View Full Version : General Staff vs. Elmer (2WiN 1944)
General Staff
22 Jul 06, 14:46
Given I'm handing out advice and hurling people to their doom, I thought the least I could do was go where I'm directing others. So I thought I'd take Elmer for a test drive and try to illustrate some of the thornier concepts. Bear in mind this is a hotseat game and for clarity I've taken FOW off so you can see all Allied dispositions, though you pretty much can anyway with it on Turn 1.
Attached are ZIP files with the German at start position on Turn 1, followed by other posts with a Post-Round save attached with new attacks set up for all subsequent (7) rounds. And a brief commentary for each.
If you follow closely it gives you a step-by-step on how you roll with the rounds. If you have Qs on why I moved what, where, when, how and why on dispositions just ask.
Hope this makes rounds and how to form defensive lines in depth a little clearer.
N.B. Note that all attacks are Limited Attacks using Minimize Loss Settings unless otherwise noted.
General Staff
22 Jul 06, 14:54
1) Attack 85,39 with PzG unit. Arty in indirect support.
Round 1- 90% left
General Staff
22 Jul 06, 14:59
2) Attack 85,39 with PzG unit. Arty in indirect support.
Round 2- 80% left
General Staff
22 Jul 06, 15:04
3) Attack 85,39 with PzG unit and Pegasus w/PzG unit. Note both units now show 27/33 MPs remaining=81%.
Round 3- 70% left
General Staff
22 Jul 06, 15:09
4) Same Attacks, but this time add in Pzs at both locations with 20/28 MPs remaining=71% and at Pegasus use the PzG unit in 83,36 instead this time so the other one gets some rest- note both have 24/33 MPs=72%.
Round 4-60% left
General Staff
22 Jul 06, 15:15
5) Same Attacks as 4 but at Pegasus put the Pz unit on Attack as opposed to Limited Attack to increase pressure and switch PzGs since the one used this round took some damage (yellow health indicator with the other green).
Round 5-50% left
General Staff
22 Jul 06, 15:55
That last round did the trick and we now have Pegasus and have blown the bridge.
6) Now you can use arty with 17/33=50% in Direct Fire Support. So let’s use 1/155 direct targeted at 85,39 and 2/155 against 84,34. The Wfr unit has to wait until next turn with only 15/33 MPs which is less than 50% so leave on TR to support indirectly. Let’s attack 84,34 with the Pz unit and the PzG unit in 84,35. Leave the other Pz unit on the bridge for now. At 85,39 let’s just use the Pz unit as the PzG is pretty damaged. All attacks LA//ML (Limited Attack/Minimize Losses). Let’s also move the PzG unit in 83,36 to 84,35.
We did some serious damage at both locations for the loss of a couple of tanks and squads, but the combats lasted longer than usual, leaving us with only 20% of our turn left.
Round 6- 20% left
General Staff
22 Jul 06, 16:00
7) With 20% left we should consider this our last round. So let’s dig the units in around the paras south of Merville. Let them exhaust themselves trying to get out. With the bridge down they’ve nowhere really to go and they are now out of supply.
At 85,39 set up the Pz unit and PzG unit to attack (NOT limited this time) at Ignore Losses. Dig in the HQ here. We may not destroy the unit but we want to cripple it so it can’t really do anything or go anywhere. Dig in the 1/155 and 2/155 Arty units as we need some support in our turn and if it’s in mobile status (which the Wfr arty unit will be when done) it won’t support. Note that it will indirectly support now it’s dug in.
Direct Fire the Wfr unit at 84,34 and attack this with the Pz and the 2/2/125 PzG unit in 84,35 (Full attack, not Limited and at Ignore Losses). Dig the other PzG unit in. Put the Pz unit on the bridge on TR- this will give a nice surprise to the Allies if they assault Benouville with armor. We need to try and get some space between us and the Bridge.
You might as well throw the dice too and take a chance on hitting some ships. In the east I targeted 82,30 and 83,31 with Cabourg and Houlgate respectively, in the west I targeted 38,20 with 2 batteries. Let’s see.
Check to see all your units are dug in. A few problems were found. An arty unit in 23,21 has been ‘undug’ and retreated by interdiction. Set it up to fire on 25,23, cancel and put on Tactical Reserve so it will support in your turn. Same with Nebelwerfer unit in 30,16. Do likewise. Also arty in 38,30.
Round 7- Turn Ended.
And as it happens we disabled/sank:
1 Battleship
4 Heavy Cruiser
2 Light Cruisers
2 Destroyer
Not bad for a few squads and a couple of guns lost, even if from now on they can only go on TR or LR and cannot dig in again with 0 MPs. Unfortunately we didn't take the 2 hexes we attacked though we did inflict more casualties.
General Staff
22 Jul 06, 16:04
That concludes Turn 1. Note that since this is a hotseat game against Elmer, you can perfectly easily take the start SAL file and work through your own attacks and tactics, experimenting to see what works (or doesn't). You can also cancel the attacks I set up and redo your own.
You can also continue playing against Elmer or turn it off and play both sides.
Again, I hope this helps clarify some aspects.
A few problems were found. An arty unit in 23,21 has been ‘undug’ and retreated by interdiction. Set it up to fire on 25,23, cancel and put on Tactical Reserve so it will support in your turn. Same with Nebelwerfer unit in 30,16. Do likewise. Also arty in 38,30.
