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General Staff
23 Jul 06, 06:23
You need to be aware of a number of units with special capabilities in this scenario.

First your Sturm Battalion north west of Utah has Special Forces Capabilities. Read up on these.

For the Allies, they have a number of engineering units that can get them across Super Rivers, even in marsh (though NOT Flooded Marsh). Note how all hexes with bridges have marsh not flooded marsh terrain- this is done deliberately to allow Allied engineers to attempt repairs.

These units show as having Ferry-Bridging Teams and Major Ferry Ability. This is regardless of whether there was ever a bridge in the hex. The implication is you need to garrison or protect your major river lines if you see one of these in the vicinity, or even if you can't. So on the Vire River west of Omaha for example you've got to watch out for all hexes below 42,28. Between St Saveur and Carentan you need to guard or fortify hexes below blown bridges.

Feel free to add to this list, or maybe someone will kindly peruse the Allied OOB and identify these units and their formations/entry points and then post.

Heldenkaiser
23 Jul 06, 08:03
Which means, by implication, that super river + flooded marsh terrain is impassible for everyone? What about flooded marsh alone?

It seems I have just needlessly deployed two battalions to guard rivers that cannot be crossed anyway ...

General Staff
23 Jul 06, 08:08
Which means, by implication, that super river + flooded marsh terrain is impassible for everyone? What about flooded marsh alone?

See Section 11.9.3 in Manual.

Heldenkaiser
23 Jul 06, 08:16
See Section 11.9.3 in Manual.

Thanks. :)

General Staff
23 Jul 06, 08:38
On the Douve River between St Saveur and the juncture with the Merderet River, you need to fortify below the bridges, whether blown or not. You'll note that where there is a bridge the terrain is always marsh, NOT flooded marsh. That's a deliberate scenario design decision, so engineer units can get into the hex to repair the bridge.

So you need to defend 25,26- just this one hex here as he can't go through flooded marsh to your left- and 27,27 + 28,27 + 29,28 (don't bother with 29,27- it's open, bocage is far better and he can't outflank you on your right because that's flooded marsh).

For other rivers, I'm sure you can take these principles and extend them. Any Qs, just ask.

Hope this helps.

General Staff
24 Jul 06, 13:38
Other units that should be considered 'special' would be extremely high reconnaissance units (unit reconnaissance ability of 99% which is probably as high as it goes.

What this means in practice is that they can slip through almost any gap in your line that is traversable. To counter them you can shadow them with your own recce units which will up their disengagement cost or attack them to drain them of readiness and supply which will reduce their recce rating.

I tend to shadow and sometimes attack if a decent opportunity presents itself.

Be careful when you see one of these lurking about!

General Staff
24 Jul 06, 13:51
Actually the Germans have a unit that can get over Super River hexes as well. The Engineers of 12 SS Pz Division, arriving turn 3.

One devious trick if you haven't taken Pegasus Bridge but you can get down the river is to use this unit to ferry hex-by-hex sufficient force to attack Pegasus from 82,35.