield and tracers filled the sky.


    I don't blame this guy for surrendering. It was madness. MADNESS!

    It came time for my biggest gamble yet: while I had some infantry and Shermans inching towards the objective, I needed to hurry matters along. With that in mind, I loaded up one of my last half-tracks with one of my last intact infantry squads and rushed the outskirts of the objective. This was not only dangerous because of enemy fire, but also because I had arty falling dangerous close!



    Those are some real heroes....

    And that is where I left off for the night. There are only 16 minutes left on the clock....

    Stay tuned for the thrilling conclusion!







  4. Scott Tortorice's Avatar
    I have concluded this AAR in the Combat Mission AAR forum: http://forums.gamesquad.com/showthre...8Conclusion%29