Very good, Staffer. :D As a note, the reason he had to do that is because of a game limitation that will be adressed in the furture by Matrix and the TOAD team.
What he accomplished was to reset his units back to mobile status, from which they could be set to tac reserve, or local reserve (or dig them in, had they had movement points). So, if you find you have a unit (arty, or otherwise) that has movement points left, but has can't get into tac/local reserve, or dig-in, check its status, it is likely retreated, so set up an attack and then cancel it before you resolve you attacks and then you will eb able to dig in or go to tac/local reserve. Of course, if the unit isn't arty and there is no unit adjacent, then you're just plumb out of luck.
General Staff
22 Jul 06, 16:48
Very good, Staffer. :D As a note, the reason he had to do that is because of a game limitation that will be adressed in the furture by Matrix and the TOAD team.
What he accomplished was to reset his units back to mobile status, from which they could be set to tac reserve, or local reserve (or dig them in, had they had movement points). So, if you find you have a unit (arty, or otherwise) that has movement points left, but has can't get into tac/local reserve, or dig-in, check its status, it is likely retreated, so set up an attack and then cancel it before you resolve you attacks and then you will eb able to dig in or go to tac/local reserve. Of course, if the unit isn't arty and there is no unit adjacent, then you're just plumb out of luck.
Thanks. Actually I didn't mean it as a game problem, just a fact of TOAW life. Interdiction can dig out your units and put them in retreated status. It's most annoying with arty, since you depend on it so much. My solution is exactly the same as yours here.
There is one other way to wiggle out of this- if you're out of range but have MPs left, it might be possible to get in range, reset, and move back to dig in.
Thanks. Actually I didn't mean it as a game problem, just a fact of TOAW life. Interdiction can dig out your units and put them in retreated status. It's most annoying with arty, since you depend on it so much. My solution is exactly the same as yours here.
There is one other way to wiggle out of this- if you're out of range but have MPs left, it might be possible to get in range, reset, and move back to dig in.
:laugh:
I didn't mean to say my solution was better or even different than yours. :D I just was explaining to them the 'why' and giving them a generalization of what you did, so they know they can do it with units other than Arty, unless you covered it inside your tactics thread. Which, now that i think of it, you probably did. :laugh:
General Staff
22 Jul 06, 17:36
:laugh:
I didn't mean to say my solution was better or even different than yours. :D I just was explaining to them the 'why' and giving them a generalization of what you did, so they know they can do it with units other than Arty, unless you covered it inside your tactics thread. Which, now that i think of it, you probably did. :laugh:
No, no I didn't take it that way at all, and apologies for confusion. Actually I think the more we all explain these tips and tricks to new players the more likely new players will remember them.
General Staff
22 Jul 06, 17:41
For those itching to see how the defence in depth stood up, here's the turn as opened after Elmer has done his worst. It's not too bad.
One caveat- it's been ages since I played the PO/AI. So I couldn't save at turn end because it just launched straight into turn 2. Also I had to stop it as I had other things to do. That meant I had to rerun the last round of turn 1 again, which is going to result in minor variances. The 2 hexes still held out, the interdiction was obviously different though overall probably the same and the naval casualties were again different but roughly the same. I'll try and save the play through as a Turn Start SAL from now on.
General Staff
23 Jul 06, 17:49
Talking to others about forgetting to move units, and there's me in this game leaving a nice hunk of arty for 709 Infantry in 18,5. It still happens after all these years.
Heldenkaiser
24 Jul 06, 07:31
Talking to others about forgetting to move units, and there's me in this game leaving a nice hunk of arty for 709 Infantry in 18,5. It still happens after all these years.
What a relief to all of us. ;)
Seriously, is there a good way or routine to make sure one hasn't forgotten any units? I used to use "next formation" or whatever the button is called, but with some formations all over the place on a big map like Normandy here, it really doesn't help me much, since I could be looking at a formation north of Utah that has also units near Carentan, and also it brings up *all* formations, also those that I have already considered/moved Is there no "find units that haven't used MP" button or keyboard shortcut? Should I look at the map section for section, identifying all individual units? Any advice? Thanks. :)
General Staff
24 Jul 06, 08:27
2 things I usually do.
1) Check for recent reinforcements and make sure you've moved them all.
2) Depending on scenario size, you can either scan units on the map (which is what I'm doing here but it obviously failed me) or cycle through formations checking that the right hand column (Move) is always 00 or else there's a good reason for it not to be so.
If the scenario is small enough you can always check every unit if you want before turn end to make sure arty placement/coverage, loss setting, entrenched status and any MPs are what you wanted.
General Staff
24 Jul 06, 12:12
1) Going in only with those units that have ALL MPs (i.e. 100%).
NE of Bayeux let’s hit the unit in 66,32 with armor from both sides plus the Arromanches infantry (all 2 squads), giving us a flank attack advantage. We should get some indirect arty support from 65,33 even though the formation is in reorg.
SE of Creully let’s hit 71,32 from 2 sides as well- another flank attack, though I don’t think there’s any arty in range to indirect support here.
Let’s also hit 74,32 with some assault guns. This will be considered a flanking attack if the Allied unit had attacked anywhere S, SW, NW in its turn (see 13.10 in the manual). Same scenario attacking 79,33 but with 3/155 Arty in Direct Fire Support here. This is an orange lit stack and I’m hoping for good casualties here.
