View Full Version : Joss vs RWevodau
Hi All,
I have received my first turn from Joss (Allied); it is attached (I think). I haven't looked at the Allied turn yet, but I thought I would post before I opened it. This is my first ever PBEM (any game) and I am learning the procedures as well as the game. I'll post my turn in a day or two.
Robert
Axis Team Advisors,
I'm ready to do my first turn today. I have one question at this point.
I know the importance of blowing bridges to help with the Axis defense, but I'm not sure where to go after blowing a bridge. Do you want to have unit(s) in the hex that has the river in it, or do you want to set up in the first row of hexes behind the river hex. I'm kind of used to rivers falling on hex sides.
Thanks,
Robert
General Staff
22 Jul 06, 07:30
First, I'm posting incrementally as I don't want to repeat myself (too often). So a lot of what I might say has already been mentioned in some of the other games or posts where you situation might be similar.
West to East. Utah. I'd disband the AT in 33,24. It will just get overrun and equipment could be better used elsewhere. You'll still get the ZOC benefit of increased MP cost for Allied unit their turn anyway but it's 6x75mm AT Guns saved. Likewise 34,18- another overrun for sure. Put the routed units there on IL- might as well go out in a blaze of glory. If you can dig something that won't get overrun in the bocage at 30,18 and 32,17 (roads) and if possible cover with arty (in 29,16?). You'll also need something in 28,18 and 27,20 to stop movement and paras here. Forget Merderet Bridges- they're history, and he did a great job here. Blow 2 bridges E of St Saveur but keep those near town until last minute- form a line in bocage adjacent to paras.
Carentan and Taute River Bridge. The latter you need to try to retake and blow. Carentan I'd just try and eject units north so they're on river and you can dig in in the marshes. Break all units here into 3s and attack with direct arty fire support. Wheel in LXXXIV units from Periers to help and use its arty in direct arty support when rounds and % MP allowance used allow. Until then put on TR. Site arty so it can support both attacks.
Omaha. Form a line in the bocage as close as possible to Allies and dig in. Try to form line so it provides an escape route for routed units which should be left on minimize losses so they flee ASAP.
Bayeux Gap. You need armor and assault guns in open positions here stacked and dug in with infantry, making use of engineers. I generally put 88s in better cover, rarely in the open, unless I've got high % entrenchment. When you have to put engineers in the front line to help immediate digging, put on minimize losses if possible so they retreat quickly- they're very valuable assets, more for digging than combat. 1/21 Pz and som assault guns plus 88s in better cover for both here and hills south of Creully. I'd also dig in at 73,34 and 75,34 to try and hold road and delay plus provide possible escape route for routed units here.
Caen. Line 76,33 to 78,34 to 79,34 to 80,33 (100%) to 81,35 to delay/provide escape routes for routed units while you dig lines on Perier Ridge south. Benouville consider lost. Retake Pegasus by going down right hand side of river. I'd use a piece of 2/125 PzG and a piece of 2/22 Pz to try from 83,36 using direct arty fire when it becomes available according to its movement expenditure.
Combined arms stacks in hills/open/woods/urban is the way to go, using broken down units with engineer support to dig. In bocage, infantry with AT capability and good arty support is fine- I wouldn't waste armor in here.
Put coastal guns not dug in on TR. Cabourg/Houlgate- you might want to take shots at the Naval assets of Sword, but ONLY on your last round. Firing these with their 0MPs will definitely end your turn.
Hope this helps.
General Staff,
Thanks very much for the good advice. I really appreciate the time and effort you are contributing to this workshop. I know it will be a valuable learning experience for me.
Thanks,
Robert
Axis Team Advisors,
I'm ready to do my first turn today. I have one question at this point.
I know the importance of blowing bridges to help with the Axis defense, but I'm not sure where to go after blowing a bridge. Do you want to have unit(s) in the hex that has the river in it, or do you want to set up in the first row of hexes behind the river hex. I'm kind of used to rivers falling on hex sides.
Thanks,
Robert
RWevodau,
I just read General Staff's advice, and I didn't actually see him answer your exact question...I could just be blind, however. :D
So to answer where to have your units to get the defensive bonus of rivers: the first row of hexes behind the river is where you want to have your units. If memory serves the enemy's inflicted casualties are multiplied by 0.7 whent hey attack from a river hex.
RWevodau,
I just read General Staff's advice, and I didn't actually see him answer your exact question...I could just be blind, however. :D
So to answer where to have your units to get the defensive bonus of rivers: the first row of hexes behind the river is where you want to have your units. If memory serves the enemy's inflicted casualties are multiplied by 0.7 whent hey attack from a river hex.
That's right Veers. If the hexes behind the river are bocage terrain it's even better! He then attacks with 70% strength and you have a significant defence bonus from the terrain you sit in.