I’m attacking the recce unit in 79,34 also. I don’t expect much but it will help reduce its recce value and ability to get through your lines. I might hit it again later in the turn with 88s from the other side, which would give me a flank attack.
East of Pegasus I’m attacking 84,34 to try to reduce these pockets of paras using 2/155 Arty in Direct Fire Support. I choose this hex as I don’t want them to get any more dug in (at 40%). I also attack 85,38 from 2 sides with Direct Fire Support from 1/155 Arty and the Nebelwerfer unit. Hopefully this will force them out of the woods before the can dig in and into 85,39 where I’ll then have a surround. Other Allied units I’ll leave to starve here until I can get arty to help in assaults.
Note all attacks, including Direct Arty Support are by units which have their full movement values remaining for use.
Results: 66,32 retreated. All others units remained. In 79,33 some rear units on TR moved into the hex. It is now a red lit stack with some units in the open and not dug in. We’ll hit this again.
Round 1- 90% Left
General Staff
24 Jul 06, 12:17
2) I moved an SS unit and some 88s into 66,32. The hex had been 14% entrenched, but this goes down some when you move in (10%) though you do get the benefit. Digging in, it goes to 15%. Dig in units around Bayeux and we’re all reset to go. Bayeux over and out.
SE of Creully let’s try again and hit 71,32 from the same 2 sides once more. Note units have 25/27 and 28/31, both 90%+, an in line with the 90% remaining your last round closed at.
Let’s also hit 74,32 with the assault guns again. Neither side suffered much damage last round. Every attack will take 10% supply from both units, but this will reduce the initial 99% recce value (which means it can pretty much get through any gap) of the Allied unit.
Let’s attack 79,33 again exactly as before with 3/155 Arty in Direct Fire Support. This is now a red lit stack with some units having moved in off TR- not dug in. I’m hoping for good casualties this time. It’s an almost ideal ‘Target of Opportunity’.
East of Pegasus. Use 1/2/125 PzG and without armor against 84,34 (the armor got routed) plus use both 1/155 & 2/155 Arty in Direct Fire Support. 85,38 you’ll have to leave since your PzGs got hit hard. Hit 85,39 from 2 sides with Armor and an infantry unit using Direct Fire Support from the Nebelwerfer unit.
Results: 71,32 retreated. Likewise 85,39. 79,33 lost 22/151 Rifle Squads and similar percentage assorted damage in other categories for 3 SP Guns lost.
Round 2- 80% Left
General Staff
24 Jul 06, 12:22
3) With the threat at Creully cleared, 2/Rec/12 SS Pz into 70,32 and the PzGs there back into Creully. Those SP Guns there held up a major armor/infantry assault last turn and it’s great urban defensive terrain, now an urban ruin- even better. 72,32 is unfortunately retreated so I’ll swap with the unit SE, set to attack, cancel (it goes to mobile) and then dig in. The engineers in 74,30 don’t have much of a chance, but with 10/29 MPs I may wait until the 30% Remaining mark and then launch an attack south with support from the SP Guns SE to get a flank attack. Let’s see later. Otherwise dig in and Creully over and out.
Let’s attack 79,33 again exactly as before with 3/155 Arty in Direct Fire Support.
Pegasus. Close in on 85,38. 3/1/858 Inf at 15/18 MPs=83% is good to go. Nebelwerfer unit in Direct Arty Support. Use 1/2/125 PzG again with both 1/155 & 2/155 Arty in Direct Fire Support.
Results: 79,33 lost 16/129 Rifle Squads and similar percentage assorted damage in other categories for 1 SP Gun lost.
Round 3- 70% Left
General Staff
24 Jul 06, 12:27
4) 3/155 Arty goes to 74,34 to provide arty support to Creully and environs. Note that at 5 hexes ALL its ordnance can support not just those with range 7. That ends the attack on 79,33. The SP Guns are pretty shot up anyway.
85,38. I’m going to leave this for the moment as I need all arty against the units near Pegasus. I’m also taking 3/2/22 Pz to 84,35 and digging it in just in case the Pzs there don’t recover next turn. Let’s use 2/2/125 PzG (slightly fresher) against 84,34 with all arty in 83,37 on Direct Fire Support.
Results: None to speak of.
Round 4- 60% Left
General Staff
24 Jul 06, 12:32
5) 2/2/125 PzG (slightly fresher) against 84,34 with all arty in 83,37 on Direct Fire Support.
Results: None to speak of.
Round 5- 50% Left
General Staff
24 Jul 06, 12:37
6) 1/2/125 PzG (switch again- slightly fresher) against 84,34 with all arty in 83,37 on Direct Fire Support.
Results: Paras lost 6/12 Rifle Squads.
Round 6- 20% Left
What a relief to all of us. ;)
Seriously, is there a good way or routine to make sure one hasn't forgotten any units? I used to use "next formation" or whatever the button is called, but with some formations all over the place on a big map like Normandy here, it really doesn't help me much, since I could be looking at a formation north of Utah that has also units near Carentan, and also it brings up *all* formations, also those that I have already considered/moved Is there no "find units that haven't used MP" button or keyboard shortcut? Should I look at the map section for section, identifying all individual units? Any advice? Thanks. :)
I look at the map section by section, after, of course, I have identified my re-enforcements.
In this one, I'd divide the map into Utah, Carentan, Omaha, Gold, Juno, Sword, Caen, East of Caen, and organize each different part, using all the units there. I would then scan through my entire 'rear area' to ensure that I didn't forget anything that didn't fall into my pre-designated fronts.
General Staff
24 Jul 06, 12:42
7) Dig in. Attempt to rescue Engineers in 74,30. They go in at Attack-Ignore Losses, SP Guns Limited Attack-Ignore Losses. At 20% Combat can only go 2 rounds max. 85,38 all out assault from opposite sides. Shots at Naval units.
Results: The rescue attempt fails. 85,38 36% Allied Casualties and 1 Para unit eliminated. Naval losses:
1 Battleship
1 Heavy Cruiser
2 Light Cruisers
5 Destroyers
End of turn.
General Staff
24 Jul 06, 13:08
It's impossible to get a turn end playing the AI. It automatically goes to bookkeeping and then straight in to the next turn. I did however manage to pause it right at the start of Elmer's turn and before he'd done anything at all yet. This is the best I can do here.
I haven't looked at it (you'll have to trust me) but you might have interest to see how much damage the German Tactics are causing.
General Staff
24 Jul 06, 13:13
Here's the damage after Elmer's done his worst. 1 piece of good news is that interdiction is down to 3%. I guess that means I have to use my lighter to smoke again. Areas of concern:
1) Between St Saveur and Carentan. Few units here and if he reconstructs the bridges it could be bad news.
2) Omaha. The defence here has held him up but he's going to break out shortly, and a couple of units are nearly through. I suffer from a paucity of HQs and arty to pull units out here. I'm going to have to get units in south of the Aure River.
3) Between Bayeux and Omaha. He's moving units through here to try to outflank both. Again I've got to get something in the way.
The paras south of Merville thrashed around some more and now are not dug in. Hopefully we'll get to them this turn. The SS lads in 66,32 took a beating with 60% casualties. Creully fell after an epic battle- the SP Guns sure can take a licking and keep on ticking.
General Staff
25 Jul 06, 11:01
Seriously, is there a good way or routine to make sure one hasn't forgotten any units?
Aside from what's been written I've found a new trick, having looked at the new toggle hotkeys. These are really nifty and useful- 6.1.2 in the manual. Use the 'M' hotkey to toggle between attack/defence strengths and movement points. If you see anything non-zero while doing your last turn check for dug in units, take a closer look as to why.
I'm looking forward to a little less 'scroll toll' and these hotkeys plus the numeric keypad to move around the map will really help. Thanks Ralph.
Heldenkaiser
25 Jul 06, 11:24
Meanwhile, I am using the "next unit" button and simply look at the status window for units that have a non-zero movement value (without being "fortified"). Before, I didn't realize it takes you through *all* units - not just of the same formation. It takes some time, but it really helps. :)
General Staff
27 Jul 06, 11:45
1) 1/1/22 & 2/1/22 Pz from opposite sides attack 66,32. 2/2/125 PzG and 3/2/22 Pz attack 84,34 with 1/125 & 2/125 Arty in Direct Fire Support. Nebelwerfer in Direct Fire Support with 3/Rec/21 Pz and 2/1/858 Inf Bn assaulting 85,38, the latter being retreated by interdiction before the attack goes in. All attacks Limited with ML setting.
Results: 1 Para Unit and HQ eliminated in 84,34. Unit in 85,38 broken down by combat.
Round 1- 70% Left
General Staff
27 Jul 06, 12:22
2) 1/1/22 & 2/1/22 Pz again from opposite sides attack 66,32. 1/2/125 PzG attacks 84,34 with 1/155 Arty in Direct Fire Support. Nebelwerfer in Direct Fire Support with 3/Rec/21 Pz and 2/1/858 Inf Bn assaulting 85,38. 2/155 in Direct Fire Support of an assualt by 3/3/858 Inf Bn and 2/Rec/21 Pz on 86,34. All attacks are going in at A/IL settings except 66,32 and 86,34 with LA/ML settings.
Results: 84,34 and 85,38 eliminated.
Round 2- 60% Left
General Staff
27 Jul 06, 13:10
3) 1/1/22 & 2/1/22 Pz from opposite sides attack 66,32 again, though this is not proving too successful- last chance boys but with Direct Fire Support from 71,36 too (17/28=60%). 1/155 & 2/155 Arty in Direct Fire Support of LA/ML Attack on 86,34. Let's start in on 88,33 too with a flank attack at LA/ML and Nebelwerfer moves to 87,35 and digs in to give Indirect Fire Support to both attacks.
I've moved up elements of 857 Div to start digging a line on the Orne.
In this turn there are some exceptions to breaking units down. Eng/12 SS Pz in 77,39 was used to reduce movement costs for Panzer Lehr crossing rivers headed west. It made it here with 1 MP and dug in, taking the hex from 15->74% entrenched. Also 90,31 is still en route, so concentrated until it arrives, though it moved broken down to try to draw interdiction.
Results: Damaged but not eliminated or retreated any hexes attacked.
Round 3- 50% Left
General Staff
27 Jul 06, 13:43
4) 1/1/22 & 2/1/22 Pz from opposite sides attack 66,32 again- really really boys last chance but with no Direct Fire Support from 71,36 this time- I checked unit's AT ability and it isn't good per item. Far better at AP and you live and learn.
1/155 & 2/155 Arty in Direct Fire Support of LA/ML Attack on 86,34. Let's continue on 88,33 too with another flank attack at LA/ML with Nebelwerfer giving Indirect Fire Support to both attacks.