That's right Veers. If the hexes behind the river are bocage terrain it's even better! He then attacks with 70% strength and you have a significant defence bonus from the terrain you sit in.
And then they go boom...hehehehe :D
Veers,
General Staff has offered some great advice that is helping me with my Turn 1. You are right, though, my specific question was not answered. Thank you.
Robert
Veers,
General Staff has offered some great advice that is helping me with my Turn 1. You are right, though, my specific question was not answered. Thank you.
Robert
Anything for the team.
General Staff
22 Jul 06, 16:52
RWevodau,
I just read General Staff's advice, and I didn't actually see him answer your exact question...I could just be blind, however. :D
Veers, thanks. I didn't answer the specific Q. Guess I got carried away...
I have completed my first turn and received Turn 2 from Joss. Files are attached. Joss's file is labeled T3 but it is really Turn 2.
One question that I have based on my turn is about final combats and the inability to dig in afterward. I had several combats that I knew would be the last ones in my turn. After I executed them I realized that units involved in those combats would not be dug in for the subsequent Allied turn (I think this is right). Is it wise to try to get all combats, or at least the critical ones, done before your turn ends so that you can dig in the units after the combat?
Thanks,
Robert
I have completed my first turn and received Turn 2 from Joss. Files are attached. Joss's file is labeled T3 but it is really Turn 2.
One question that I have based on my turn is about final combats and the inability to dig in afterward. I had several combats that I knew would be the last ones in my turn. After I executed them I realized that units involved in those combats would not be dug in for the subsequent Allied turn (I think this is right). Is it wise to try to get all combats, or at least the critical ones, done before your turn ends so that you can dig in the units after the combat?
Thanks,
Robert
Actually :laugh: your files are not attached. :D If you get back and can't attach 'em, flag one of us down and we'll give you a hand.
As to combat and digging in. Scenario dependent, but for this scenario you are the defender and he is the offender, therefore, I would ensure that I get dug in before I made sure that I got every attack, unless it's a cruicial hex, like trying to retake Pegasus Bridge, etc.
Veers,
Thanks for the "heads up" re the files. I just remembered that the files need to be zipped. Here they are. And thanks for answering my question re attacks and digging in.
Robert
General Staff
24 Jul 06, 14:08
This unfortunately doesn't look hopeful. Looks like you forgot to blow the bridges west, leaving one open and unprotected on the Douve River (28,26). He's pouring through here now making any defence other than protecting Cherbourg in the west totally moot points. That means Carentan and Omaha too. You've got to try and contain this breakthrough. Otherwise St Lo and Torigni are probably going to be taken.
Bayeux-Creully is in big trouble too. You'll probably need the SS to help here. I'd try and take Pegasus from the right bank, but there's maybe too much armor here. Either 1/22 or 2/22 broken down should do it, but not both. And 1 PzG unit.
Pointers:
1) This is another reason why you're forced to break units down, and a lot aren't here- you need the units to cover a pretty long front. There are just too many gaps here.
2) See comments on breaking units down, rationale for, and combined arms stacks in other games/threads (or search for these terms in this sub-forum).
3) Engineers should be used to help other units dig and kept out of the front line when possible- their digging abilities are too valuable to lose here.
Hope this helps.
Joss and I had a mixup during Turn 2. I thought I had sent my move to him Tuesday, but he never got it. I sent it again this morning and received his turn today.
I'm obviously not doing very well, but I want to continue to learn as much as I can. Not blowing the bridge over the Douve on Turn 1 was surely educational ;) .
Anyway, here is the situation. I'll see how long I can last.
Robert
Just to let you know, I surrendered my game with Joss. I didn't feel comfortable with this size scenario for my first game (and PBEM at that!). I know it is a small scenario for you vets (and beginners with a bigger appetite than mine), but it was big to me. I was kind of hoping for a scenario on the scale of Arracourt or Anonymous Heroics as a first PBEM effort. Maybe there aren't enough raw beginners like me to do something like that.
I haven't given up on the game. I am playing the PO - Anonymous Heroics right now - and trying to get a better feel for the game. I made so many beginner errors in 2WIN, and Joss has played before (he is actually a very good player). I'm sure it wasn't any fun for him either. He is OK with my decision and was very accomodating during our short game.
Thanks to all for the effort to put this workshop together. The presence of a dedicated user community demonstrates to me that this is a game worth learning.
Robert
General Staff
06 Aug 06, 09:03
Robert,
Thanks for posting this. There's no shame in giving up or surrendering and I've done it myself.
If you're interested in wargames or the transition from boardgames this is IMO worth the effort of learning.
Good luck and either post Qs here or PM me. 1 suggestion- maybe post for an Arracourt 44 game? It's where I cut my teeth with another beginner- Ravenstrike. Try and contact him at SZO and let him know I sent you. He's very good and maybe will help you out.
Best.
GS
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