Results: Again- Damaged (86,34 severely) but not eliminated or retreated any hexes attacked. I'm going to stop the attacks on 66,32- against CS of 280 planes several times in a row what can one do?
Round 4- 40% Left
General Staff
27 Jul 06, 14:10
5) LA/IL Attack on 86,34. Let's continue on 88,33 again with another flank attack at LA/ML with Nebelwerfer giving Indirect Fire Support to both attacks. 1 & 2/155 go to 86,35 to use their 3 range arty in indirect support. Let's also consider this the last round and fire our coastal arty.
Results: 1 Destroyer, 1 Light Cruiser, 1 Battleship. 86,34 down to a 1-1. 88,33 3-3 orange. Out of supply, it will be easy to finish them both next turn.
End of turn.
General Staff
27 Jul 06, 14:14
Again, I paused and saved during start of Allied T4 so you can see damage- if any.
General Staff
27 Jul 06, 14:23
The line pretty much held though it took a hell of a beating this turn. Areas of concern:
Between Trevieres and Bayeux
69,33
66,32
62,32
Back tomorrow on this.
General Staff
29 Jul 06, 18:07
Grandcamp finally bit the dust, but I suspect gave a good accounting of themselves. Regarding routed German units, see 2/3/6 FJ in 47,26- not too damaged, but probably naval gunfire shell shock.
Bayeux is the main worry, and it looks like Carentan may get hit now there’s an engineer unit there to rebuild the bridge. I’ve left some of the FJ there along with Osties in the rear digging. I blew some bridges at St Saveur because I believe this game is going to pivot here next turn- units north to defend Cherbourg, south to defend St Lo and St Saveur a moot piece of real estate. Attacks:
1) 87,34 to finish the paras if possible, using Direct Arty Support.
2) 79,34 since it’s infantry in the open and not dug in.3/155 Arty in Direct Arty Support from 74,34.
3) 62,32 and 66,32 both flank attacks.
4) 64,31 Combined Arms assault on this with Direct Arty Support from 62,33.
All attacks may also have indirect arty support. Check APD for details.
Results: Both units attacked at Bayeux retreated. 64,31 & 79,34 c10% damage. Paras damaged but still intact at 87,34.
Round 1- 90% Left
General Staff
29 Jul 06, 18:08
Attacks:
1) 87,34 to finish the paras if possible, again using Direct Arty Support. 2) 64,31 Combined Arms assault on this again with Direct Arty Support from 62,33.
Results: 64,31 c10% damage again. Paras damaged but still intact at 87,34.
Round 2- 80% Left
General Staff
29 Jul 06, 18:12
Attacks:
1) 87,34 to finish the paras if possible, again using Direct Arty Support.
2) 64,31 Combined Arms assault on this again with Direct Arty Support from 62,33 & 68,34 this round too.
3) 79,34 with Direct Arty Support from 78,36.
Results: 79,34 c10-20% damage with most retreated from the hex. Paras damaged but still intact at 87,34. Some minor damage at 64,31.
Round 3- 70% Left
General Staff
29 Jul 06, 18:14
Attacks:
1) 87,34 to finish the paras, again using Direct Arty Support.
2) 64,31 Armor only assault on this again with Direct Arty Support from 62,33 & 68,34 this round too.
3) 81,35 with Direct Arty Support from 76,36 & 78,36. Red lit hex.
Results: 81,35 minor damage. 87,34 no damage. 64,31 cleared with c10-20% casualties for loss of 1 PzIV.
Round 4- 50% Left
General Staff
29 Jul 06, 18:15
Attacks:
1) 87,34 to finish the paras, but let’s use LA/IL settings, again using Direct Arty Support.
Results: 87,34 eliminated.
Round 5- 20% Left
General Staff
29 Jul 06, 18:18
Last round. Dig in. Check everything. Coastal Arty attacks on Allied Naval.
Results: 1 Light Cruiser disabled.
End of turn.
General Staff
29 Jul 06, 18:21
Again, I paused and saved during start of Allied T5 so you can see damage to Allies.
General Staff
29 Jul 06, 18:25
Elmer sure came out to play today with a vengeance. He's something of a Rotweiller. But aside from a few problem hexes the line held and I think we're OK.
General Staff
31 Jul 06, 13:53
Lordy, those SS guys are tough. Check out 2/2/26 SS PzG Div in 65,33 with just 4 trucks left- no squads just trucks.
Some units east of Pegasus I just left to rest now the paras are gone.
Attacks:
1) Let’s do a little line restoration, starting north at Utah at 32,14 with Direct Arty Support against infantry. Further west here, I just don’t have the strength and am dug in in depth anyway. Let them break on my lines, not me on theirs in the bocage/hills.
2)We’ve got to try and restore some order near Bayeux. Once they break into open country south, things get more difficult and the ridge lines east and bocage west are essentially outflanked. So let’s try and recover 55,30/63,32/66,33/69,33/72,33 with Direct Arty Support except at 55,30 (MP expenditure means it’s not available though it will hopefully get indirect arty support), 63,32 & 69,33 where it’s a little wasted on armor. We’ll also surround 66,33.
3) Further east 75,34 (we’ll attack first with some SPGs and later with a unit from the other side when its MPs allow)/78,34/80,35.
All are flank attacks with Direct Arty Support where possible.
Results: 66,33 eliminated. Retreats except 55,30/78,34.
Round 1- 80% Left
General Staff
31 Jul 06, 13:55
Attacks:
1) 79,35- I’ve got to try to clear the hills here and it’s orange lit. Indirect Arty only since it’s mostly armor.
2) 78,34 again with a flank attack and Direct Arty Support.
3) 75,33- a long shot, but could use clearing- it’s been retreated once in the last round so may be happy to move further back.
4) 72,32 given infantry concentration and not dug in with a flank attack and Direct Arty Support.
5) 62,31 given infantry concentration and not dug in with Direct Arty Support. I worry attacking bocage though- highly defensible terrain.
6) 55,30 to try to clear it out- not dug in with a flank attack and Indirect Arty Support.
I thought about assaulting 32,15, but decided against it- guns all dug in so no Direct Arty and let them do the attacking.
Results: Cleared except 72,32/62,31/55,30.
Round 2- 60% Left
General Staff
31 Jul 06, 13:58
Attacks:
1) 79,35/81,35- a long shot with some Direct & Indirect Arty Support, but I’ve got to try to clear the hills here at 79,35 and they’re both yellow/red lit.
2) 72,32 given infantry concentration and not dug in with a flank attack and Direct Arty Support.
3) 62,31 given infantry concentration and not dug in with Direct Arty Support. But I worry about assaults in bocage- it’s just such good defensive terrain.
Results: at 81,35 I lost a PzKpfWIV for about 40% of their infantry- 16/26 Rifle Squads and 1 evap/1 retreat. 72,32 retreated both units for the loss of 1 81mm Mortar and a variety of Allied infantry/equipment including 3 tanks. 62,31 10-15% casualties among Allied squads but it shows attacking in bocage is not recommended- let’s stop this futility having damaged them somewhat. 79,35 a MG and a truck for 8/13 Allied Squads and 2 tanks, really courtesy of Direct Arty against infantry in the open and not dug in- but unfortunately no retreat.
Round 3- 50% Left
General Staff
31 Jul 06, 14:02
Attacks:
1) 79,35/81,35- a long shot with some Direct & Indirect Arty Support, but I’ve got to try to clear the hills here and they’re both yellow/red lit.
2) 64,31. Combined Arms flank attack with Direct Arty Support.
Results: 64,31 cleared, the other 2 no luck though damage done. 81,35 all infantry squads eliminated plus the AT unit, thanks to Direct Arty Fire for 2 tanks, an SMG AT Squad and a couple of other items. 79,35 clears/kills all infantry though the armor remains.
Round 4- 20% Left
General Staff
31 Jul 06, 14:13
Let’s make this the last round.
Attacks: None, except for Coastal Arty east. Dig in. Check all.
Results: I lost 2 guns for no gain. Still worth it given previous results.
End of turn.
General Staff
31 Jul 06, 14:18
Again, I paused and saved during start of Allied T5 so you can see damage to Allies. There may have been a few Alllied movements before I could get my hands around Elmer's neck to put a leash on.
General Staff
31 Jul 06, 14:34
The line pretty much held though Elmer got stuck in again. SPGs performed great as usual- 3/AG/352 Inf Div in 54,29 (now retreated to 54,30) an example to us all with only 1 machine left. Areas of concern:
Periers Ridge/Bayeux as usual.
58,31
His 'CCA/2nd Arm'- 1 of his best formations- looks headed to Isigny. Trevieres also looks targeted.
St Saveur.
General Staff
18 Aug 06, 12:35
I'm going to go to posting Start/End positions only from now on.
Basically, it was recovery and more digging this turn, along with a couple of counterattacks to try to seal gaps or potential/threatened breakthroughs:
1) Utah.Attempt to seal off/destroy 28,15. Unsuccessful and I eventually stopped and dug in, given I could afford no more losses with a fairly thin line here.. Let's just hope he's in no position to head out next turn or I could be in trouble here.
2) Omaha. Attempt to retreat threatened breakthrough at 58,31 and thereabouts. Again unsuccessful and I had to resort to setting up a recce unit screen to try to hold. Doesn't look good.
3) Bayeux. Here I had more success, pushing some Allied units back and reforming a reasonable line. I'm having to make exceptions to general rules- for instance some armour is defending by itself and in the open, though there's little choice and at least the entrenchment values are good.
4) Periers Ridge. Mixed success here- Allied infantry took heavy losses with some units eliminated, but the armor remains.
I stopped and dug in with 50% remaining, but then got 3 rounds attacking Allied ships for a total of 1 Battleship, 3 Cruisers and a Destroyer.
General Staff
18 Aug 06, 12:50
This was ugly. He made or now threatens breakthroughs:
1) SE of Trevieres.
2) W of Bayeux.
3) Creully E of Bayeux is problematic.
4) We're hanging on to Periers Ridge by our fingernails.
Not to mention a lot of (good) units took heavy damage. The good news (if there is any) is that he's not dug in in a lot of places, so maybe let's see what damage we can do.
General Staff
21 Aug 06, 13:54
We sealed most breakthroughs, though Bayeux still seriously threatened, plus west now Allied CCA and CCR armor has arrived.
On the naval front we destroyed 2 Heavy Cruisers and 9 Destroyers with about 5 rounds of pure CA shots only.
General Staff
21 Aug 06, 15:38
One breakthrough SW of Utah. Damage all along the line, especially at Utah. Increased pressure at Bayeux, though we still hold it along with Periers Ridge (just).
Considerable casualties inflicted, judging by detailed combat reports, especially in Allied armor.
General Staff
24 Aug 06, 14:59
No attacks aside from CA versus shipping: 2 Destroyers, a Heavy Cruiser and a Battleship sunk.
I also seized the initiative and get to go first Turn 9. So I won't post a Turn 9 Start, just a Turn 9 End.
General Staff
25 Aug 06, 17:53
4 Destroyers and a Light Cruiser taken out. No other attacks. Notes:
1) Reorg can be a real pain during a fighting withdrawal with units paralyzed. You either have to abandon them or stand and fight to protect when you might prefer to retire.
2) Getting the initiative could be a real problem if the Allies get their T9 and then their T10 in succession- it means they can make breakthroughs and then exploit them immediately afterwards. On the defensive like this, having the initiative is not such a good thing if it results in this. Could be a disaster.
3) I've decided not to dig too much behind Bayeux- hopefully with 2nd Pz Division moving up and them damaged in the assault, I may be able to mount a counterattack behind Bayeux with the Allies in the open and not dug in so well. We'll see.
General Staff
25 Aug 06, 17:55
Just so you can see Allied damage, which appears extensive, having kept them in the bocage a lot longer than I expected.
General Staff
25 Aug 06, 18:37
The Allies fortunately didn't get 2 turns in a row- if they had it would have been a foot race to Cherbourg since they made a serious breakthrough here between Briquebec and Valognes. Hard to believe but 3 adjacent fortified units in the bocage (c30-40% entrenched) just seem to have spontaneously combusted. As it is I think it's going to be difficult to hold Cherbourg.
Elsewhere, Periers Ridge held again- just. Bayeux fell without much of a fight it seems, which I found surprising, but I guess that's the luck of the draw.
Omaha took some damage also, but we're going to try and surround the 3 US RCTs in 57,33 and kill them- we have the units and arty to do it.
We'll see what they do at Bayeux next turn and then decide whether to send 2 Pz Division in.
General Staff
31 Aug 06, 17:20
Threatened breakthrough at Cherbourg- struggling to contain.
Attacks:
69,33- Red-lit armour unit and I need to extricate my armor from 70,32. With very low recce values, armor has little chance of disengagement except through attack. The RHS is going in with a regular attack to hopefully take the hex, the LHS is going in at LA because I don’t want it to move (plus ½ attack strength and ½ losses). No luck unfortunately, despite 3 assaults.
64,32- Target of opportunity, with lots of infantry in the open and using direct arty support. Heavy damage inflicted- some retreats.
57,33- Let’s kill this lot. Out in the open, too far forward/easily isolated, not dug in, red-lit health. Done.
1 Destroyer sunk with CA.
General Staff
31 Aug 06, 17:24
Again, just so you can see Allied damage.
General Staff
31 Aug 06, 17:34
Again, just so you can see Allied damage. They get to move first on T11, so 2 turns in a row, which could prove very nasty.
General Staff
31 Aug 06, 18:46
We took a hell of a pounding 2 turns in a row, but I think we gave as good as we got- losses 10-4.
Cherbourg is in trouble, and I'm not sure we can hold here for the next 3 turns. Omaha, Bayeux hanging in there. We lost a hex at Periers with armor holding on as long as possible by itself and giving a good accounting. We may need to pull back here, but we have plenty of slack to work with.
General Staff
14 Jan 07, 17:06
This AAR has been on my to-do list to finish for ages now. Here are the last couple of turns for completeness.
Another pounding, but the Allies are struggling to break through as their casualties mount. Comments by sector:
Cherbourg: struggling to hold a line here, with breakthroughs at 19,13 and 17,27 which I’ve tried to contain. Just need to hang on for another turn or so. Touch and go.
Utah: If this was a human player I’d make a feint++ across the bridge at 39,28 to draw resources away to defend it. But given his 101 AB is laagered north of the Taute and Douve rivers doing nothing, I figure I’ll just sit tight too.
Omaha: keep digging in those hedgerows to the west. East towards Bayeux he’s almost out and we’re just delaying as we can here.
Bayeux: flank attack on surrounded breakthrough unit (4/7 Royal Dragoon Guards) at 63,35.
Caen/Periers ridge and East: just digging and delaying, rotating relief units into the front line as I can.
Results: Despite a couple of softening up attacks followed by an all-out assault with flank advantage, the 4/7 Royal Dragoon Guards managed to throw back all attempts to dislodge it or force its surrender (the attached file is a save just prior to the final assault so you can see the final assault as set up but not yet executed). 2 Destroyers and 2 Light Cruisers with shore battery fire against naval units anchored in 83,31.
P.S. I'm now using the WinZip integrated into Windows XP as opposed to the original WinZip (9.0?). Any problems unzipping let me know and I'll see what I can do.
General Staff
14 Jan 07, 17:10
Again, just so you can see Allied damage.
General Staff
14 Jan 07, 17:31
The Cherbourg defences are on the point of collapse, and it's touch and go as to whether the Allies will take the port.
Elsewhere, holding and delaying. The Allies are nearly to the bridge over the Vire allowing them to link up with Omaha and press on to Carentan. The front south and west of Bayeux is coming under increasing pressure.
Hopefully the next turn will be the last.
General Staff
20 Jan 07, 19:46
As it happened, this proved to be the last turn and the game ended in a German Overwhelming Victory. So finally- and apologies for stops/starts- we have a completed game.
We managed to contain most breakthroughs with the exception of Cherbourg, where we threw up the best defence we could muster and prayed the game wouldn't go another turn. It might just have been enough if it had, but we had our backs to Cherbourg itself at this point. The 1st Sturm Battalion surrendered after a breakout attempt north failed.
Near Bayeux we managed to finally destroy the 4/7 Royal Dragoon Guards after a couple of flank attacks with a final all out assault.
Coastal Shore Batteries northeast of Caen claimed another 5 destroyers.
General Staff
20 Jan 07, 20:20
German Casualties
Squads: 2293 = x 10 = 22930 men
MGs: 470 x 5 = 2350 men
AT Guns: 240 x 5 = 1200 men
Mortars: 685 x 5 = 3425 men
Guns: 386 x 5 = 1930 men
NWs: 76 x 5 = 380 men
AA: 147 x 5 = 735 men
88s: 79 x 5 = 395 men
Tanks: 246 x 5 = 1230 men
AFVs: 139 x 5 = 695 men
Trucks: 615 x 5 = 3075 men
Total of 38345 Casualties
Allied Casualties
Squads: 4492 = x 10 = 44920 men
MGs: 1350 x 5 = 6750 men
AT Guns: 652 x 5 = 3260 men
Mortars: 1454 x 5 = 7270 men
Guns: 80 x 5 = 400 men
AA (SP): 943 x 5 = 4715 men
Tanks: 1107 x 5 = 5535 men
AFVs: 541 x 5 = 2705 men
Trucks: 1207 x 5 = 6035 men
1 Battleship, 7 Cruisers and 15 Destroyers
8 Aircraft
Total of 81590 Casualties (Planes/Ships Not Included)
Summary
I have to say that 'Elmer' is greatly improved, though there remains some marked deviation from his gameplay versus that of a reasonable human opponent.
1) Ships would usually be kept well out of harms way.
2) I'm not sure Elmer could or even can factor in some of the victory conditions- i.e. to hold Pegasus Bridge, Carentan etc... that aren't specific VP value objectives.
3) Elmer has a direct approach to objectives which can be used against him. I'd imagine he'd be much tougher on defence.
4) Elmer is pretty casualty-insensitive.
If this had been 4WIN instead of 2WIN, I believe the Germans might have had a chance to mount a major counterattack and possibly even destroy some or all of the Allied beachheads. Certainly make it a much closer run than was the historical case.
All in all, great fun. Thanks Elmer!
As it happened, this proved to be the last turn and the game ended in a German Overwhelming Victory. So finally- and apologies for stops/starts- we have a completed game.
We managed to contain most breakthroughs with the exception of Cherbourg, where we threw up the best defence we could muster and prayed the game wouldn't go another turn. It might just have been enough if it had, but we had our backs to Cherbourg itself at this point. The 1st Sturm Battalion surrendered after a breakout attempt north failed.
Near Bayeux we managed to finally destroy the 4/7 Royal Dragoon Guards after a couple of flank attacks with a final all out assault.
Coastal Shore Batteries northeast of Caen claimed another 5 destroyers.
Next time we'll have to have the team captains battle it out with each other. Instead of just playing Elmer. :D
General Staff, I was wondering why you used only limited attacks/minimize losses against encircled paratrooper units West of Pegasus Bridge in the first rounds of the game.
While I understand the impetus to use a proportionality of forces to attain this rather... accessible objective while saving both supply and movement in the short term, it also sacrified valuable time, tying loads of German units to maintain these encirclements and slowly attrite them.
Would it not have been more useful, instead, to use two units in flanking, on full attack/ignore losses, with artillery pummeling the hell out of them to annihilate them, which would have allowed you to reshuffle these troops somewhere else much more quickly?
General Staff
10 Oct 07, 07:30
General Staff, I was wondering why you used only limited attacks/minimize losses against encircled paratrooper units West of Pegasus Bridge in the first rounds of the game.
While I understand the impetus to use a proportionality of forces to attain this rather... accessible objective while saving both supply and movement in the short term, it also sacrified valuable time, tying loads of German units to maintain these encirclements and slowly attrite them.
Would it not have been more useful, instead, to use two units in flanking, on full attack/ignore losses, with artillery pummeling the hell out of them to annihilate them, which would have allowed you to reshuffle these troops somewhere else much more quickly?It's rare I use any other combination than LA/ML, since it generally only burns one round (10% of your turn). This way you initially get to see what is in the enemy stack (detailed combat report) and adjust accordingly, though against infantry targets arty should be the tool of choice for heavy lifting. It's a bit like flying- make a small change, view results, compensate, repeat as needed.
An all-out assault (A/IL) I reserve for special cases- near end of turn and a have-to-have hex. But early on it can be disastrous as your unit burns up rounds that are needed elsewhere, not to mention sometimes itself, leaving a nasty gap in your line.
Easiest way to see alternatives is to load the turn and try with different parameters yourself. It's been a while, but the extra rounds you burn east of Pegasus on full frontal assaults could be needed for other activities elsewhere.
General Staff
11 Oct 07, 11:10
General Staff, I was wondering why you used only limited attacks/minimize losses against encircled paratrooper units West of Pegasus Bridge in the first rounds of the game.Another option I thought of is to run through and play the Kasserine 43 Tutorial that comes with the game. Play it as suggested then with any variations you can think of and compare.
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